Re: The Book of Crime Alley Crook - Design Phase
C3G INITIAL PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT (CRIMEALLEY CROOK)
- 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 though bonding with Gambit could get scary! Luckily, Gambit’s easy enough to kill that it shouldn’t be any worse than what Prof X can do.
- 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
Heavy Hitter or Mid-Level Hero Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 65
- Give a brief overview. Crooks held up fairly well here even without a Thief to bond with. They might be just under 65 if it weren’t for the fact that none of their powers were used here.
Spoiler Alert!
TEST 1
Map: Custom
Units: Crime Alley Crooks x1 vs. Bucky (60)
Bucky rolled poorly and couldn’t get his machine gun going. The Crooks surrounded him, and even with some height disadvantage, took him down with superior numbers.
Who won and how many wounds did they have? Crime Alley Crooks with all three figures win Turn 1, Round 2.
TEST 2
Map: Custom
Units: Crime Alley Crooks x1 vs. Bucky (60)
The Crime Alley Crooks whiffed on defense a couple of times, and Bucky took advantage of height advantage and an initiative switch to take them out.
Who won and how many wounds did they have? Bucky with Full Life wins Turn 1, Round 2.
TEST 3
Map: Custom
Units: Crime Alley Crooks x1 vs. Trickster (65)
Trickster was in position to get at least two kills here, but rolled extremely poorly on defense while the Crooks rolled extremely well. Then they got an initiative switch and finished him.
Who won and how many wounds did they have? Crime Alley Crooks with all three figures win Turn 1, Round 2.
TEST 4
Map: Custom
Units: Crime Alley Crooks x1 vs. Trickster (65)
Finally, a close game! The Crooks and Trickster went into Round 2 with 3 Wounds on Trickster and one Crook left, making for a tense initiative roll. Trickster won, and only mustered one skull, but the Crook whiffed, sparing Trickster, and handing him the win.
Other than blanks subtracting defense dice with Sticky Gum, Trickster didn’t really get to use any of his specials in this match up.
Who won and how many wounds did they have? Trickster with 3 Wounds wins Turn 1, Round 2.
TEST 5
Map: Custom
Units: Crime Alley Crooks x2 vs. Batgirl (130)
No surprise here, as Batgirl rules against squads who can’t hit from range of 4 or more. Still, her Defensive Premonition rolls were lousy here, with her hitting 9 or higher only three times, and only two of those resulting in kills. That and the mobility provided by her Bat-Grapple, as well as her normal range were more than enough to put the Crooks down, though. Batgirl also won initiative all three rounds.
Who won and how many wounds did they have? Batgirl with 2 Wounds wins Turn 2, Round 3.
TEST 6
Map: Custom
Units: Crime Alley Crooks x2 vs. Batgirl (130)
Defensive Premonition was killer here. Batgirl rolled for it five times, hit 9 or higher four times, and go the kill three times. Tough sledding for the Crooks here.
Who won and how many wounds did they have? Batgirl with 1 Wound wins Turn 5, Round 2.
TEST 7
Map: Custom
Units: Crime Alley Crooks x2 vs. Green Arrow (Connor) (130)
In a match-up he probably could have dominated, Green Arrow rolled terribly in melee and Close Combat Expert wasn’t enough to save him from multiple whiffs. He took out a Crook on his first shot and it was all downhill from there.
Who won and how many wounds did they have? Crime Alley Crooks with 5 of 6 figures win Turn 3, Round 2.
TEST 8
Map: Custom
Units: Crime Alley Crooks x2 vs. Green Arrow (Connor) (130)
Green Arrow rolled hot and nasty here, killing off a Crook every single turn, and they had no response. With that many quick kills (plenty from range) they only got off a handful of attacks on him at all.
Who won and how many wounds did they have? Green Arrow with Full Life wins Turn 6, Round 2.
TEST 9
Map: Custom
Units: Crime Alley Crooks x3 vs. Batman (200)
Batman got K.O.s with his Batarangs on five of the first seven throws, absolutely decimating the Crooks before they could engage him. Then two engaged him to start Round 2, and got off two attacks. He missed Evasive Strike on both, taking one wound. Then he used Bat-Grapple to get in position to throw more Bat-a-rangs, taking out three more Crooks in one turn. He struggled a bit with the last Crook, but finally punched him out. Batman missed all four Evasive Strike rolls here.
Who won and how many wounds did they have? Batman with 1 Wound wins Turn 6, Round 2.
TEST 10
Map: Custom
Units: Crime Alley Crooks x3 vs. Batman (200)
Batman hits one of three on Evasive Strike, and the Crooks defend his Batarangs better overall, but the mobility provided by his Bat-Grapple helps him run and gun them a bit, and he pulls things off, despite a defensive whiff on a two skull attack that put him behind a bit early.
Who won and how many wounds did they have? Batman with 3 Wounds wins Turn 2, Round 3.
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Squad Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 65.
- Give a brief overview. Crooks held up well despite it being a tough match up.
Map: Custom
Units: Crime Alley Crooks x3 vs. 5th Precinct Beat Cops x3 (195)
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Squad Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 65
- Give a brief overview. Very close match of figures who all stuck to melee here.
Map: Custom
Units: Crime Alley Crooks x3 vs. Amazon Warriors x2 (200)
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Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 65?
- Give a brief overview. Vigilantes and Sidekicks are made to take out squaddies, so no big surprise that they won it here. The Thieves did at least feel like they had a fighting chance, though!
Map: Custom
Units: Crime Alley Crooks x3 (195), Catwoman (145), Chronos (75), Gentleman Ghost (165), Ventriloquist (90), Hired Guns (130) (800) vs. Huntress (170), Batgirl (130), Robin (120), Alfred (60), Oracle (110), Batman (200) (790)
Spoiler Alert!
Crooks were nice for bonding here, and got in a few hits (2 wounds on Huntress, 1 on Robin), but Ruthless Counter Strike, Oracle and Alfred’s support, and Batgirl and Robin following the Vigilantes was just too powerful an army for the Thieves to overcome. The Thieves were competitive, especially with Gentleman Ghost getting some sneaky kills (Alfred and Huntress) to make it closer, but the Hired Guns didn’t do enough here, and there were no great counters to Batman or Huntress here.
Who won and how many wounds did they have? Batman with 1 Wound, Huntress with 2 Wounds (4 healed), Batgirl with 2 Wounds, and Full Life Oracle win Turn 3, Round 7.
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Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 65
- Give a brief overview. This was a good match up for the Crooks and they really shone here.
Map: Custom
Units: Crime Alley Crooks x6 (390), Gambit (210), Hydro-Man (190), Black Cat (135), Chronos (75) (1,000) vs. Red Skull (220), Madame HYDRA (140), HYDRA Agents x3 (240), Baron von Strucker (210), Hired Guns (130), Body Guard x4 (60) (1,000)
Spoiler Alert!
The Hired Guns tore apart the Crooks early, but they just kept coming and coming, and getting in sick bonding turns with Chronos (helped with map control big time) and Gambit (tore up squaddies with his special attack, and Red Skull as well). They managed to make the Cosmic Cube mostly irrelevant in this game, and got in lots of hits themselves, putting 3 wounds on Madame HYDRA, destroying two Hired Guns, four HYDRA Agents, and three Body Guards. This one was a lot of fun, and the presence of a much desired glyph helped bring out the strong points of the Thief faction.
Who won and how many wounds did they have? Hydro Man with Full Life, Chronos with Full Life, and three Crime Alley Crooks win Turn 3, Round 7.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Last edited by IAmBatman; December 5th, 2012 at 11:44 PM.
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