August 30th, 2011, 09:03 AM
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Founding Member of C3G and C3V
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Join Date: June 25, 2008
Location: Behind You
Posts: 31,387
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Re: The Book of Eradicator - Playtesting
Thanks.
Quote:
Originally Posted by Red Eyed Jedi
Quote:
Originally Posted by Griffin
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Eradicator.
- 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.
yes.
- 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.
Yes.
- 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.
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Army Test
- Does it pass, Yes or No? Yes.
- What should be the unit's point value? 300. At 280 points, each wound is worth less than 50 points. points divided by life, still not as valuable as superman's which is about 58 points or Doomsday who is 65 per wound, of course still has to be in 3 though. Then he can still attack twice, that is the biggest part of my reasoning.
- Give a brief overview. Eradicator used his Solar Radiation several times and was able to transfer wounds off Superman and Doomsday both, but was not able to do any wounds with it. As that was his primary source of wounds Kyrptonian DNA didn't come into play this game. Took 5 wounds total from Radiation before falling to a Green Lantern and his huge attack.
Map: B.O.V. map The Broken Skyline. (no glyphs)
Units: Team 1 Superman, Doomsday, Eradicator. 1070
Team 2 Alfred Pennyworth, Green Lantern's (Hal, Guy, and Kilowog) 1040.
Spoiler Alert!
Round 1 team 1 wins init
Team 1 turn 1 Doomsday leap to middle knob.
Team 2 turn 1 Killowog leadership removes a battery.
Team 1 turn 2 Superman moves to left Knob.
Team 2 turn 2 killowog leadership removes a battery.
Team 1 turn 3 Eradicator moves up superman and doomsday both within 3 now.
Team 2 turn 3 Guy moves to right knob attacks doomsday 6 skulls deals 4 (t4). overextends takes a wound (t1) attacks again deals 1 (t5)
ROUND 2 team 1 wins Initi
Team 1 Turn 1 doomsday leaps down off knob strategically under superman.
Team 2 turn1 guys moves to middle knob attacks doomsday, superman heroic duty moves adj to guy, 6 skulls deals 4 (t4) on superman guy overextends takes a wound (t2) attacks superman again who blocks.
Team 1 turn 2 eradicator attacks guy with solar raditation deals 1 to self (t1) both blocked, heals superman (t1) and doomsday (t4)
Team 2 turn 2 hal moves attacks w/height on eradicator superman heroic duty takes leaving engagment damage (t2) deals 3 to superman (t5) fearless is a 15
Team 1 turn 3 eradicator solar radiaton takes 1 (t2) moves attacks guy W/height blocks both transference heals superman (t4) doomsday (t3)
Team 2 turn 3 guy moves adj alfred and kilowog
ROUND 3 team 1 wins init
Team 1 turn 1 Eradicator solar radiation takes 3 (t5) risky but his time feels almost over, moves to platform attacks hal trying to get lucky rolls and remove some battery but no dice. deals 1 (t1) transference heal on superman (t3)
doomsday (t3)
Team 2 turn 1 hal leaves engagement with superman leaving engagment is a miss attack w/height on eradiator anyways Destroyed.
Team 1 turn 2 doomsday superleaps coming for some alfred
team 2 turn 2 hal moves attacks doomsday w/height deals 1 (t4)
team 1 turn 3 alfred moves adj alfred attacks 10 skulls! guy removes a battery (t1 batery) (t3b remain)
Team 2 turn 3 guy adj to alfred field medic is 15 heals 2 (t0) attacks doomsday (t5) overextends takes 1 (t1) attacks again and is blocked.
ROUND 4 team 1 wins initi
Team 1 Turn 1 Doomsday attacks alfred again, guy removes another battery (t2b) (t2br)
Team 2 turn 1 hal moves attcks doomsday doomsday deals 2 destroyed and placed on card.
Team 1 turn 2 doomsday reveals om evolutinary regen heals for 1 (t5)
Team 2 turn 2 guy field medic heals 1 (t0) moves to middle knob attacks superman w/height deals 2 (t5) again Overextends takes 1 (t1) attacks and is blocked
team 1 turn 3 superman moves adj to kilowog and hal attacks hal who removes a battery (t1b) (T3br)
Team 2 turn 3 guy moves adj alfred other side though attacks superman blocked overextends takes 1 (t2) blocked
ROUND 5, 6, and 7 are basically just superman attacking and a lantern removing a battery to ignore. then attacking superman back overextending and healing whenever possible the lanterns had alfred all cornered up and superman cant move for fear of taking leaving engagment damage as it could destroy him until finally..
Round 7 turn 3 team 2 killowog attacks superman 5 skulls deals 2 superman destroyed.
doomsday was a few away from returning as well.
This lantern team is great in my opinion and would be tough for most teams and was a real uphill battle for the kryptonians
Who won and how many wounds did they have? Team 2 in round 7 turn 3 with kilowog no batteries and unwounded , alfred unwounded, hal no wounds 1 battery, and guy 3 wounds and no batteries.
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Army Test
- Does it pass, Yes or No? yes.
- What should be the unit's point value? 300.
- Give a brief overview. Eradicator used his solar radiation special attack and destroyed some skrull Warriors he healed superman occasionally whenever it was needed which wasn't often. his kryptonian D.N.A helped him evade Damage a couple times as well. Before finally being destroyed by a good roll by an inspired Skrull warrior deals 4 and destroyed him
Map: Crash Landing. (no glyph)
Units: Team 1 Superman, Doomsday, Eradicator 1070
Team 2 Super Skrull, Skrull Warriors (x7) 1110.
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