Re: The Book of Sandman (Wesley Dodds) - Danger Room Testing
lm's tests. Trying to figure out which version.
Quote:
Originally Posted by laughing matter
NAME OF THE PLAYTEST UNIT: (Sandman)
Army Test
Map: Sacred Shrine (No Glyphs)
Units: Iron Patriot, Sandman, Trapster, Angel (Liam) vs Captain Cold, Captain Boomerang, Heat Wave, Mirror Master, Pied Piper, Trickster, Weather Wizard
Spoiler Alert!
For this game I didn't use his gas at all, to see how he preformed on his stats alone. Long story short, he was lame.
Trapster played ok, but the Rogues mostly stayed within 4 spaces of Weather wizard, which combined with ranged special attacks meant most figures didn't move much. This ended up meaning that Trapster's power didn't have much affect on the Rogues.
Angel stayed close to Sandman, to discourage attacking him, but Sandman still got attacked anyway. Sandman did manage to stay alive until the end, and Angel actually rolled pretty terrible most of the time for Dark Avenger.
Iron Patriot was pretty solid in this game, around half of the time wounding someone and getting to take a turn with another figure. Though most of the time I used Sandman or Trapster for those extra turns. Those guys occasionally got a wound in, but a lot of the time those two whiffed on their attack, especially Sandman. Iron Patriot mostly just chose a figure, and stuck with that figure until it was killed.
Sandman, as stated above failed most of the time on his attacks. He did manage to kill Pied Piper wit 3 skulls, but it was down to only Pied Piper, so I put all of my OMs on Sandman to see if I could get him to consistently roll at least one skull. It took 2 & 1/2 rounds to kill Pied Piper, mostly failing to wound him due to either whiffing, or Pied Piper rolling enough shields. I eventually got lucky with a 3 skull roll, and a defense whiff.
Who won? Iron Patriot (2 wounds) Angel (1 wound) Sandman (3 wounds).
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Army Test
Map: Sacred Shrine (No Glyphs)
Units: Me Sinister, Mojo, Sage, Wolverine, Angel (waren), Superman 1 vs C3G Captain America, Sandman, Star Sapphire, Ms. Marvel, Scarecrow, Emma Frost, Beast Boy Cheetah, Diablo
Spoiler Alert!
This game was practically decided before Sandman's team got to the other side of the board. The first couple of rounds were spend by Sinister's team boosting up a lot of figures. Those boosts were as follows
-Wolverine got 3 range, 7 attack, and an Enhancement Marker.
-Angel got 4 range, 6 attack, and an Enhancement Marker.
-Superman got 5 range
-Sage got 8 defense
Wolverine ended up tearing apart Sandman's team, killing Ms. Marvel and Star Sapphire, and wounding Cap. Sandman's team ended up back tracking to the other side of the board, trying to get the enemy to split up by having to go around the pillars in the middle of the map. This actually ended up working, but the Sinister Six (haha) still thrashed the Hateful 8 as I will now call them. Wolverine ended up dying bcause of a risky move to wound him with Sinister on Om 1, then send him out on Om 2 to mess up the other army. He ended up dying on the enemy'e OM 2 because of his low defense, and a Solid hit from Cap to the kisser. Sinister himself actually ended up being killed by a couple of attacks from Scarecrow, after being tied down by sleeping gas and weakened by fear gas. The combo of Fear and sleeping gas would probably be more effective on a team with a figure that allows you to take multiple turns, unfortunately Ms Marvel was killed off early so I never got to test out that idea.
The Sinister six ended up killing Emma frost, who I used as a Superman counter near the end when I didn't really need her to help with Cap's Avengers Assemble power (since everything was on one side in clear sight), and beast boy (who I drafted as a protector for Emma in the begining). At this point the hateful 8 were down to Cap, Sandman, Diablo, and Scarecrow. Scarecrow was a great draft, because he was able to whittle down Sage's 8 defense down to 6, and allowed Cap to beat the crap out of her, to be finished off by a lucky 3 skull hit to her 1 shield roll.
It ended up getting to the point where Supes, Mojo, and Angel were all within about 3 spaces of each other,
with all three surviving members of the Sinister six engaged with Diablo and Cap. Scarecrow and Sandman stayed a few spaces back to place their glyphs just close enough to the enemy figures to avoid affecting Diablo. Mojo killed Scarecrow, then Sandman killed Mojo, but that didn't really matter much. Eventually Superman was able to avoid rolling a crappy roll on both Diablo's sleep potion and sandman's Sleep gas, and killed Sandman, then he came back to kill Diablo eventually. It was really annoying.
Who won? The Sinister Two with only Superman (2 wounds) and Angel (4 wounds)
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: He'll probably fit well into the Mystery Men synergy, but it might be best to bump how far he can place the gas glyph.
GENERAL THOUGHTS ON THE TESTED UNIT: His Gas glyph was cool, and felt right thematically, but his offensive capabilities on his own were underwhelming to say the least. He needs a stat boost to be effective outside of a Cap or Star Lord build. Honestly, he played like an 85-95 point figure for me.
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Cambridge if sometimes in its box of
sky lavender and cornerless, the
moon rattles like a fragment of angry candy"
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