Re: The Book of Red Lantern (Atrocitus): Playtesting
Quote:
Originally Posted by Skeeter700
NAME OF THE TEST UNIT (Red Lantern - Atrocitus)
- 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.
I really like how Atrocitus is designed. He is a unit meant to be played aggressively. I also like the limits placed on him by the Red Power Battery power.
- 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.
No problems here.
- 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.
Nothing I found.
- 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.
Nope - found nothing.
- FUN TEST/ Consider whether or not the design was fun to play.
Yes, very fun.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
Attrocitus is a bruiser. He had some lucky rolls against him in both games, but also took care of Hercules on his own, with a height disadvantage. I had fun playing both sides of this design.
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
Yes. I can't wait to see what is designed around Atrocitus (as was done to the Yellow & Green Lanterns with both allies and enemies).
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
I used all his powers in my two tests.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
He's a good solid unit.
Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 360.
- Give a brief overview.This was a fun battle of the heavyweights. I purposely chose figures that offered no synergies on each team. Thor and Hercules can be real beasts, pounding their opponents mercilessly so I thought they would match Atrocitus’s aggressiveness well. After that I made that match up, it just seemed fun to reunite the three New Guardians C3G currently has designed. That left Namor to fill in the missing points on the Gods’ team. The match was a slugfest as expected. There was some strategy in deciding how to use the Lantern’s batteries. However, when Thor is firing 5 skull shots the power batteries are eaten up pretty fast. Atrocitus did handle Hercules well, despite a tough start in the match up.
Map: Alkalai Lake
Units: Atrocitus (360), Sinestro (330) & Hal Jordan (350) = 1040 VS Thor (430), Hercules (360), Sub-Mariner (250) = 1040
Spoiler Alert!
Scenario: Three of the new guardians have decided to chase 2 gods & a king away from Earth.
Round 1 (Initiative – Gods & King):
Sub-Mariner is first to move entering the water of Alkalai Lake. Hal Jordan flies to the middle of the map and takes up a point position atop a snowy hill. Hercules ambles onto a hill near his start zone, while Atrocitus takes the same spot on his end of the map. Thor flies up to Hal and launches a massive blow at the Green Lantern that costs Hal a power battery to avoid the 5 wound shot. Sinestro comes to his former protégée’s aide but cannot land any wounds upon the Asgardian.
Round 2 (Initiative – New Guardians):
Hal attacks Thor, but does not damage. Thor calls upon his God Of Thunder strike, targeting both Sinestro & Hal. He lands 3 wounds on the Green Lantern. Meanwhile, Atrocitus moves to the middle lower section of the map, on a high spot surrounded by grass. Thor attacks Sinestro, forcing the Yellow Lantern to use a power battery to dodge a 5 wound hammer throw. Sinestro counters the attack but does no damage. Hercules then challenges Atrocitus to a Test of Might. This is followed by a Herculean Tackle that pushes Atrocitus to the lower ground, giving Hercules height advantage. Atrocitus takes 4 wounds in the encounter.
Round 3 (Initiative – Gods & King):
Thor attacks Sinestro yet again forcing the Yellow Lantern to use another power battery to avoid a four wound blow. Fearing the end is near, Atrocitus attacks Hercules with his Rage Gambit. This results in a total of 5 wounds on the Olympian, at a cost of 1 wound to Atrocitus. Hercules counter attacks, but whiffs. Sinestro then attacks Thor with his Force Of Fear causing 3 wounds to the valiant champion. Angered Thor, counter attacks but Sinestro defends against the 3 wound shot successfully. Hal comes to Sinestro’s aid and lands 1 wound on Thor. However this triggers Namor’s Water Avenger power and Hal Jordan death at the hands of the arrogant king.
Round 4 (Initiative – New Guardians):
Atrocitus attacks Hercules causing 2 more wounds. Thor, at the same moment, lands 1 wound on Sinestro. Sinestro counters this with his Force Of Fear attack again, giving Thor a wound of his own. However, Sinestro continues to conserve his power batteries by not doubling up his attack. Thor swings another 5 wound shot, that forces Sinestro to use up another Power Battery. Sinestro tries another one shot Force Of Fear attack, but fails. Hercules ends the round with a failed attack on the Red Lantern.
Round 5 (Initiative – One God & One King):
Thor opens the round with another wound to Sinestro. Sinestro counters again with a one shot Force Of Fear attack. Thor hits Sinestro again, leaving the Korugarian just 1 wound away from death. Atrocitus uses his Rage Gambit against Hercules, and kills the Olympian. This was intended as a kamikaze attack, but somehow Atrocitus survives it. However, he is left with no more power batteries. Hercules had his team’s 3rd OM, so that turn is lost. Instead Sinestro uses his last power battery to launch a double attack Force Of Fear on Thor. It is a massive success, landing a total of 3 wounds on the Asguardian, killing him.
Round 6 (Initiative – Namor):
We know have a full life Sub-Mariner versus a Yellow and Red Lantern, who are both 1 wound away from their deaths. Namor, moves first retreating to the lake. Atrocitus follows to the water’s edge. This is close enough for Namor to use his From Out Of The Deep power. However, it fails to hurt the Red Lantern. Sinestro then attacks with his Force Of Fear one shot attack, but whiffs. Sub-Mariner does get a wound on Atrocitus killing him, but Sinestro can’t take advantage of Namor’s distraction.
Round 7 (Initiative – Sinestro):
Sinestro opens up with a two wound hit on Namor. Namor whiffs his counter attack. Sinestro tries another Force Of Fear one shot, but it fails. Namor then rocks the Korugarian with a 4 wound blow that kills him.
Winner: Namor with 2 wounds.
Overview: This was a fun battle of the heavyweights. I purposely chose figures that offered no synergies on each team. Thor and Hercules can be real beasts, pounding their opponents mercilessly so I thought they would match Atrocitus’s aggressiveness well. After that I made that match up, it just seemed fun to reunite the three New Guardians C3G currently has designed. That left Namor to fill in the missing points on the Gods’ team. The match was a slugfest as expected. There was some strategy in deciding how to use the Lantern’s batteries. However, when Thor is firing 5 skull shots the power batteries are eaten up pretty fast. Atrocitus did handle Hercules well, despite a tough start in the match up.
Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 360 still seems good despite Atrocitus' quick exit from this game.
- Give a brief overview.Originally I was going to play another game of random units versus random units. Then I decided to see how Atrocitus faired against a team. Seeings as Namor did so well last game, it seemed natural to give Atrocitus another shot at the Atlantean. Going into the game I thought the Invaders would have the advantage, but was totally surprised by the 2 lucky rolls from The Human Torch. Unfortunately those attacks took Atrocitus out of the game very early. I look forward to Atrocitus taking on the Invaders again one day, only with Rage Kitty and Vice at his side.
Map: Alkalai Lake
Units: Atrocitus (360) & Juggernaut (340) = 700 VS Captain America (240), Sub-Mariner (250), Human Torch – JH (150), & Bucky (60) = 700
Spoiler Alert!
Scenario: The Invaders must save the Earth once more – this time from a Red Lantern and the Juggernaut.
Round 1 (Initiative – Team Big & Bad):
Juggernaut heads down the bath at the far end from the dam, while Namor enters the water. Cap & Bucky begin to sneak towards the dam as Atrocitus flies to the snowy hill near his side of the board. Juggernaut continues his run down the path and the Human Torch makes his way to another snowy hilltop. From this spot, The Human Torch can blast the Red Lantern but misses.
Round 2 (Initiative – Invaders):
Cap and Bucky begin to climb the dam steps while Atrocitus counters The Human Torch’s Round 1 attack. The Red Lantern manages to land 1 wound on Jim Hammond. However, this triggers the Sub-Mariners Water Avenger power and Atrocitus takes a wound. The Human Torch then attacks Atrocitus again and this time, with height advantage and Cap’s boost lands 4 wounds. Wow! Juggernaut begins to move towards The Red Lantern to help out in the fray. Cap and Bucky now move to the very top of the dam. Cap’s plan was to use the height advantage of the dam to help out his teammates and hope they can wear down Juggernaut, while he and Bucky tackle The Red Lantern. Meanwhile, Attrocitus attacks Namor and lands 3 wounds on the Atlantean using his Rage Vomit. Boy I’d like to see Namor react to that.
Round 3 (Initiative – Invaders):
Namor attacks Attrocitus but whiffs. Atrocitus counter attacks but also misses the arrogant king. It is then that the Human Torch again strikes at Atrocitus and lands another 5 wounds! Wow again! The Red Lantern is dead, at the hands of Jim Hammond. Atrocitus held his teams second OM so that turn is lost. Sub-Mariner returns to the water, while Juggernaut charges Human Torch with his Running Charge Special Attack. The result is 3 wounds to the android. However, again Namor’s Water Avenger power is triggered and Juggernaut takes a wound.
Round 4 (Initiative – Invaders):
Sub-Mariner starts things out with an attack on Juggernaut that lands another wound. Juggernaut’s retaliation is fruitless. The Human Torch then lands a wound on Juggernaut, but just afterwards Juggernaut strikes a death blow to King Namor. As Sub-Mariner held his teams 3rd OM, Juggernaut attacks Jim Hammond and kills him too.
Round 5 (Initiative – Juggernaut):
Juggernaut begins making his way to the dam. In fact this whole round consists of Juggernaut moving to and starting to climb the ladder while Cap throws his shield at him. No wounds are taken by the unyielding outcast.
Round 6 (Initiative – Cap & Bucky):
Cap continues throwing his shield at Juggernaut, but lands no wounds. When Juggernaut gets close enough to attack he is stymied by the Vibrainium Alloy Shield. This round is a host of attacks by the good guys (Cap using his normal attack, Bucky his machine gun) while Juggernaut pummels at them. However for the whole round only Juggernaut takes one wound.
Round 7 (Initiative – Cap & Bucky):
Cap & Buck keep on attacking to open Round 7, but to no avail. Juggernaut’s counter-attack is also fruitless. However, with their 2nd OM, Bucky lands 1 wound with his machine gun and then Cap adds on 2 more wounds causing Juggernaut’s death.
Winners: Captain America & Bucky, both with no wounds.
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Thanks for an incredibly fast turn around!
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