Re: The Book of Kang (II) (Public Playtesting Phase)
NAME OF THE PLAYTEST UNIT: Kang II
Army Test 1
Map: Alkali Lake
Units:
Kang II, Human Torch(Johnny Storm), Parademon, Harley Quinn, Oracle(1015)
vs.
Star-Lord, Gamora, Bug, Silver Samurai(1010)
Spoiler Alert!
Attack Damage:
R1T1: 1 wound on Star-Lord with DOA.
R2T3: 3 wounds on Silver Samurai. (height, Oracle revealed her X)
R3T1: 3 wounds on Silver Samurai. (height, Oracle revealed her X)
R4T2: 1 wound on Bug.
R4T3: 2 wounds on Bug.
Timestream Reinforcements:
R1T2: Harley puts 2 wounds on Gamora and 3 wounds on S-L with her Smilex bomb, removes OM from Gamora.
Notes:
R2T1: HT uses FO4 and puts 2 wounds on Gamora, and fails on S-L. Uses Supernova, 4 skulls, kills both of them.
R2T2: HT puts 2 wounds on Bug, botched defense.
R3T2: Bug puts 3 wounds on Human Torch.
R4T2: Bug kills Oracle after 2 botched defenses.
R4T3: Bug puts 1 wound on Kang.
Human Torch with 4 wounds, Kang with 2 wounds, Harley Quinn and Parademon with 0 wounds.
Kang took the center as Star-Lord and Gamora moved forward to the first tree, making sure to stay a couple spaces apart, with the rest of the army spread out in the start zone. Kang sent out Harley on turn 2, and she used her bomb on Star-Lord and Gamora, causing a few wounds and stripping an OM from Gamora. Kang then sent out Human Torch to end the round, not causing any wounds with his normal. Human Torch started round 2 and used his FO4, putting 2 wounds on Gamora but not on Star-Lord. He then followed it up with a Supernova to finish the 2 off, even with Gamora rolling 7 defense. This allowed Kang's army a full round of turns, Human Torch went and attacked Bug, while Kang got the jump on Silver Samurai from height. They caused some wounds, and Silver Samurai failed to cause any wounds back, ultimately dying. Bug stood in there for a while, killing Oracle and putting some wounds on Human Torch and 1 on Kang. Kang finished off Bug.
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Army Test 2
Map: Alkali Lake
Units:
Kang II, Blob, Sersi(1010)
vs.
OL Larfleez, OL Lex Luthor, 3 Orange Constructs (1010)
Spoiler Alert!
Attack Damage:
R
Timestream Reinforcements:
R1T2: Blob locks down Larfleeze.
R1T3: Sersi heals Blob 4 wounds.
Notes:
R1T3: Lex puts 5 wounds on Blob(botched defense).
R2T1: Sersi puts 1 wound on Larfleeze with MM.
R2T2: Sersi puts 2 wounds on Larfleeze using MM.
R2T2: Lex puts 3 wounds on Sersi.
R2T3: Lex puts 3 wounds on Sersi.
R3T1: Sersi heals 2 wounds.
R3T1: Lex puts 1 wound on Sersi.
R3T2: Sersi kills Larfleeze.
R3T2: Lex puts 1 wound on Sersi.
R4T1: Blob puts 3 wounds on Lex(botched defense).
R4T1: Lex puts 3 wounds on Blob.
R4T2: Sersi kills Lex with MM.
Sersi with 6 wounds, Blob with 4 wounds, and Kang with 0 wounds.
This was a much closer match, but the Lanterns still struggled. Larfleeze came to the center, while Kang met him there. Larfleeze attacked Kang but failed. Blob was sent out and locked Larfleeze down. Lex came out and attacked Blob from height, putting 5 wounds on him from a botched defense. Sersi was placed and healed 4 wounds from Blob. Larfleeze tried taking out Blob, but Sersi kept putting wounds on Larfleeze using Matter Manipulation. Lex came and decimated Sersi twice, but Sersi managed to heal herself a little bit, and Lex failed to finish her off. Sersi killed Larfleeze with Matter Manipulation, Blob locked down Lex, and Lex tried killing Blob to escape. Blob attacked Lex, Lex botching his defense took 3 wounds. Sersi ended up killing Lex with Matter Manipulation.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: I'm thinking the change of instead of taking a turn helps the other team get things together, but it's still a giant uphill battle. Judging from these results alone, Kang was never in any real danger, as his other units seem to be the real immediate threats. Base bombers still do some decent damage, and are hard to avoid completely, and Kang is too difficult to kill thus they are guaranteed to be out by turn 2 to do some damage quickly, potentially crippling the opponent if they lose a figure who had several turns unused. Overall, I'm not entirely sure how to fix it, possibly making them placed adjacent to Kang would help a little bit further, but that's only helping so much. The power itself is incredibly good still, so some more measures may have to be done to try and keep it reasonable to go up against. It's a lot of fun to use though.
As far as points go, I don't think adjusting points is going to mean anything. The power needs to be altered, then the points can be better nailed down. I'd like to see others try some auto-wounders against Kang, but he doesn't struggle to get all of his reinforcements out as-is, so I don't know how useful/reliable they will be as an effective enough counter. I think it's very close to where it needs to be though.
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