Originally Posted by Lord Pyre
All done!
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT Trapster
- 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 He’s a guy who shoots sticky glue things at people. Doesn’t take much to get the theme right!
- 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 It’s interesting how his use scales to your opponent. If you’re facing down Superman, he’s really good if you can glue Supes down. But if you glue down someone with a good range, your opponent might still be annoyed, but he’s still going to shoot you.
- FUN TEST/ Consider whether or not the design was fun to play.
Pass It’s fun to annoy your opponent, hehe!
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
Pass
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
Pass He’s not great, and I probably wouldn’t draft him normally, but I love the idea of some low cost criminals for our heroes to beat on!
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Pass
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Pass Do you risk putting order markers on him, even if he can’t do damage, to be able to tie down your opponents? Do you not take the risk of him dying, and dump a million more markers on Wolverine? Some good—If not super important—questions!
- Heavy Hitter or Mid-Level Hero/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Pass, at 75
Yeah, he got his butt kicked, but he’s very situational, and could be really powerful against the right opponent’s, so I think 75 is good. An example would be Toad. If his paste pot managed to work on turn 1 of a round, he can just keep shooting Toad the entire round. If his opponent has no range, his worth goes up. He’d be good against big heavy hitters, like Hulk and Superman.
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- Squad / Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Pass, at 75
He’s pretty good against squads. If they have low attack, his defense can keep him alive for a little while, at least. And I love how his glue gets superpowered against squads, killing them instantly, hehe! I don’t know if that’s thematic, but smooshing squads is always good, in my book.
Map: Ticalla Sunrise
Units: Hydra Agents
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- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Pass, at 75
He didn’t do TOO much, he just screwed up Batman for a round. There wasn’t much use putting more than one marker on him, when the crime lords and thugs are all shooting away and can do more damage. But I think he’s alright to throw in any army. He’s fun against heroes, and can do some damage to squads. He’s not that good, at all, but there’s nothing wrong with that! He’s fun, and he’d be great for some city street Batman/Daredevil scenarios!
Map: Ticalla Sunrise
Units: Trapster, Black Mask, Two-Face, Catwoman, Street Thugs x4 (750) Vs. Batman (Bruce), Daredevil, Robin, Gordon, Cops x2 (720)
Spoiler Alert!
Gordon picks Daredevil to be his vigilante (But never uses it)
R1: Trapster moves up. Gordon and 3 cops move up. Twoface and the thugs start forward. Daredevil and Robin hop on the height tile by their start zone. Black Mask (BM) and some thugs move up. Bats kills a thug with a batarang, and Robin misses.
R2: Trapster pastes Bats, and kills a cop. Bats, unable to move forward to target more people, throws one batarang at Trapster, but misses. Robin aims at Trapster, but misses also. Twoface decides not to attack today, but the thugs put 2 wounds on Robin. Gorgon moves to the heigh, shifting some cops around, but misses Trapster. Twoface is still playing with his coins, and the thugs miss Bats and Robin. DD puts 2 wounds on Trapster, and kills a thug. Robin grapple away from Twoface and a thug, next to a single thug, killing him.
R3: Trapster misses DD, and DD leaps away. DD kills Trapster, and two thugs, rolling handfuls of dice, while they subtract their defense! Brutal! Robin misses Twoface. Cat moves up. Bats and Robin both fail to damage Twoface again. Twoface gives up on his normal attack, going with Heads You Live from now on, since both Batman and Robin are next to him. He wounds Robin and himself. Thugs wound DD for 2 wounds, and Bats evasive strikes one of them. Bats misses Twoface, but kills an adjacent thug with his batarangs. Robin misses an adjacent thug.
R4: Twoface misses all his HYL rolls, and the thugs miss attacks on DD, Robin, AND the cops. DD runs forward, grabbing height and getting in the middle of a group, putting 1 wound on BM, 4 on Catwoman, and killing a thug. Robin misses Twoface. Cat misses DD. Bats misses Twoface, but Robin puts 2 wounds on him. Twoface puts 1 wound on Bats with HYL, and the thugs kill a cop, but miss DD. Gordon misses a thug, but moves two cops over to Bats and Robin while they’re on the height, facing down Twoface.
R5: Twoface rolls again for HYL, and a cop saves Bats from taking a wound. Thugs kill the cop by Robin. DD decides that enough is enough, and finally beats up Twoface himself, and as an added bonus, a thug. Robin kills a thug. BM misses Gordon, then executes a thug for failing, while other thugs not by BM put 2 wounds on Gordon. Bats puts 1 wound on B<, and kills a thug. Robin adds another wound to BM. Cat puts 1 wound on Bats, then Bats kills BM and a thug, while also adding a wound to Cat. Robin puts 1 wound on Cat.
R6: Cat misses Bats, and Bats misses Cat and 2 thugs. Robin kills a thug. Cat kills Robin off with her whip. Bats misses Cat, and the thugs put a wound on Bats, but Bats kills one with his Evasive Strike. DD puts 2 wound on Cat.
R7: Cat misses DD. DD attack, but totally fails to roll any skulls. The last thug dies from Evasive Strike, then Bats kills Cat.
Bats has 3 wounds, Daredevil has 2, Gordon has 2. There were 2 cops left.
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- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Pass, at 75
I wanted to see how he’d do in a smaller, hero-only environment. If he could tie down the enemies, then Sinestro and Bullseye could beat on them. Unfortunately, he was COMPLETELY useless in this game. Not a single attack or paste pot worked. If they would have, he might’ve been more of a use. I think he’s fine though, if he gets going with his paste, his opponent will have a headache, for sure.
Map: Ticalla Sunrise
Units: Trapster, Sinestro, Bullseye (580) VS. Deathstroke, Plastic Man, Huntress (595)
Spoiler Alert!
R1: Bullseye, Huntress, Trapster, and DS all move up. Sinestro flies across the map, but misses DS. Plastic Man jumps over to the sand area.
R2: DS runs to Sinestro, but misses his normal attack. Trapster tries to tie down Huntress, but misses, along with his normal attack. DS misses Sinestro again. Then Bullseye attacks DS, giving him a wound. Huntress hits Sinestro good, and he whiffs his defense, taking 4 wounds. Sinestro attacks and burns a marker, but only puts 1 wound on DS.
R3: Sinestro burns another marker to block DS’s attack, then DS heals. Sinestro burns yet another to try to take out DS, but only manages 2 wounds. DS attacks Sinestro again, and Sinestro burns his last marker to stay alive. DS heals. Sinestro puts 1 more wound on DS. Huntress kills Sinestro, and puts 2 wounds on Trapster. Bullseye shoots DS for a wound.
R4: Trapster misses Huntress, then DS puts a wound on Trap with his special attack, then runs over to Plastic Man while healing. Bullseye chases him down, though, finishing him off. Huntress puts 3 wounds on Bullseye. Bullseye puts 3 wounds on Huntress before she kills him next turn.
R5: Trapster misses Huntress again, and Huntress kills him.
He’s definitely not the greatest figure in terms of power, but he’s fun to play, at least when he does something, haha! The biggest problem is that he takes a marker away from someone else. Bullseye and Sinestro, in the second test, just have so much more oomph, that an order marker on Trapster was just kind of a waste. But the nature of the C3G stuff, that’s how it’s going to be. If he gets lucky and pastes Superman or someone similar, like I said earlier, he’ll be better. It just depends on match ups and luck. I just love having more cheap criminals, though.
Pass, at 75 points
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