Re: The Book of Bronze Tiger - Vote Public PT
Update the thread title!
Quote:
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: (BRONZE TIGER)
Army Test
Map: Modified HYDRA Gehenna Base with small blue house and small white house instead of platforms
Units: Bronze Tiger (220), Catman (170), Bane (190), Hush (220) (800) VS Wrecking Crew (800)
Damage Done: Six wounds to Wrecker, six wounds to Bulldozer, six wounds to Piledriver, and one wound to Thunderball.
When they were KO’d: N/A
Phantom Strike 12: 3-8 for two wounds on Wrecker and one wound on Thunderball.
Dragon Style Kung Fu: On offense, rerolled eight blanks for three skulls. On defense, rerolled one blank for zero shields.
Counter Strike: Hits Piledriver for one wound.
Summary of the game: Bane and Catman fall like chumps to poor dice luck, then the dice turn in Bronze Tiger’s favor long enough for him to remove the threat of Wrecking Crew and then mop up in end game. The lack of range from opponents for the most part really helped him shine here.
Spoiler Alert!
ROUND ONE:
Catman chooses Wrecker for his Prey. Hush picks Thunderball for his Vendetta.
Bulldozer leads off, charging into the shadow spaces in the middle of the map. He hits Wrecking Crew 14 and Wrecker trails behind him. Wrecker hits Wrecking Crew 10, and call Thunderball over to join them. The string of D20 successes ends there.
Catman leads off, sneaking towards Bulldozer, but one space short of engaging.
Wrecker goes, nailing Catman for three wounds. He hits Wrecking Crew 10 and sends Thunderball over (who fails to wound Catman). Ensuing Wrecking Crew turns from Wrecker and Bulldozer result in Catman falling early.
Bane climbs to height. Wrecker engages Bane and nails him for three wounds. Then he calls over Bulldozer who uses two auto skulls on Charging Headbutt to put a fourth wound on Bane.
OM3 was on Catman, so the turn is lost.
ROUND TWO:
Wrecker puts a fifth wound on Bane, but fails his Wrecking Crew 10 roll. Bronze Tiger moves adjacent to Bane and hits Wrecker with a Phantom Strike, but then he only rolls an attack of 2, which fails to wound Wrecker.
Wrecker rolls all skulls and finishes Bane. He fails on Wrecking Crew 10.
Bronze Tiger takes height between Wrecker and Bulldozer, failing his Phantom Strike attempt on Wrecker, then hitting Wrecker for a second wound (no blanks to reroll this time).
Thunderball moves up, but can’t reach Bronze Tiger, doesn’t want to wound his allies with Ball and Chain Slam, and fails his Wrecking Crew roll.
Hush engages Thunderball from height, using his Obsessive Vendetta to roll six dice for four skulls and two wounds on Thunderball.
ROUND THREE:
Bronze Tiger walks through Wrecker for a successful Phantom Strike, then attacks Wrecker from height, rerolling two blanks for one additional skull, and hitting Wrecker for his last three wounds. Wrecker falls with OM1 and OM2 on him, so the Secret Six go again.
Hush hits Thunderball again from height, putting Thunderball up to 5 wounds. Bronze Tiger finishes Thunderball with a Phantom Strike, then hits Bulldozer from height for three wounds (no rerolls, but Bulldozer whiffs on defense).
Piledriver circles the small blue house, far away from the battle still, then fails his Wrecking Crew roll for Bulldozer.
ROUND FOUR:
Bulldozer charges Hush, but rolls no skulls to go with the one auto skull, so Hush blocks easily.
Bronze Tiger fails a Phantom Strike roll, then hits Bulldozer from height, rolling all skulls to Bulldozer’s defensive whiff to finish Bulldozer.
Piledriver advances, but doesn’t reach the battle. Bronze Tiger moves over, fails Phantom Strike, but attacks from height (great map for a fast melee figure against all other melee figures) and lands two wounds (thanks in part to rerolling two blanks for one skull).
Piledriver double attacks Bronze Tiger, who fails to roll any blanks or enough shields for Counter Strike. Bronze Tiger takes two wounds.
Bronze Tiger attacks Piledriver from height, rerolling one blank for a shield, then hits Piledriver for a third wound.
ROUND FIVE
Piledriver climbs to even height and whiffs an attack on Bronze Tiger, ending up with a wound from Counter Strike, then attacks again but it’s blocked, with a blank being rerolled for a skull (and thus missing another Counter Strike wound).
Bronze Tiger misses a Phantom Strike roll on Piledriver, then hits him for a three skull attack (one rerolled from a blank) from height. Piledriver whiffs and falls.
Who won? List figures remaining in the winning army (include life remaining for heroes): Bronze Tiger with 2 Lives and Hush with Full Life win Turn 2, Round 5.
___________________________________________________________ Army Test
Map: Modified HYDRA Gehenna Base with small blue house and small white house instead of platforms
Units: Bronze Tiger (220), Catman (170), Bane (190), Deadshot (150), Amanda Waller (195), Chronos (75) (1,000) VS Batman (I) (200), Robin (Tim Drake) (120), Batgirl (Cassandra Cain) (130), Alfred (60), Oracle (110), Huntress (170), Nightwing (200) (990)
Damage Done: Three wounds on Batman, two wounds on Batgirl.
When they were KO’d: Turn 6, Round 2.
Phantom Strike 12: 1-3 for one wound on Batman
Dragon Style Kung Fu: On offense, rerolled six blanks for four skulls. He never defended normal attacks this game.
Counter Strike: N/A
Summary of the game: Not failing one Suicide Squad roll throughout the game, despite rolling for it about six times a round (so 31 times in all) was a huge part of this steamroll. Even one defection at the right time could’ve made a big difference for the Vigilantes.
Other than that, the Vigilante army was easier to pick apart and Deadshot’s supped up sniping was huge here. Bronze Tiger lifted his weight.
Spoiler Alert!
ROUND ONE:
Catman chooses Huntress as his Prey. Amanda Waller chooses Batman for the first Special Assignment.
Nightwing leads off, shedding the “X” for Titans Go, so that Batgirl, Robin, and he all take turns, during which each of them advance, with Nightwing claiming height near a rock outcropping, Robing advancing towards a hill, and Batgirl moving to the shadow spaces in the middle of the map.
Waller has Chronos go, dropping a Temporal Displacement, which he circles back to in order to place Deadshot on the spot of height by the opposite rock outcropping. Then Deadshot uses Sniper Targeting to take one-shot Robin from range. Ouch.
Batman advances to the shadow spaces, then Batgirl grapples forward ahead of him.
Chronos drops another Temporal Displacement, moves back to the first, drops Bane on the second, then Bane uses that to move Bronze Tiger next to drop Bronze Tiger into engagement with Batgirl. Then Deadshot fires at Batgirl for a four skull attack. Her defensive premonition saves her, but she’s too far away to swing back at Deadshot.
Huntress goes, triggering Catman to stalk forward, but she can’t get far enough to hit anyone with her crossbow. Batgirl grapples back behind the big rock outcroppings to save herself from sniper attacks.
Catman circles the blue house and attacks Batgirl, but her premonition allows her to tag him for two wounds. Bronze Tiger engages Batman (with height advantage), rerolls two blanks for a skull and a shield, and lands two wound on Bats (thanks in part to the Special Assignment).
ROUND TWO: Waller chooses Batgirl for the Special Assignment.
Bronze Tiger misses a Phantom Strike roll on Batman, then attacks Batgirl, rerolling three blanks for a skull and two shields, but failing to hit her (premonition failed, though, so no wounds on him). Catman tags Batgirl for a wound.
Batman takes height from range and throws Batarangs at Bronze Tiger and Catman, landing two wounds on Catman.
Bronze Tiger fails Phantom Strike, but does hit Batgirl for two wounds (no rerolls). Catman puts the final wound on Batgirl, who rolled poorly on defense despite hitting a ton of Defensive Premonitions.
Huntress sets up for her optimal crossbow range, but rolls poorly, and can only hit Bronze Tiger for one wound.
Bronze Tiger walks through Batman to claim height, hitting Phantom Strike for Bats’ third wound. Then Bronze Tiger attacks the Dark Knight, rerolling two blanks for two skulls for a five skull attack in all. Batman hits Evasive Strike and puts one wound on Bronze Tiger.
Deadshot snipes Batman for the final wound, from well out of Evasive Strike range. Alfred advances and rolls all skulls on his shotgun to obliterate Bronze Tiger.
ROUND THREE:
Waller chooses Huntress for the Special Assignment.
Huntress goes first, but Catman jumps into the fray, limiting her movement options. She stays reckless, but circles around him to stay out of Deadshot’s range (thanks to the small blue house) and hits Catman for two wounds thanks in part to Oracle’s Secret Attack Plan.
Chronos goes onto his card. Catman attacks Huntress, landing two skulls on her and taking two himself from Ruthless Counter Strike. Catman attacks again since she’s his prey, but his one skull roll doesn’t do it, and she finishes him with Ruthless Counter Strike.
Chronos comes back onto the battlefield, moves to the back of the blue house, uses a newly placed Temporal Displacement glyph to move Deadshot behind the blue house, and Deadshot takes a pot shot at Huntress through the window, landing two wounds to finish her.
Nightwing is the contingency plan for Huntress falling, so he moves to the front of the blue house and sticks Bane for one wound with a shuriken.
Deadshot moves onto height and snipes Alfred. Bane engages Nightwing, wounding himself with a venom injection, then fails an attack, allowing Nightwing to flip away.
Nightwing finishes the round by using the Temporal Displacement to move Bane adjacent at height disadvantage and hit Bane for a third wound.
ROUND FOUR:
Nightwing is Waller’s new Special Assignment.
Nightwing follows the Secret Attack Plan to hit Bane for a fourth wound. Bane fails an attack on Nightwing. Then Chronos uses the Temporal Displacement to move Nightwing to height disadvantage and punch him for three wounds (ouch).
Nightwing’s Escrima score three wounds on Chronos. Chronos moves to his card and fully heals. Deadshot fires at Nightwing from height. Nightwing flips away onto the Temporal Displacement and moves Deadshot to height disadvantage in the water. He tags Deadshot for one wound.
Bane pumps his Venom up to full volume, rolls three skulls, and watches as Nightwing flips away. Deadshot takes a swipe to climb to height, then shoots Nightwing, who finally whiffs and falls.
ROUND FIVE:
It’s all up to Oracle now! She is, of course, Waller’s Special Assignment.
Chronos drops back on the map and starts a Temporal Displacement chain reaction to move Deadshot and Bane forward. Bane runs even further forward toward Oracle’s start zone.
Oracle creeps to the edge of the ridge on her start zone. Deadshot and Bane both advance, both still out of range.
Oracle shields herself from Deadshot with the small white house, then uses her Secret Attack Plan, but can’t wound Bane.
Deadshot moves forward and tags Oracle for two wounds. Bane can’t sneak in a wound to initiate Back Breaker. Oracle can’t score a wound either.
ROUND SIX:
Oracle’s Secret Attack Plan results in a sixth wound on Bane. Bane finishes Oracle.
Who won? List figures remaining in the winning army (include life remaining for heroes): Full Life Chronos, full life Amanda Waller, 2 Life Deadshot, and 1 Life Bane win Turn 2, Round 6.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: Two big wins here, the first of which was powered by Bronze Tiger in a good match up for him, and some favorable dice swings, and the second of which was powered by Deadshot’s dominance on this map with Waller, Chronos, and Bane helping him (but with which Bronze Tiger helped). Bronze Tiger feels worth his cost if not more. In Waller armies, it’s easy to pair him with ranged support enough to let him shine as a melee only figure.
Given that he didn’t hit Phantom Strike at a hot rate or reroll particularly effectively in either match, yet still did a large amount of damage, I could see his cost going up 10-20 points.
GENERAL THOUGHTS ON THE TESTED UNIT: He’s fun! Suicide Squad can be very strong with the D20s stay above failure.
|
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.
|