Re: The Book of Red Tornado - Design phase
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT Red Tornado @ 280 points (I assigned cost) Bumped up to 300 for Army Tests.
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
PASS
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
PASS
- FUN TEST/ Consider whether or not the design was fun to play.
PASS - Hell Yeah!
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS – Fun for sure..
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS - Oh Yeah!
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS – Definitely. He can uses AEF to get height advantage attack of 7 or use TF to bypass special defenses and try to blow melee opponent’s back so they can’t engage next turn, or place them in lava or adjacent to a certain friendly figure of RT like Blob or Mystique or Absorbing Man.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS – See Usage comments. Lots of fun strategy.
Heavy Hitter/ Does it pass? Pass
Played on Ruins of Pine Tree Marsh Map
Spoiler Alert!
Vs. Magneto (310) – RT wins with 0 wounds on T5R1. RT was able to use Air Elemental Flying to place Mags lower and attack with 7 dice and crush 4 life Mags. Shield didn’t help and no way Mags would risk lowering shield to Throw 6 life RT.
Vs. Martian Manhunter (300) – MM wins with 5 wounds on T4R2. RT could have won this, but MM had some sick attack rolls of 3 skulls (x1) 4 skulls (x2) and a 7 skull with height attack. RT had 5 skull (x1) 4 skull (x1) 3 skull (x1) and 0 skulls (x 1 with height and 7 dice!). So I could have seen this go either way.
Vs. Sabertooth (290) –Sabertooth wins with 4 wounds after healing 1 off at end of turn after killing RT on T3R2. Sabes missed with his one Pounce attack and healed that wound right off. RT got a 5/1 attack on T3 after using AEF to get height, so Sabes just moved to same level to keep healing instead of risking leaving engagement wound for Pounce and risk another wound. RT got Sabes up to 6 wounds on T6R1 but Sabes used X to heal down to 5 and then won initiative to put 4th wound on RT and heal down to 4 wounds. RT used AEF to get attack with height but only got a 2/1 attack to put wound 5 on Sabes and then Sabes finished RT off with a 4/2 attack and then healed down to 4. I could see RT winning had he won initiative for R2 or rolled better with 7 attack dice instead of only getting 2 skulls.
Vs. Deathstroke (280) – Deathstroke wins with 2 wounds after healing one off after killing RT on T6R3. This was a long match for sure. DS had same range as RT and even though RT had height, DS rolled very well with Quick Shot against a reduced defense of 5 for RT. DS had several 2 skull attacks and a 3 skull attack to chip away at RT. DS also stayed away from any height so RT couldn’t uses AEF to get height advantage. RT took a wound early from Calculated Defense, so he mostly tried Tornado Force from height and range to chip away at DS, but DS kept healing those little wounds off and there was no advantage of moving DS with the attack in this game. Eventually, RT had to do something as he was getting up in wounds from QS and wasn’t gaining ground on DS because of healing. So he engaged and took another wound from CD but managed some wounds on DS (who with 0 to few wounds could risk only rolling a couple dice for CD). DS finished RT off with his normal attack of 6. RT could beat him at times, but would have to have some good normal attacks to put some heavy wounds on DS and not take too many CD wounds or normal attack 6 wounds.
Vs. Colossus (260) - RT with 3 wounds win on T6R2. He was able to keep using Air Elemental Flying to get height advantage attack of 7 vs. Colossus and chip away. Colossus would move up to same level to attack and then get moved back down by RT. Colossus had some bad attack rolls: 4 skull, 2 skull (2) 1 skull and 0 skulls. His defense helped him stick around and had he rolled even a couple nicer attack rolls he could have had a chance. Though on a map with a lot of height, RT could just chip away with Tornado Force and bypass Colossus’ Steel Skin.
Vs. Absorbing Man (260) – RT wins with 1 wound on T2R2. This was a crazy nightmare for Absorbing Man. RT used Tornado Force to place AM back twice to keep him from being able to engage. RT had a 3/2 and 4/1 attack with the 4 dice special attack vs. 6 defense, so that’s not always going to happen. Eventually AM was able to engage to get 1 attack with B+C for 1 wound on RT, but RT used AEF to crush Carl Crusher Creel with a 6/3 attack with height. RT will usually have an advantage vs. melee only HH’s if he’s hitting with his Tornado Force or able to use AEF to get height advantage. Had AM been able to stay engaged and start a turn engaged to Power Absorb to get an attack of 8 vs. RT, he might have had a chance.
Vs. Green Goblin (230) – Green Goblin wins with 2 wounds on T1R2. He was able to use PB with some lucky wounds on RT and then got a couple nice normal attacks. GG had the dice luck in this game for sure. As RT had a bad 2/1 attack with height after using AEF and later with RT having 3 wounds, GG got a 4/0 attack with his normal attack with height after missing with PB attack. Once of those bad games for RT, but the multiple attack by GG and his mobility and being able to leave engagement was a plus for him vs. RT.
So far I can see Red Tornado in the 280 range give or take.
Squad Test/ Does it pass? Pass
Played on Ruins of Pine Tree Marsh map
Army Test 1/ Does it pass? Pass (@300)
Played on Ruins of Pine Tree Marsh map
Red Tornado (300) Martian Manhunter (300) Absorbing Man (260) and S.H.I.E.L.D. Agents x 3 (330) for 1190 points.
Vs.
Annihilus (360) Super Skrull (340) Skrull Warriors x 3 (330) and Count Vertigo (160) for 1190 points.
Spoiler Alert!
R1- Count Vertigo moves toward the center of map. Absorbing Man uses Power Absorb to add Martian Manhunter’s 6 def to his attack. Super Skrull moves near Count Vertigo. Martian Manhunter moves but can’t attack, but his Telepathic Dispatch roll of 1 blank moves Red Tornado 4 spaces, which after flying over Absorbing Man and 2 Agents, gets them forward 2 spaces each . Skrull Warriors move near CV and Super Skrull. Red Tornado uses Air Elemental Flying to move 5 Agents forward 2 spaces each.
R2- Martian Manhunter moves adjacent to Super Skrull because he can’t target him when not adjacent and CV lowers his range to 1 and MM puts 2 wounds on SS. Then he rolls 2 blanks for TD and moves RT over 3 Agents to move them 2 spaces each and other TD move is for Absorbing Man to move. Skrull Warriors don’t have inspiration but the can still move to height and attack Absorbing Man, but fail to wound him with 1/2 and 1/1 attacks. Red Tornado can’t fly because he’s within 6 spaces of CV, so he can’t use AEF to move Agents this turn, but he can walk adjacent to CV and puts 3 wounds on him with a 4/1 attack. Super Skrull leaves engagement from Martian Manhunter and fly’s to height 2 spaces from Absorbing Man but misses him with a 2/3 attack. Agents move and get close enough to CV to attack and the third Agent is able to put final wound on CV, then moves 1 Agent from SZ 4 spaces. Super Skrull figures Absorbing Man is untouchable this game so he puts 2 wounds on Red Tornado.
R3- Absorbing Man moves to same level as Super Skrull and with his attack of 8, he kills him with a 5/1 attack. Skrull Warriors are not inspired but can still attack with height vs. RT but can only manage 1 wound after a 3/4 and 3/2 attack. Red Tornado fly’s over Martian Manhunter and 3 Agents to move them and RT ends on height but can’t attack. Super Skrull is dead so no turn. Martian Manhunter moves to height and kills a Skrull Warrior and rolls 5 blanks for Telepathic Dispatch, he has RT fly over Absorbing Man to place him on other side of water, then moves AM to same level and adjacent to Skrull Warrior and finally moves 3 Agents. Skrull Warriors kill 2 SHIELD Agents.
R4- Martian Manhunter moves adjacent to Skrull Warrior and kills it and uses TD to move 2 Agents. Skrull Warriors kill 1 Agent. Red Tornado moves and attacks 2 Skrulls with Tornado Force and kills one. Annihilus moves and puts 1 wound on Red Tornado with CCR. Agents move and 1 can attack but misses a Skrull. Annihilus moves to height and uses CCR to kill an Agent and then kills another with his normal attack (he was trying to thin out the Agents and stay away from RT, AM and MM that were on the other side of the map).
R5- Annihilus moves adjacent to 2 Agents and kills 1 with CCR and kills the other with normal attack. Martian Manhunter moves but is just short of range to attack Anni but his TD moves 2 Agents. Anni moves to height adjacent to Martian Manhunter and takes 1 wound from a roll of 2 for CCR and then puts 2 wounds on MM with a 3/1 attack. Red Tornado (with his move of 7) fly’s over Anni and MM and places MM on height and Anni to a lower adjacent space and then puts 5 wounds on him with a 5/0 attack (6w total including the 1 from failed CCR) . Place the CCR adjacent to Absorbing Man. Anni is 1 wound from death and if he doesn’t get the CCR he will take last wound, so he risks dying from leaving engagement from RT to get the CCR, but a skull is rolled and he dies. Last 2 Agents move.
R6- Martian Manhunter moves to height and kills a Skrull, then TD3 moves AM onto CCR, RT (who fly’s over and moves 2 Agents) and then 1 Agent. Last 2 Skrulls attack Absorbing Man with height and miss. MM moves and TD1 moves RT (who fly’s over 1 Agent to move him over water to height). Skrulls miss Agent and Absorbing Man. Absorbing Man moves adjacent to Skrulls and kills 1 with CCR and then the last one with attack of 8.
Absorbing Man with 6 Absorbing Markers and 0 wounds, Red Tornado with 4 wounds, Martian Manhunter with 2 wounds and 2 Agents survive to win on T5R6.
My first time playing SS/Skrull Warrior combo and I was probably too aggressive with SS and should have got the Warriors out more earlier and used them up first. The Skrulls did have some good chances but rolled poorly with height but not inspired vs. Absorbing Man twice and someone else. SS also missed with height vs. Absorbing Man. CV caused problems early, but the combo of MM and RT got their army to move really well with Telepathic Dispatch and Air Elemental Flying combo. RT did good and really helped his team. I think I could have done better with the SS/Skrull Warrior combo and they had some terrible luck with dice rolls. Anni also had bad luck in taking a wound from CCR fail and then get 5 more right away from a lucky 5/0 attack with height from RT. Red Tornado’s team won most of the initiatives, especially key ones and the Skrull Warriors were never inspired, just bad luck/bad play by me.
I think the MM/RT combo and the AEF movement potential to help teammates mobility is good enough to warrant him going up to 300 points.
Army Test 2/ Does it pass? Pass @ 300
Played on Martian War: The Heat map
Red Tornado (300) Mystique (165) Blob (165) Mole Man (100) and Moloid x 10 (100) for 830 points.
Vs.
Sabertooth (290) Batman Beyond (150) Electro (135) Creeper (125) and Cops x 2 (130) for 830 points.
Spoiler Alert!
R1- Red Tornado uses Air Elemental Flying to move Blob, Mystique and 4 Moloids forward. Cops move out. Moleman and 5 Moloids move forward. Cops move. Moleman and Moloids move forward. Electro moves adjacent to Cops to discourage Moleman and his minions from moving any closer on that side of the lava pit.
R2- Red Tornado fly’s to height and kills 1 of 2 Cops adjacent to Electro with Tornado Force. Cops move onto shadow tile and 3 attack RT with height but all miss. RT uses AEF to fly over 2 Cops and place 1 lower onto Lava Field space, 1 lower and nearer to Moleman can friends, and he also flew over Electro and placed him on a lower space and then attacked him with height for 3 wounds (ES11 not in effect as Electro is placed adjacent to RT after RT completes his move). Electro stays adjacent to RT but moves onto shadow tile and lights up RT for 1 wound. Moleman uses Tunnel Surprise to bring himself and 3 Moloids 5 spaces with MM and 2 Moloids adjacent to Electro. 1 Moloid dies from ES11 and MM takes 1 wound from ES11, but it’s worth it as with 1 Moloid adjacent to Electro, he rolls 1 less defense die (3) vs. Moleman’s attack and MM kills him with a 3/2 attack. Electro dead, no turn. At the end of round, the Cop placed by RT onto Lava Field dies.
R3- Sabertooth moves and uses Devastating Pounce to kill a Moloid and then uses Feral Instinct vs. Moleman but misses with a 2/3 attack. Red Tornado uses AEF to move Moleman and Moloid back a bit, a Cop onto Lava Field space, and Sabertooth onto Lava Field space that is 2 spaces from Molten Lava. RT ends move on height and puts 1 wound on Sabertooth (1). Sabertooth moves away from Molten Lava and misses attack vs. RT with height but heals down to 0 wounds. RT puts 3 wounds on Sabertooth (3). Sabes leaves engagement from RT for no wound and killes a Moloid with DP, kills another with Feral Instinct and puts 1 wound (2) on Moleman, then heals down to 2 wounds. Moleman moves to height and he puts 1 wound (3) on Sabertooth, then 5 Moloids move and 2 can attack with height and One Ruler bonus for attacks of 4, but they both miss. Sabes reveals X to get down to 2 wounds and Cop on Lava Field lives.
R4- Sabes kills 2 Moloids and puts 1 wound (3) on Moleman with FI, then heals down to 1 wound. Moleman with height puts 3 wounds on Sabes (4) and then last 4 Moloids move and 2 are able to wound Sabes (6) with 1 wound from each. Sabes is tired of these cretins and kills 2 Moloids and Moleman with Feral Instinct, then heals down to 5 wounds. Red Tornado fly’s over Cop in Lava Field and Sabes and places both 2 spaces from Molten Lava, but then misses Sabes with a 2/3 attack. Sabes moves further from Molten Lava and puts 2 wounds (3) on RT before healing down to 4 wounds. RT places Cop into Lava for a death and puts Sabes back to 2 spaces from Molten Lava and puts 1 wound on him (5). Sabes reveals X to get down to 4 wounds and doesn’t take a wound from Lava Field.
R5- Sabes leaves engagement for 1 wound (5) to get away from RT and Molten Lava and get adjacent to Cop, then Sabes heals it back down to 4. RT fly’s across lava pit to get adjacent to Mystique and near Blob to try to help them move along. Batman fly’s adjacent to 2 Cops. RT uses AEF to move Mystique and Blob up 2 spaces and then RT lands on single spaced height to block Bats from getting there. Bats fly’s and uses X to attack with range vs. Mystique but misses and then uses Glide to move back adjacent to Cops. Mystique attacks with height vs. Bats but whiffs.
R6- Sabes moves next to Cops to heal (3). RT moves Mystique to single space height and Blob up 2 spaces. Sabes heals (2). RT moves Blob. Creeper Leaps adjacent to Cop. Mystique misses Cop on shadow next to Bats. Sabes reveals X to heal down to 1 wound.
R7- Creeper moves onto shadow space. Mystique puts 1 wound on Creeper. Creeper rolls a 1 to get a Marker and Leaps to attack Mystique with height for 3 wounds on a 3/0 attack and avoids ES13 and heals down to 0 wounds. Mystique puts 1 wound back on Creeper. Sabes uses DP to attack RT but misses and takes a wound but heals it back to 1. RT uses AEF to send Creeper into Molten Lava death, move Sabes to lower space and move Blob to adjacent with height to Sabes, then RT attacks with height with a 4/3 attack to put 1 wound (2) on Sabes. Sabes reveals X to get back down to 1 wound.
R8- Mystique puts a wound (2) on Sabes. Bats fly’s to Lava Field space same level as Mystique and uses X for ranged attack to put 1 wound on her (4) and then he Glides back adjacent to Cops. RT puts 1 wound on Sabes (3). Sabes attacks and misses RT with height, but heals back down to 2 wounds. Blob misses with a 2/2 attack with height vs. Sabes. Sabes puts 2 wounds (5) on RT and heals down to 1 wound.
R9- RT fly’s to height adjacent to Bats and misses with 3/3 attack. Bats moves to same level as RT and kills RT with a 2/0 attack. Mystique puts 2 wounds (3) on Sabes. Sabes puts 2 wounds on Blob with height with a 2/0 attack, and heals down to 2 wounds. Blob with height gets a 3/2 attack vs. Sabes. Sabes misses Blob, but heals 1 and reveals X to heal 1 to get down to 1 wound.
R10- Sabes misses Blob but heals down to 0 wounds. Blob puts 3 wounds on Sabes. Sabes misses Blob but heals down to 2 wounds. Blob puts 1 wound on Sabes (3). Sabes puts 2 wounds on Blob with a 2/0 attack and heals down to 2 wounds. Blob puts 1 more wound (3) on Sabes. Sabes reveals X to get back down to 2 wounds.
R11- Blob gets a 4/1 attack to put 3 wounds (5) on Sabes. Sabes misses and heals to 4 wounds. Blob gets him back to 5 wounds. Sabes misses and gets back to 4 wounds. Mystique puts 2 wounds on Sabes for 6. Sabes misses Blob, but heals 1 (5) and reveals X to heal another (4).
R12- Sabes kills Blob with a 4/2 attack and heals down to 3 wounds. Blob dead, no turn. Sabes used Devastating Pounce to kill Mystique and heal down to 2 wounds. Blob dead, not turn. Bats fly’s and uses X for range to kill a Moloid. Mystique dead, no turn.
R13- Sabes moves and misses with DP vs last Moloid and takes a wound (3). Moloid is crapping his pants so much that he misses his attack vs. Sabes. Sabes finishes off Moloid and heals down to 2 wounds.
Sabertooth with 2 wounds, Batman Beyond with 0 wounds and 3 Cops survive to win on T3R13.
Red Tornado did his job in moving his teammates, putting opponents into Lava Field or Molten Lava, as well as making them conscious (though Creeper was insane and not aware) of where they move on map to avoid Lava death. He had some bad attack rolls vs. Sabertooth and Sabes rolled great defense vs. RT. RT did kill Creeper and a Cop with AEF into Lava, 1 Cop with AEF onto Lava Field that died at end of round, 1 Cop with Tornado Force and put 3 wounds on Electro. So he was really involved in many aspects of the game.
Sabertooth rolled great defense when needed and Blob rolled bad attacks vs. Sabes, as well as whiffing a couple times on defense (with height) to take wounds from Sabes. Sabertooth’s team also won a lot of key initiative rolls to help them.
Very fun (but long) game. I think Red Tornado is fine at 300 points.
Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man
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Last edited by Hahma; December 21st, 2010 at 10:50 AM.
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