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Old June 3rd, 2011, 12:42 AM
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Re: The Book of Manhunter - Playtesting

Their Manhunting power is nice to either deny Order Markers or move into a nice position early to set up for later power charging. I found they were a lot more effective against Green Lanterns when I focused on using the Yellow recharge power early (sending Arkillo and a Sinestro Corps soldier in to attack, burning markers, then pulling them back and recharging them). And then, once the GLs were thinned out and wounded, I used opportunity strikes to drain their markers. They definitely take finesse to operate, but I think they have huge potential in the hands of a player who knows them well.

Thanks for the test!
Bats

Quote:
Originally Posted by johnny139
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Manhunter

- 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

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
DON'T KNOW (I was never even able to consider the Yellow Power Charge - they weren't mobile enough to keep up with any of the Yellow Lanterns.)

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS
_____________________________________________________________


Army Test
- Does it pass
, Yes or No? YES!
- What should be the unit's point value? 140 POINTS
- Give a brief summary. Went just about perfectly. A slight change of luck could have turned things against Hal; if that Fearless Charge hadn't gone off, the Manhunter would have drained him again and everything would have changed. So 140 seems about right here, even without the Sinestro Corps.
Map: HYDRA Base Gehenna
Units: Red Skull: Hasbro, Bodyguards x4, Manhunter x3 (670 Points) vs. Green Lantern: Hal Jordan, Green Lantern: Guy Gardner (670 Points)
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass
, Yes or No? YES!
- What should be the unit's point value? 140 POINTS
- Give a brief summary. A really rough match for the Sinestro Corps, but I blame that on bad luck for Arkillo over anything else; if he had managed to do in Wonder Woman before she could kill him, things would have been more even. The Manhunters didn't do much, but up against Superman, who could expect them to?
Map: HYDRA Base Gehenna
Units: Yellow Lantern: Arkillo, Sinestro Corps Soldier x1, Manhunter x2 (700 Points) vs. Superman, Wonder Woman (700 Points)
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass
, Yes or No? YES!
- What should be the unit's point value? 140 POINTS
- Give a brief summary. They did pretty well overall... at least, at the end. The entire army was pretty easily crushed by the Green Lanterns, but the Manhunters almost turned things around at the end, draining the big guys one after the other. They were definitely the shining star of the team, though, so 140 seems fine.
Map: HYDRA Base Gehenna
Units: Yellow Lantern: Sinestro, Yellow Lantern: Arkillo, Sinestro Corps Soldier x2, Manhunter x4 (1420 Points) vs. Green Lantern: Hal Jordan, Green Lantern: Kyle Rayner, Green Lantern: Kilowog, Green Lantern: Guy Gardner, Green Construct: Mech Warrior (1400 Points)
Spoiler Alert!


FINAL THOUGHTS: To begin things... wait! I played these guys wrong!



I mentally skipped over the "before moving" part of Green Power Drain, and just used the "instead of attacking" part; so, they were able to move before draining a Lantern. And with that, they were pretty awesome! It really kept the Lanterns on their toes, and if you had enough of them it could turn the entire army to mush. With Green Power Drain after moving, I'd put them at 140, but ONLY against the Lanterns; before moving, I'd bring them down to like, 120-130.

I wouldn't bother in a Sinestro Corps build. If at all possible, your opponent is going to avoid using the Manhunted figure, so you'd have to waste Order Markers on the slow and cumbersome Manhunters to catch up, which ruins the "fast and hard" strategy of the Yellow Lanterns. I'm sure someone better at the game than I could get it to work, but as a layman, I wouldn't draft them over the cheaper Soldiers.

As a raw unit, though, for 140 Points of 5 Attack, 6 Defense, ranged Android action? Maybe. 130 might be better, if only because they're glass-jawed.

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