Re: The Book of Flash (Jay Garrick) - DR Playtesting
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: FLASH (JAY GARRICK)
Army Test
Map: SEWER LABYRINTH
Units: Flash (Jay) (230), Flash (Barry) (250), Ms. Marvel (350), Kid Flash (110), Alfred Pennyworth (60) (1,000) VSBatman (200), Robin (Dick) (100), Superman (400), Wonder Woman (300) (1,000)
Spoiler Alert!
Damage Done: 3 wounds on Wonder Woman.
When they were KO’d: Turn 6, Round 3.
Superspeed: Always relevant, but not much to talk about.
Disorienting Whirlwind: Used a few times to move enemies to height disadvantage and to save Barry from Wonder Woman’s lasso.
Inspiring Speedster: His aura helped both Barry and Wally survive better here.
Summary of the game
Spoiler Alert!
Round One: Superman moves up, Ms. Marvel moves up on her side, then Wonder Woman moves up, and Ms. Marvel moves Jay Garrick up to try to get his defensive aura in place (Kid Flash comes in tow). Superman, wanting to take out the Avenger’s lynchpin, smacks Ms. Marvel for a quick three wounds. Ms. Marvel queues up Barry, whose special attack tags Supes for one wound. Ms. Marvel rolls 4 skulls on her attack against Supes, but can’t crack his steel hide.
Round Two: Ms. Marvel gets initiative and sends Jay over to Superman in order to set up a positioning switch for later in the round. Jay’s attack on Supes fails, but Ms. Marvel hits Superman for one wound. Supes goes next, attacking Ms. Marvel again, and hits her for the last two wounds. Barry fails to wound Supes, then moves away with his Super Speed, to set up position for Jay’s next move. Supes tries and fails to wound Jay. Jay runs through Kid Flash and Superman, catching Superman in a spot where he’s engaged with all three speedsters, at height disadvantage. But Jay can’t wound Supes. Wonder Woman moves up, lassoes Barry, and hits him for two wounds. If Barry weren’t negated by the lasso, Jay’s added defense dice would’ve produced a saving blank.
Round 3: Wonder Woman takes all the OMs to prevent shenanigans from Jay. He sees this as an invitation to swap Supes out to high ground on Barry and Wonder Woman to low ground between him and Kid Flash, without fear of reprisal. Jay chases this with a one skull attack on Wonder Woman that she easily blocks. Wonder Woman takes a swipe from Kid Flash to move to even height, but fails to hurt Jay. Barry throws his special attack at Supes and scores wound #3 on Superman. Wonder Woman rolls poorly and Jay easily blocks. Jay rolls three skulls, but can’t hit Wonder Woman. He does at least position Kid Flash for a future positional switch. Wonder Woman tries to hit Kid Flash from height, but Kid Flash dodges easily.
Round 4: Supes gets all the Order Markers this time, but Jay’s aura helps Flash dodge the big attack. Jay moves Wonder Woman into a position of height disadvantage engaged with all three Speedsters. Then Jay attacks Wonder Woman from height and she whiffs, taking three wounds. Superman does the math and realizes Jay needs to go. He risks a swipe from Barry (miss) and engages Jay. Supes tags Jay for one wound. Barry attacks Wonder Woman from height, but can’t break through. Superman KO’s Jay, taking OM3 with him.
Round 5: Wonder Woman disengages from Kid Flash (no swipe) and hits Barry for one wound. Barry hits Wonder Woman back and she whiffs, falling from the battle and taking OM3 with her. Then Barry zooms over to engage Supes. Supes rolls 4 skulls against Barry, but Barry dodges. Barry tries and fails to wound Supes with his special attack. Alfred finishes the round, failing to wound Supes.
Round 6: Barry opens up with another torrent of special attacks on Supes, and scores wound #4. Supes attacks Barry again, but Barry dodges. Barry wounds Supes twice with his special attack. Supes rolls 1 skull and can’t hit Barry. Wally can’t finish Supes. Batman and Robin start moving up the map.
Round 7: Supes gets initiative and KO’s Barry, wiping out the round for the Speedsters. Supes tries getting Wally too, but Wally dodges. Batman and Robin move up the map, but can’t hit Wally with batarangs.
Round 8: Supes one-shots Alfred. Wally can’t finish Supes. Bats can’t hit Wally, but Robin tags Wally for one wound. Wally can’t finish Supes. Batman hits Wally for one wound, but Robin can’t follow it up. OM3 was on Alfred.
Round 9: Batman gets initiative and scores the last two wounds on Wally.
Who won? List figures remaining in the winning army (include life remaining for heroes): Superman with 1 Life and Batman and Robin with Full Life win Turn 1, Round 9.
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Army Test
Map: SEWER LABYRINTH
Units: Flash (Jay) (230), Hourman (Rick Tyler) (190), Liberty Belle (Jesse Chambers) (190), Green Lantern (Alan Scott) (280), Oracle (110) (1,000) VS Professor X (220), Cyclops (190), Jean Grey (180), Beast (170), Iceman (150), Angel (90) (1,000)
Spoiler Alert!
Damage Done: 1 Wound to Jean Grey, 1 Wound to Beast, 2 Wounds to Cyclops.
When they were KO’d: Turn 3, Round 4.
Superspeed: Always relevant, but not much to talk about.
Disorienting Whirlwind: It had a chance to help out Green Lantern in terms of height in Round 2, but Jean blocked it with Psionic Grip. Later he moved around Prof X and Green Lantern, but didn’t gain much of an advantage. He tried using it to get around Psychic Defense X, but was blocked by Jean.
Inspiring Speedster: This boost was helpful for Green Lantern in Rounds 1-3.
Summary of the game: Mid-game work by Liberty Belle and Hourman, then some heroic closing efforts by Oracle kept this one close. Flash felt like he had untapped potential that was largely stymied by Jean’s Psionic Grip and the lack of diversity in OM placement by the X-Men. I also think Flash will work better on teams where he can activate alongside other Heroes on the same turn.
Spoiler Alert!
Round 1: Oracle secures the initiative win for the Justice Society. Green Lantern leads the pack, positioning himself to use his Cage Marker at a later point. Angel moves Prof X up behind a column, then Jean comes and moves up near Prof X. She fails to toss Cyclops up next to her. Liberty Belle moves up close to Green Lantern next and Hourman follows behind thanks to the bonds of their marriage. Iceman and Cyclops move up next for the X-Men. Flash goes last for the JSA, not going his full move, but positioning himself for round 2. The X-Men move Beast up then Cyclops moves into clear sight of Green Lantern and takes a shot. Thanks in part to Inspiring Speedster, Green Lantern blocks the two skull attack cleanly.
Round 2: Prof X wins initiative and Cyclops moves into position to hit Green Lantern with a special attack, scoring one wound despite Inspiring Speedster’s boost. Jean moves up but can’t get into range yet. Green Lantern moves to the other side of Flash, close enough to shoot at Cyclops, and removes his Boxing Glove to take a shot at Cyclops. He rolls 5 skulls, but Prof X uses his Psychic Defense X to block the attack. Jean throws and wounds Green Lantern, then wails on him with a 5 skull attack from height. Green Lantern sheds his shield marker and, along with Flash’s boost, blocks 4 of the 5 skulls, taking him down to one life. Cyclops, also from height, can’t finish the job. Flash runs in to save Green Lantern, but can’t switch him and Jean due to Psionic Grip countering Disorienting Whirlwind. Flash does move adjacent to Jean, though, and with Oracle’s Secret Attack Plan scores one wound on a three skull attack. Angel activates and moves Iceman closer to the action. Jean tried throwing Green Lantern for the kill, but failed, then Green Lantern rolled defense like a champ to stand up to attacks from height by both Jean and Iceman. Green Lantern ends the round by using Ring Recharge to return his Boxing Glove and Shield.
Round 3: Prof X gets initiative again and sends Jean and Iceman after Green Lantern again. With the help of some luck, his Shield Marker, and Inspiring Speedster, though, he stands up to the assault. Flash runs through a crowd and ends up switching Green Lantern and Professor X. Then he punches Cyclops for two wounds. Angel moves Jean Grey back into engagement with Green Lantern. Jean finishes Green Lantern with her throw, but neither she nor Beast can hit Flash with their normal attacks. Flash inherits Green Lantern’s unrevealed Order Markers and tries Disorienting Whirlwind again, but Jean stops the movement of the figures, and he’s left using Oracle’s Secret Attack Plan to put one wound on Beast. Jean threw Flash and wounded him once, but she and Iceman cannot hit him with attacks from height. Flash goes again, Jean again stymies Disorienting Whirlwind, and Flash fails his attack on Beast.
Round 4: Hourman activates his Miraclo Injection, placing the markers and removing the first one. Prof X gets initiative again (the +3 from Oracle has not helped much this game). Jean can’t wound Flash, but Beast does score one wound on him. Hourman rushes out and punches Prof X for two wounds. Angel swoops Prof X and carries him somewhere safe. Liberty Belle runs up next to her beau. Jean Grey can’t hit Liberty Belle, but Cyclops manages to finish Flash, killing his Inspiring Speedster aura. Liberty Belle goes next, following Oracle’s Secret Attack Plan to punch out Cyclops. Hourman follows, engaging Jean, but Prof X uses his psychic energies to block the attack. Beast tries cutting Liberty Belle off from Hourman, and tags her for one wound from height. Jean tries and fails to hurt Hourman. Hourman finishes the round, failing to hurt Jean, then being followed by Liberty Belle, who pummels Beast to the ground.
Round 5: It’s 2 life Prof X, 3 Life Jean, and Full Life Iceman and Angel left versus Full Life Oracle and Hourman and 3 Life Liberty Belle. Hourman sheds another marker. Prof X wins initiative again. She throws Liberty Belle, temporarily breaking the bonds of marriage, and wounding her once this way. Her and Iceman’s attacks from height on Liberty Belle both fail. Hourman activates, taking a swipe from Jean to move around next to Liberty Belle and hitting Iceman for two wounds. Liberty Belle tries, but can’t follow suite. Jean throws Liberty Belle, but can’t wound her, then hits her for her third wound with a normal attack. Iceman can’t hurt Hourman. Liberty Belle boxes out Jean Grey. Hourman moves over one space, but can’t get adjacent to Liberty Belle in order to attack someone. Prof X has Iceman cut the lovers off at the pass, but neither Iceman nor Angel can register wounds. Hourman tries to take down Iceman, but Professor X uses psychic energies to suppress his attack.
Round 6: Hourman sheds his last marker. Justice Society finally wins initiative. Hourman’s attack with Oracle’s Secret Attack Plan is again shut down by Prof X, though. Iceman finishes Liberty Belle, but Angel can’t hit Hourman. Hourman tries and fails to hit Iceman. Then he and Iceman and Angel all exchange failed attacks. Then Iceman hits Hourman for two wounds to end the round.
Round 7: Out of Miraclo. Hourman gets initiative, but his attack is blocked by Prof X. Iceman finishes Hourman, then Angel flies Prof X towards Oracle. Oracle moves up a bit. Then Iceman and Angel both advance, with Angel carrying Prof X. Angel attacks Oracle but can’t hit her. Oracle tries and fails to hit Prof X. Iceman and Angel do the same with her.
Round 8: Oracle gets initiative, burns her Secret Attack Plan, and is countered by Prof X using Psychic Defense X. Iceman puts three quick wounds on Oracle. Oracle KO’s Prof X and takes out OM2. Oracle goes again, and KO’s Iceman. Angel rounds things out, whiffing his attack.
Round 9: Oracle gets three quick wounds on Angel with Secret Attack Plan. Then Angel finally finishes her off.
Who won? List figures remaining in the winning army (include life remaining for heroes): Angel with One Life wins Turn 2, Round 9.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: I think there are some fun tricks he can do against the right armies, especially if he gets to be activated alongside another hero in a Martian Manhunter (II) or future Hawkman (Carter Hall) army. The two armies I played against him were able to counter most of those tricks fairly well, but the positioning trick is helpful even if the OM one is hard to exploit. His defensive power was very handy. An attack of 4 is a bit low in Superscape for his points, so if you’re waffling between 10 points here or there, that might be a reason to give him the discount. His 7 defense is solid, though, and he stood up to a beating from Supes before falling.
GENERAL THOUGHTS ON THE TESTED UNIT: He’s really fun and thematic. There were some moments when he was moving Superman to height disadvantage and then the Speedsters were all circling around taking shots at Supes that was pure thematic glee.
C3G can be played with official Heroscape, but it's not recommended.
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Last edited by Zettian Juggernaut; December 8th, 2015 at 01:26 PM.
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