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Old June 1st, 2011, 05:49 PM
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Re: The Book of Science Police - Playtesting

First playtest from Johnny:

Quote:
Originally Posted by johnny139
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Science Police

- 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

- 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 (Maybe. I'm not sure they're as useful as the 5th Precinct Beat Cops in a lot of situations, but if you build an Army around them I could see it being worth the investment.)

- 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 (Yup. Very strategic; don't let the simple card fool you, you need to put a lot of thought into positioning them.
_____________________________________________________________


Army Test
- Does it pass
, Yes or No? NO!
- What should be the unit's point value? 5 POINTS
- Give a brief summary. Absolutely terrible. They did literally nothing - 400 Points of Science Police were able to do about 30 Points of damage to Harley Quinn in total. Not strong enough to do any damage, no staying power. Not their niche.
Map: HYDRA Base Gehenna
Units: Science Police x5, Commissioner Gordon, Beat Cops x2 (620 Points) vs. The Joker, Harley Quinn, Deadpool, Bob, Agent of HYDRA (630 Points)
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass
, Yes or No? YES!
- What should be the unit's point value? 80-90 POINTS
- Give a brief summary. Much better this time. Once they got the system going and got the high ground, it was like a well-oiled machine of death. I didn't even need the six attacks - heaven help the Skrulls if I did! Almost too strong, but next to last test's utter failure, a streak of good luck won't hurt.
Map: HYDRA Base Gehenna
Units: Science Police x3, Batman: Bruce Wayne, Robin: Tim Drake, Commissioner Gordon, Punisher, Huntress (1000 Points) vs. Super Skrull, Skrull Warriors x6 (1000 Points)
Spoiler Alert!


FINAL THOUGHTS: First match sucked, second was a major victory. Against squads and with height, the Science Police can really rock it, but are a bit tough to use and wicked weak if you don't have a good system prepared. So they might be a bit overcosted, but are a solid B at 80.
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