Re: The Book of Thunderball - Playtesting Phase
From Margloth:
Quote:
Here you go. Sorry, I took a little longer than I expected.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Thunderball
- 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. While we're on this, though, I'd just like to mention my thoughts on Wrecking Crew. First off, let me say that I love the power. However, I really don't feel that the power needs the final restriction. You might have to raise the 'target number' to above 17, but Frenzy doesn't have a restriction, and this is the 'Wrecking Crew', not the 'Scuff You Up Crew'. They should be able to WRECK you, assuming their d20 is hot. And they won't often be destroying figures to get the bonus anyway... if they do, it's likely squads, and with the high (likely) cost of the wrecking crew, they should have some squad chewing clout. Just my :twocents:
- 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... or at least once we get some more of the Crew!
- 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? 180 felt a little high here, but it should, as one power was completely unused.
- Give a brief overview. There were a couple spots where this game could've changed drastically. Thunderball rolled defense like a champ.
Map: X Marks the Spot
Units: Thunderball, Kingpin, Hired Guns, Street Thugs (605) vs. Bullseye, Elektra, Hand Ninja x3
Spoiler Alert!
Round 1: Initiative Criminals.
Kingpin and Thunderball move out. Bullseye moves up with some Ninjas. Kingpin brings up the Hired Guns. Bullseye and The Hand achieve first strike, and take out 2 of the Hired Guns and miss Kingpin. Hired Guns easily take out the Ninjas and get a wound on Bullseye, Kingpin hits him for another wound. Bullseye retreats (taking no wounds) and misses a shot on Kingpin as support Ninjas move up.
Round 2: Initiative Criminals.
Thunderball moves up and slings a wound onto Bullseye from range, Kingpin recklessly engages Bullseye and beats a 4th wound into him. Bullseye and the Ninjas put 3 wounds on the Pin. Thunderball slams his Ball and Chain into Bullseye and 2 Ninjas, and kills one Ninja, while Kingpin fails to finish Bullseye. Bullseye and the Ninjas take down Kingpin, giving themselvemselves a back-to-back turn... Thunderball rolls stout defense against some nasty attack rolls and only takes 2 wounds.
Round 3: InitiativeAssassins.
Once again, Thunderball rolls crazy good defense against punishing attacks... and only receives 2 wounds against a total of 12 skulls rolled against him. Thunderball finally gets up off the low ground and slams Bullseye and 2 Ninjas... again only taking out 1 Ninja. Bullseye gives TB a 5th wound.... but the Ninjas are unable to finish the job now that Franklin is on equal footing. Thunderball slams 3 Ninjas and takes out 2. The 2 remaining Ninjas and Bullseye are unable to finish Thunderball. Hired Guns move up and take out Bullseye.
Round 4: Initiative Criminals.
Thunderball slams the 2 remaining Ninjas... and rolls 0 skulls. Elektra finishes Thunderball, and the Hand Ninja take out the remaining Hired guns, taking OM 2 from the Criminals. Elektra and the Ninjas advance. Street Thugs take out 1 Ninja. Elektra and the Ninja take out 1 Thug.
Round 5: Initiative Criminals.
Thugs take out the last Ninja and put a wound on Elektra. Elektra uses her Deadly Barrage power but only manages 1 skull, leaving 2 Thugs. Thugs are unable to break her defense. Next turn's deadly barrage takes out the Thugs.
Summary: Elektra remains with 1 wound.
Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? Again, 180 was high but seemed good if one was to consider Wrecking Crew.
- Give a brief overview. Thunderball's special is a bit cantankerous. It's really only dependable against squads, but is more useful against heroes. Unfortunately, even mid-level defense can usually stop it (in my games he rolled veeeery poorly for Ball and Chain Slam).
Map: X Marks the Spot
Units: Thunderball, Kingpin, Killer Croc (600) vs. Luke Cage, Iron Fist, Jewel (600)
Spoiler Alert!
Round 1: Initiative Fighters.
Jewel and Luke Cage move up. Thunderball and Kingpin move up. Luke and Jewel move up. Thunderball engages them both and rolls 4 shields with his Ball and Chain Slam. Kingpin puts 3 wounds on Jewel. Jewel and Luke both fail to break Thunderball's defense. Thunderball fails to harm Luke with a normal attack, as does Kingpin with Jewel.
Round 2:: Initiative Criminals.
Thunderball kills Jewel. Kinpin puts a wound on Luke. Luke makes a gamble and backs away from the fight to allow for some back up... and takes no leaving engagement wounds. Thunderball's range allows him to give chase... but he fails to harm Cage, while Kingpin manages another wound. Iron Fist and Luke both fail to harm Kingpin. Thunderball puts a 3rd wound on Luke but Kingpin fails to follow up on his success. Once again, despite their huge attack values, Luke and Danny fail to touch Kingpin.
Round 3: Initiative Fighters.
Danny and Luke put 3 wounds on the Pin. Thunderball misses, Pin manages a wound on Luke. In a big turnaround, Danny finishes the Pin (taking OM 2) and Luke gets a huge 4 wound attack on Thunderball. The free turn allows Danny and Luke to tag team Thunderball to death, taking OM 3 with him.
Round 4: Initiative Criminals.
Killer Croc takes height. Danny is forced to engage KC from low ground, while Luke hangs back. KC ttears 3 wounds into Danny. Danny gains equal footing with KC and uses his chi to heal a wound, but fails to harm the creature. KC fails to harm Danny further. Danny punches KC for 3 wounds, and Luke moves in to beat in a 4th.
Round 5: Initiative Fighters.
Danny finishes KC.
Summary: Iron Fist with 2 wounds, Luke Cage with 4 wounds remain.
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Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man
TUTORIAL FOR RE-BASING FIGURES
3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon
Last edited by Hahma; October 17th, 2011 at 12:35 PM.
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