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
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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!
Team Lantern wins; 2 Wound and 3 Battery Markers on Hal Jordan, Guy Gardner destroyed, 4 Rounds.
ROUND 1: Hal is chosen for the Manhunt. Guy moves first, inching ahead three spaces, while Red Skull moves himself to get a better vantage point. Hal moves, triggering the Manhunters and running into battle; he blasts a Manhunter, but deals no damage. A Manhunter engages him, stealing a Battery Marker. Guy comes in and blasts that Manhunter, killing him in one shot, then takes a wound to Overextend, engaging another Manhunter and dealing just one wound. That Manhunter spends his turn draining Guy.
ROUND 2: Red Skull causes another drain on Guy, who doesn't listen and attacks again - twice, taking a wound. But, it doesn't matter; he does no damage. The Manhunter drains him again, and Guy attacks again, killing the Manhunter. He Overextends, flying down into an engagement with Red Skull and blasting him for two. Red Skull calls over some Bodyguards and attacks Guy; Guy receives his last wound instead of putting up his shield. Hal takes his turn, but the Manhunter (still on height) doesn't budge; Hal flies over and attacks Red Skull from height, killing him.
ROUND 3: The Manhunter runs into an engagement with Hal, draining him of another Battery. Hal attacks, dealing one wound, and his Fearless Charge triggers, allowing him to finish off the Manhunter! He gets the rest of the round to himself, flying down and killing two Bodyguards.
ROUND 4: A Bodyguard comes up and engages Hal, attacking him for two wounds. Hal responds by decimated the Bodyguard. Another Bodyguard comes in, but whiffs on his attack; Hal finishes him next turn.
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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!
Team Justice wins; Superman unharmed, Wonder Woman destroyed, 4 Rounds.
ROUND 1: Superman is chosen for the Manhunt. Arkillo moves first, a short hop onto the castle, while the Soldier zooms to the end of the castle. Wonder Woman, unable to get a good Lasso point, stays back on the opposite side. Arkillo flies near her and blasts her, but her Bracelets stop the attack; a Soldier comes in and engages her, though, attacking her for two! Wonder Woman decides to disengage and fly onto height, taking a wound. A Manhunter flies toward battle, as does Superman, triggering further motion from both Androids; Superman can't move close enough to attack.
ROUND 2: Wonder Woman gets the first move, Lassoing Arkillo and attacking him for two. Arkillo bites back, but can't deal a wound; the Soldier engages, freeing him, but also can't hurt her. Wonder Woman attacks Arkillo again, killing him. Superman gets the next move, triggering more movement; he flies next to a Manhunter and kills him in one hit.
ROUND 3: The Soldier moves first, attacking Wonder Woman and dealing two wounds. Superman flies over to the last Manhunter and kills it with one punch. The Soldier finishes off Wonder Woman, but Superman comes up to replace her, forcing a Marker burn.
ROUND 4: The Soldier disengages, falling back and taking one wound. But he can't even scratch Superman. Superman flies in and punches the Soldier, who doesn't put up his shield and thus is killed.
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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!
Team Green Lantern wins; 0 Wounds and 2 Battery Markers on Hal Jordan, 3 Wounds and 1 Battery Marker on Guy Gardner, 0 Wounds and 1 Battery Marker on Kyle Rayner, 1 Wound on Mech Warrior, Kilowog destroyed, 8 Rounds.
ROUND 1: Hal is the Manhunter's choice. Kilowog starts, flying onto the Castle and triggering his Inspiration. Arkillo flies across the battlefield and engages him, Eviscerating him for three and then biting him for another one. A Soldier comes to back him up, but falls short. Guy charges into battle, blasting Arkillo, dealing three wounds, then Overextending to finish him off. Guy takes another turn and flies over toward Sinestro, but doesn't wound him.
ROUND 2: A Manhunter flies up toward Guy, draining him of a Battery Marker. Guy retaliates by attacking him with an Overextend, killing him. Another Manhunter replaces his destroyed friend and drains Guy again. Kyle flies across the board and blasts at the Manhunter, dealing a wound. Sinestro can't get onto the castle, but moves back and shoots at Guy, dealing another wound. A Soldier flies next to Kilowog, but can't damage him. Kyle creates a Construct, then flies onto height and destroys the Manhunter tying up Guy.
ROUND 3: Sinestro moves first, coming up to target the Construct. He can't wound him at first, but uses up a Marker with his Force of Fear to deal one wound. A Soldier comes up and engages Guy, but can't wound him. Kilowog takes a turn, smashing the Soldier and forcing a Marker burn. Sinestro again double attacks the Construct, and destroys him, but it's saved by Kyle's Willpower. The Soldier attacks Kilowog, but can't do damage. Guy takes a turn, forcing a Marker burn on the Soldier engages to him, Overextending, then missing his attack. Sinestro can't hurt the Construct, not can the Soldier hurt Kilowog. Kyle sends the Construct to attack Sinestro, and it does, dealing two wounds in total.
ROUND 4: The entire round, Sinestro and the Soldiers try to damage ANYONE - but can't. Sinestro ends up burning all of his Markers off, while Kyle alone burns one, and by the end Hal charges into battle and kills Sinestro in one hit.
ROUND 5: The Mech attacks a Soldier, burning his last Marker and dealing two wounds. A Soldier fails to wound Kilowog. The Mech destroys the Soldier, then aims at but can't harm a Manhunter. The Soldier fails to harm Kilowog once again.
ROUND 6: A Manhunter flies up onto height, engaging Kyle and draining a Marker from him. Kilowog smashes the Soldier, burning his last marker. Another Manhunter comes up to drain Hal. Kilowog triggers his Inspiration, then deals a wound to the Soldier. The Soldier retaliates, killing Kilowog at last! The Mech blasts at a Manhunter, dealing one wound in total.
ROUND 7: A Manhunter drains Hal. The Mech attacks it, but does no damage. A Manhunter drains Kyle. The Mech attacks, finally killing the Manhunter engaging Hal. Hal flies over and destroys the last Manhunter.
ROUND 8: The last Soldier flies over and engages the Mech, but, of course, does no damage. Hal comes over and attacks him, doing nothing, but his Fearless Charge triggers and he blows the punk away.
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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