Re: The Book of Mister Terrific - Terry Sloane(Playtesting)
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: (MISTER TERRIFIC (TERRY SLOAN))
Army Test
Map: Custom (HYDRA GEHENNA BASE with 2 small houses instead of platforms)
Units: Mister Terrific (Terry Sloan) (140), Hawkman (Carter Hall) (220), Starman (Ted Knight) (190), Flash (Jay Garrick) (220), Doctor Mid-Nite (150), Sandman (Wesley Dodds) (80) (1,000) VSFantastic Four (1,000)
Damage Done: 5 Wounds to Invisible Woman.
When they were KO’d: N/A
Man of a Thousand Talents: Used in Round 1 to move Mister Terrific up 4 spaces, then to give a +1 to Gravity Rod. In Round 2 and 3, Sandman advances 4 spaces each. Nets three extra skulls in Round 3 attacks on Invisible Woman. Nets two extra shields in Round 3 and 4 each to defend Thing’s attacks. Nets one extra shield in Round 5 to defend Thing’s attack.
Champion of All Things Fair: During Round 1, this was used to help spare Starman from an early wound when he whiffed on an attack from Human Torch. In Round 2, it grants a reroll to Flash, but the second roll is poor as well. Round 4, helps Hawkman avoid 2 wounds.
Mister Terrific shone here, especially with his rerolls letting him act as a meat shield while the rest of the JSA circled around, strategically moving figures and then picking them off. Champion of All Things Fair saved allies from three wounds, which helped keep the whole team together more effectively. The combination of Hawkman and Mister Terrific really brings this faction together powerfully.
The dice seemed to slightly favor the JSA overall here and the Fan Four is the type of team that if they lose a key piece early, they tend to lose big, but Mister Terrific felt a tad undercosted for how well he performed here.
Spoiler Alert!
ROUND ONE: Fan Four rolled well, holing up in one house with Thing and Mister Fantastic covering two entrances and Invisible Woman using sight lines through the windows to provide her boost as Human Torch advance scouts and attacks Starman (he would’ve scored a wound were it not for Champion of All Things Fair).
The JSA led with Hawkman taking height, Starman moving up, and then an “X” marker uber turn to round it out thanks to Golden Age Heroism, in which Starman (boosted by Man of a Thousand Talents) tries and fails to fling a rock tile at Human Torch, then flies to height, Flash runs through Mister Terrific and Human Torch, swapping their positions, and Sandman runs around behind Hawkman to get ready for the next round.
ROUND TWO: JSA gets initiative. Doctor Mid-Nite moves up next to Hawkman and Sandman and places a Blackout Bomb to help their defenses. Flash runs into the house, swapping Invisible Woman and Mister Terrific, so Flash and Mr. T. are in the house with Thing and Mister Fantastic, and Invisible Woman is out in the open. Then Sandman fires off his Sleeping Gas, hoping to trap Invisible Woman on the spot.
Invisible Woman, unshaken by the gas, flies back to the doorway next to Mister Fantastic (still outside the door, but protected on one side at least) and Mister Fantastic socks the Rubber Wrapped Flash for two quick wounds. Hawkman tags Human Torch for one wound. Thing swings at Flash (4 skulls), but the speedster dodges with ease. Human Torch goes Supernova, rolling miserably (2 skulls), but still hits Sandman and Doctor Mid-Nite for one wound each (Hawkman is not scathed). Mister Fantastic can’t hit Flash (who’s rolling like a champ) either.
Hawkman takes advantage of his high ground and KO’s Human Torch. Thing pummels Flash, KOing him, despite a reroll granted by Champion of All Things Fair. Mister Fantastic attacks Mister Terrific, but can’t land a blow.
ROUND THREE: Mister Fantastic goes first, but Man of a Thousand Talents grants a move to Sandman so that he is right outside the house now. Invisible Woman disengages from him and flies inside, hitting Mister Terrific for his first wound. Thing fails to hit Mr. T., but Mr. Fantastic lands a second wound on him.
Then Mister Terrific switches to his reroll power as Hawkman activates, shedding OM3 for some double turns. Hawkman flies next to the house, but can’t attack yet. He has Mister Terrific go, and thanks to the attack boost and the reroll (each of which accounted for an extra skull), Mr. T. lands two wounds on Invisible Woman.
Mister Fantastic rolls terribly, but takes things into his own hands, leaving the house to tie up Sandman and Hawkman, and hitting Sandman for a second and third wound. Hawkman charges through Invisible Woman’s aura to hit Mister Fantastic for one wound. Mister Terrific KO’s Invisible Woman thanks to the reroll netting 2 extra skulls (for a total of 4). Thing, with a +1 for Clobberin’ Time, tries and fails to hit Mister Terrific (2 extra shields on the reroll), then Mister Fantastic KO’s Sandman.
ROUND FOUR: Hawkman activates Golden Age Heroism by burning OM3. Starman, on height, throws a rock hex at Mister Fantastic, but can’t wound him. Neither can Starman’s attack, on height, boosted by Golden Age Heroism. Then Starman puts a star marker on Mister Fantastic and Hawkman’s boosted attack breaks through Mister Fantastic’s weakened defenses for one wound.
A highly peeved Thing swings at Mister Terrific, whose Thousand Talents let him get 2 extra shields on the reroll, saving him again. He takes one wound and is down to one life. Mister Fantastic, weakened by the Star Marker, attacks Hawkman, who whiffs, but is saved by Champion of All Things Fair, and ends up taking only one wound instead of three.
Starman throws a rock tile at Mister Fantastic, failing to wound him, then hits Mister Fantastic from range and height with Golden Age Heroism boosted him, landing three wounds to finish Mister Fantastic, wiping out OM2 and OM3 from the Fan Four. Ouch!
Then Starman puts a Star Marker on Thing and Hawkman flies inside and attacks Thing, landing four wounds on the weakened Adventurer.
ROUND FIVE: Thing, on his own, smacks Hawkman for one wound. Hawkman sheds the “X” marker for Golden Age Heroism and Starman fails to throw Thing with Gravity Rod, but does put a Star Marker on him, Hawkman takes a wound from disengaging with Thing, then Doctor Mid-Nite moves up, placing a Blackout Bomb to protect Hawkman, Starman, and himself, then using Physician 16 to remove 2 wounds from Hawkman.
Thing can’t land a hit on Mister Terrific. Hawkman flies back into the house and lands a fifth wound on Thing. Weakened Thing rolls 3 skulls against Mister Terrific, whose reroll gives him one extra shield to block. Starman finishes Thing with an attack from height.
Who won? List figures remaining in the winning army (include life remaining for heroes): Mister Terrific with 1 Life, Hawkman with 4 Lives, Doctor Mid-Nite with 3 Lives, and Starman with Full Life win Turn 6, Round 5.
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Army Test
Map: Custom (HYDRA GEHENNA BASE with 2 small houses instead of platforms)
Units: Mister Terrific (Terry Sloan) (140), Hawkman (Carter Hall) (220), Starman (Ted Knight) (190), Flash (Jay Garrick) (220), Doctor Mid-Nite (150), Sandman (Wesley Dodds) (80) (1,000) VSCyclops, Angel, Jean Grey, Professor X, Beast, Iceman (1,000)
Damage Done: 2 Wounds on Angel, 1 Wound on Jean Grey.
When they were KO’d: End of the game
Man of a Thousand Talents: Used at the start of Rounds 2 and 3 to advance Hawkman 4 spaces. Used frequently for attack and defense rerolls.
Champion of All Things Fair: Saves Doctor Mid-Nite from a wound in Round 3, and Flash from a wound in Round 4.
Summary of the game:
This was a solid match up. Losing Starman early really hurt the JSA, but they battled back, thanks largely to the contributions of Mister Terrific, Hawkman, and Flash, who each empowered each other well. Sandman had two key Sleeping Gas turn losses for Prof X. as well, but the synergy of the X-Men just couldn’t be held down, with Jean and Angel keeping Prof X. alive to the end.
Spoiler Alert!
ROUND ONE: Prof X moves up Jean Grey, who pulls Beast next to her, then Cyclops runs alongside her. Mister Terrific moves into the house, priming his Thousand Talents to protect him with rerolls as necessary. Angel flies Professor X into the center of the other house and Iceman trails behind to block the back door. Now only a workaround through the side door on the far end of the house will allow someone to engage Prof X. Starman flies into the house beside Mister Terrific, but fails to use his Gravity Rod to pull Flash along with him.
Cyclops uses his Optic Blast to fire at Mister Terrific through a window (rendering his Thousand Talents meaningless with the special attack) but rolls poorly and Mr. T. blocks. Jean then spots Starman through an uncurtained window, uses her telekinesis to rip him through the glass, landing one wound, then blasts him for three more wounds (he rolls one shield, so Champion of All Things Fair doesn’t kick in). This early death for Starman is a killer, as he probably benefits from Golden Age Heroism more than anyone.
Still, Hawkman goes, activating Golden Age Heroism with the “X,” and sending Flash through Jean Grey and Mister Terrific to swap them (Psionic Grip fails), and sending Sandman and Doctor Mid-Nite into the house with Jean (but since it’s the end of the round and there are no wounded Mystery Men, there’s no point in using Blackout Bombs, Physician 16, or Sleeping Gas Gun).
ROUND TWO: Prof X goes first and Thousand Talents moves Hawkman along the back of the house with Jean and the Mystery Men in it. Beast moves up and attacks both Mister Terrific (one wound despite Inspiring Speedster) and Flash (no need for Champion of All Things Fair). Jean throws Sandman for one wound, but can’t hit him with her attack.
Hawkman sheds the “X” for Golden Age Heroism and sends Flash to swap Beast and Professor X, sends Doctor Mid-Nite to drop a Blackout Bomb where it protects Angel, Flash, and Mister Terrific, then use Physician to cute Mister Terrific of a wound, and have Sandman get caught up in Psionic Grip so he can’t move, and get stuck shooting his Sleeping Gas so that it affects Doctor Mid-Nite, Flash, Mister Terrific, Professor X, and Cyclops. Mister Terrific’s Thousand Talents lets Hawkman advance 4 spaces. Then Professor X has his turn cancelled due to Sleeping Gas.
Mister Terrific switches to rerolls and Hawkman flies next to Prof X, who cancels his attack with Psychic Defense X. Then Prof X again succumbs to sleeping gas! Hawkman finishes the round by rolling a terrible failed attack on Prof X.
ROUND THREE: Hawkman starts it off, shedding OM3 to activate Golden Age Heroism. He attacks Cyclops for one quick wound, then has a beefed up Mister Terrific reroll his way into 5 skulls against Prof X, who sheds his X Marker for Psychic Defense X. Prof X calls over Angel, who fails an attack against Mister Terrific even without a reroll. Cyclops avoids a swipe from Hawkman and lines up an Optic Blast that hits Doctor Mid-Nite for one wound (would’ve been two if not for Champion of All Things Fair) and can’t hit Mister Terrific or Angel.
Hawkman targets Professor X, landing two solid wounds on the X-Men leader. Angel responds promptly, moving Prof X back into the house.
Then Doctor Mid-Nite throws a Blackout Bomb where it protects Flash, Mister Terrific, Hawkman, and himself, and hits Cyclops for a second and third wound.
Professor X has Cyclops level an Optic Blast at Doctor Mid-Nite and Mister Terrific, but the Inspiring Speedster/Blackout Bomb combo keeps them both safe. Then Jean throws Sandman for a wound, but can’t hit him for any more (hot D20, cold combat dice).
Hawkman surprises Jean by flying around the corner of the house and knocks the snot out of Cyclops, KOing him. Sandman shoots sleeping gas in the house with Jean, but can’t hit her. Prof X finishes the round by sending Beast after Flash and Mister Terrific (he can’t hit either), and having Jean fight off sleep, fail her throw, but then at least hit Sandman for a third wound.
ROUND FOUR: Big initiative roll here, which goes to the X-Men. Jean KO’s Sandman. Beast tags Mister Terrific for two wounds (rerolls are no help), Doctor Mid-Nite for one, and Hawkman for none.
Hawkman sheds the “X” and sends Doctor Mid-Nite to drop his last Blackout Bomb where it’ll help him and Hawkman, then use Physician to heal one wound (almost two!) off of Mister Terrific, then send Flash to switch Mister Terrific with Prof X in the house, then try and fail to move himself closer to Prof X (Psionic Grip preventing him).
Prof X has Beast KO Doctor Mid-Nite, but fail to hit Hawkman. Jean comes out of the house to help tie down Hawkman, but can’t wound him. Hawkman breaks through Psionic Grip, takes a swipe from Jean, but then only rolls one skull on Prof X, which the Professor blocks. Prof X has Jean toss Hawkman for a second wound (her attack on him fails), then has
Iceman attack Flash, wherein Flash whiffs but Champion of All Things Fair helps save him from one wound.
Mister Terrific hits Angel for 2 wounds (thanks to two extra skulls from rerolls), but Angel flies out of the house and moves Professor X to a safe spot.
ROUND FIVE: Hawkman sheds the OM3 for double turns, fails an attack on Jean, then has Flash swap Mister Terrific and Angel, sending Angel back to the house, and having him and Mister Terrific engage Prof X. Prof X. has Jean hit Hawkman for a third wound (her throw failed, but her attack landed despite Flash and Mister Terrific being close enough to help), then has Angel fly over (Angel then whiffs an attack on Flash).
Hawkman fails to hit Jean for any wounds, but Flash tags her for three. Prof X. has Beast come over, and he fails to hit Flash, but does KO Hawkman. Then Jean hits Flash for 2 wounds (nothing like accidentally rolling the first six dice first, whiffing, and praying the last one will be a skull so you can reroll, only to see it turn shield!). The extra turn for the X-Men can’t net them any more wounds on Flash.
ROUND SIX: Flash starts it off with a big 5 skull attack roll from height that KOs Angel. Prof X. has Jean and Beast both try and fail to hit Mister Terrific (rerolls helped) and Flash. Jean does manage to put Mister Terrific on height disadvantage to Beast, though.
Mister Terrific goes next, using his rerolls to intimidate Prof X. into shedding the “X” marker. Prof X. has Beast KO Flash, then rerolls save Mister Terrific from taking any wounds from Beast or Jean, but Jean does at least move Mister Terrific into engagement with her and away from the Prof.
Mister Terrific is stuck next to Jean thanks to Psionic Grip and KOs her. Prof X. sends Iceman out from the house (no luck) and follows with Beast on height (this time rerolls can’t save Mister Terrific). Beast KO’s Mr. T. to end it.
Who won? List figures remaining in the winning army (include life remaining for heroes): Professor X with 2 Life, and Iceman and Beast with Full Life win Turn 5, Round 6.
C3G can be played with official Heroscape, but it's not recommended.
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