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Old June 2nd, 2012, 07:10 PM
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SirGalahad SirGalahad is offline
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Re: Forge - PLAYTESTING

Thanks for taking care of this.

Quote:
Originally Posted by TrollBrute
Here you go! I experimented with my report a little, let me know how it works for you and, as always, if you need any more tests.


NAME OF THE TEST UNIT (Forge)

- 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.
Pass

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Pass
_____________________________________________________________


Army Test 1
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 170
- Give a brief overview. The X-Men really steamrolled the Outcasts in this one. Xavier's team really had the advantage, but it was some bad luck that really did them in, and the fact that the X-Men won Initiative in the first 5 rounds. Forge worked really well in this team, his range support was nice and his Neutralizer messed up one of Jean's rounds. The best part was him and Iceman, Bobby was able to grab Cosmic Control Rod and hang out near Forge, Forged never once failed to Replicate CCR and that allowed the two of them to do a lot of damage, especially to a tough opponent in Blob.

Map: Icy Road Map (trees and glaciers as DOs and 2 glyphs on the map (Cosmic Control Rod & Probability Manipulation))
Armies: Army 1: Forge, Xavier, Colossus, Iceman, Spider-Girl, Jubilee (1000) VS Army 2: Magneto (II), Jean Grey, Avalanche, Blob, Destiny, Shadowcat (1000)
Damage: 2 wounds to Avalanche, 1 wound each to Jean, Blob and Magneto.
Neutalizer: 1 out of 3 rolls; 2 turns negated.
Replicator: 5 out of 5 rolls.
Mechanical Engineering: N/A

Spoiler Alert!



Army Test 2
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 170
- Give a brief overview. Close fought game here, I thought Army 2 had it for a while, but some good luck from Forge and he pulled it out. Forge and Red Tornado were a nice team-up here, as RT kept Forge next to his teammates so as to heal them at the end of the round. I put one OM on Forge in the second round to move him up, but after that, he didn't get activated until the Sixth round, where he managed to finish off his opponents.

Map: Icy Road Map (trees and glaciers as DOs and 2 glyphs on the map (Gift of Atlantis & Probability Manipulation), neither came into play.)
Armies: Army 1: Forge, Jocasta, Red Tornado (650) VS Army 2: Mandarin, Doctor Strange, Trickster (645)
Damage: 2 wounds to Mandarin, 2 wounds to Doctor Strange, 2 wounds to Trickster.
Neutalizer: N/A
Replicator: 5 out of 5 rolls.
Mechanical Engineering: 3 wounds healed, 0 inflicted.

Spoiler Alert!


Mommy, can I go play with Forge? He has all the cool toys!

I like how many different armies Forge will fit into well. Xavier is a nice boost to him, as he can have a bit of a shield and sit back, using his range and, if facing Mutants, his Neutralizer. With the Neutralizer, he'll also make a very nice counter to Mutant armies, Xavier in particular. With his Android Synergies, he'll go nicely with the Sentinels, giving them an Initiative boost and a chance to heal. Forge will also work well both with and against anyone who relies on the glyphs they carry. There will be games where Forge's powers are too niche to be worth his points, but I think those games will be few, as he fits into so many different situations, so it shouldn't be a worry. I like 170 for him.

I know that I do not know.
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