View Single Post
  #146  
Old November 27th, 2011, 11:23 AM
Hahma's Avatar
Hahma Hahma is offline
Prickly Cactus
 
Join Date: June 26, 2006
Location: IN - Lowell
Posts: 24,056
Images: 3
Blog Entries: 3
Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth Hahma is a man of the cloth
Re: The Book of Wrecker - Extra playtesting phase

C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT THE WRECKING CREW

- 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 too 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.
PASS - Didn't get to use Crowbar Demolition in Army Test 1 but all other powers from all 4 members of The Wrecking Crew were used.

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS - Yeah, lots of options as far as who to put OM's on and who to attack. Going for the kill with these guys against an easy target can offer better chance of getting TWC17/12 to work, but then if you fail the roll or attack, the tougher opponent can make you pay. Also, choosing who you activate once you do get TWC17/12 to work give you options. If you choose Wrecker, then he has a much better chance of activating someone else since his TWC is 12 vs. 17 and after killing a figure he only needs 7 to get another activation since you add 5 to the roll for 12 he needs. You also have to consider doing that vs. getting Bulldozer into position for his Charge, or Piledriver to use his Pounding Fists, or Thuderball with his Ball and Chain or ranged attack of 5. So lots to consider and very fun.


Army Test

- Does it pass, Yes or No? .YES
What should be the unit's point value? .800
- Give a brief overview. .While this was a butt kicking to be sure, The Wrecking Crew certainly were helped by having Wrecker on the Team Up glyph to allow for even more activations of The Wrecking Crew. I was rolling hot and it was nasty for The Wrecking Crew 17 power. Though going against squads really helps because they are easy to kill and have a better chance of getting another activation with TWC17 or TWC12 for Wrecker. I could have played better with the Thugs and kept them spaced apart more to avoid Thunderball's Ball and Chain attack, so that could have extended their lives a little to maybe inflict another wound or two on The Crew. Having Herc put the Challenge Marker on Thunderball kind of backfired (I guess his Olympian Ego got the best of him here for sure, perfectly thematic!). Giving Thunderball an attack of 7, while there was a chance of multiple WC activations for him to get ganged up on wasn't the brightest idea. So had he kept his Challenge to himself, he may have stuck around another turn or two to inflict maybe another wound or two to The Crew. So considering the TU glyph and many multiple activations for The Wrecking Crew, as well as some tactical errors on the opponent's side, this match was relatively good and should have gone The Wrecking Crew's way. Had they not won with all the things going their way, it would have been pretty bad for the power level of The Wrecking Crew.
Map: .X Marks the Spot.
Units: .The Wrecking Crew at 800 points vs. Hercules (360) Penguin (120) Black Mask (100) and Thugs x 3 (225) for 805 points.


Spoiler Alert!




Army Test
- Does it pass, Yes or No? .YES
What should be the unit's point value? .800
- Give a brief overview. .Well it's a different story when The Wrecking Crew go up against hard to kill opponents, as it makes getting the +5 for TWC17/12 roll a lot more difficult. TWC17/12 hit a few times but wasn't very consistent, so it can be their weakness as a team when plans don't go right. For the most part, the Crew rolled pretty crappy at the worst time and GL in particular rolled very well for the most part. A couple better rolls here or there could have helped as a good roll vs. Batman when he failed ES could have freed up Piledriver to help out. Bulldozer showed that while he has some devastating potential, he can be easily taken care of as well. Had I sent out Piledriver early instead of Bulldozer, Bulldozer might have had a chance to Charge GL after Wrecker brought him down with CB Demolition, but that's a lot of ifs to count on.

Map: .X Marks the Spot.
Units: .The Wrecking Crew 800 points vs. GL Hal (350) Batman (200) and Flash (250) for 800 points.

Spoiler Alert!


Skipped posting many other test results while tweaking to get below d20 changes to the Crew. The results were informally posted in the thread.

Army Test #8 with CB Demolition 9(instead of 11) and TWC 15 (instead of 16) for the crew other than Wrecker with his TWC12 still.
- Does it pass, Yes or No? .
YES
What should be the unit's point value? .
800
- Give a brief overview.
Started out okay for the Crew as they got to get a couple TWC12/15 to work to bring up others, but they failed every other TWC12/15 for the rest of the game and it really hurt them. Thor put 3 quick wounds on Piledriver and Wrecker with an early GOTS attack, so that hurt too. There were some bad attack and defense rolls on both sides, so that's not to blame for the loss, but more so that TWC12/15 didn't work to get multiple attacks on Thor or Hulk and Thor got lucky with GOTS, though he could have attacked with height vs. Piledriver on the ladder, so he could have gotten those 3 wounds anyway, but Wrecker getting those 3 and a couple from Hulk later made it too risky to put OM's on Wrecker's card with 5 wounds and adjacent to an enraged Hulk. So the easier chance with TWC12 was pretty much lost early. Had the d20's been more favorable for the Crew for their TWC12/15, they could have had a good chance to take out Hulk earlier and then maybe gang up on Thor.
Wrecker never used Crowbar Demolition here, as it wouldn't be beneficial in this matchup.


Map: .HYDRA Base Gehenna
Units:
The Wrecking Crew army at 800 points vs. Thor and Hulk (hasbro) 800 points



Spoiler Alert!


More playtests for the Wrecking Crew Army

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; December 4th, 2011 at 10:07 AM.
Reply With Quote