Re: The Spellbook of Temporal Inversion
Reposted from the spell testing thread:
Quote:
Originally Posted by Viegon
Army Test 1
Map: Sewer Labyrinth (no glyphs or other special rules)
Units: Doctor Fate, Malekith, Ms. Marvel; Final Ruin x1, Weapon of Destiny x8, Condemn x2, Flames of the Faltine x2, Bolts of Balthakk x2, Images of Ikonn x1 (955 points) VS Mr. Fantastic, Invisible Woman, the Thing, Jocasta (955 points)
Spoiler Alert!
SPELL SUM-UPS
Final Ruin (x1): Not used.
Weapon of Destiny (x8.): Order of use: boosted Ms. Marvel, resulted in an overkill wound to Jocasta; boosted Doc Fate, resulted in an additional wound to Invisible Woman; boosted Malekith, resulted in an additional wound to Invisible Woman; boosted Malekith, resulted in the final wound to Invisible Woman; boosted Doc Fate, resulted in the final wound to the Thing; boosted Doc Fate, resulted in an additional wound to Mr. Fantastic.
Condemn (x2): Enemies never rolled low enough.
Flames of the Faltine (x2): One used by Malekith, 3 skulls rolled, did 2 wounds to Jocasta; the other one not used.
Bolts of Balthakk (x2): Not used.
Images of Ikonn (x1): Not used.
GAME SUMMARY:
Malekith moved up alone while Doc Fate teleported with Ms. Marvel on the final turn of round 1. Malekith put a Flames of the Faltine to good use, putting 2 wounds on Jocasta with it. The Fan4 engaged Malekith on their final turn, but due to Illusionary Arts it wasn’t worth attacking. Ms. Marvel’s first attack (on the final turn of round one after being teleported by Doc Fate) was boosted by a Weapon of Destiny (WoD) and finished off Jocasta (though the auto-skull wasn’t needed). In round two, Doc Fate and Malekith (using Dark Faerie Deception) focused on Invisible Woman, and thanks to three additional wounds from WoDs over three attacks, she went down. Meanwhile, the Fan4 struggled to do anything with having to be cautious around Illusionary Arts (primarily, the Thing had to skip using his extra dice from Clobberin’ Time for fear of being forced to use it on Mr. Fantastic). Mr. Fantastic consistently rolled well for Fantastic Leader, preventing any potential Condemn wounds, and they did manage to get three wounds on Malekith. But it wasn’t nearly enough. Once Invisible Woman was down, it only too Ms. Marvel and her team two turns to finish off the last two Fantastic Four members (again thanks to additional wounds from WoD).
It’s worth noting that the Fan4 struggled on their defense rolls, which really hurt them, but they did have good attack rolls and Reed consistently rolled very well for Fantastic Leader.
Round One: Army 2 wins Initiative.
ARMY 2: Reed, Sue, and Jocasta advance.
ARMY 1: Malekith moves up.
ARMY 2: All of the Fan4 position.
ARMY 1: Malekith uses a Flames of the Faltine, putting 2 wounds on Jocasta.
ARMY 2: Reed and Sue move but don’t attack (pointless due to Illusionary Arts).
ARMY 1: Ms. Marvel and Doc Fate teleport in, and Ms. Marvel (with WoD) finishes off Jocasta.
Round Two: Army 1 wins Initiative.
ARMY 1: Ms. Marvel and Doc Fate put 2 wounds on Invisible Woman (WoD) and 1 wound on Thing.
ARMY 2: The Fan3 put 1 wound on Malekith.
ARMY 1: Ms. Marvel and Malekith put 2 wounds on Invisible Woman (WoD).
ARMY 2: The Fan3 put 1 wound on Malekith and 1 wound on Doc Fate.
ARMY 1: Ms. Marvel: Malekith finishes off Invisible Woman (WoD), Ms. Marvel puts 2 wounds on Thing.
ARMY 2: Thing is forced into attacking Reed due to IA, but does no damage; Reed puts 1 wound on Malekith.
Round Three: Army 1 wins Initiative.
ARMY 1: Doc Fate kills the Thing (WoD); Ms. Marvel fails.
ARMY 2: Reed takes 1 wound from TBD.
ARMY 1: Ms. Marvel and Doc Fate (with WoD) kill Reed.
Ms. Marvel unwounded, Doc Fate with 1 wound, Malekith with 3 wounds
Unused Spells (due to victory): Final Ruin x1, Weapon of Destiny x2, Condemn x2, Flames of the Faltine x1, Bolts of Balthakk x2, Images of Ikonn x1.
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Army Test 2
Map: Sewer Labyrinth (no glyphs or other special rules)
Units: Doctor Fate, Malekith, Ms. Marvel; Weapon of Destiny x8, Condemn x2, Flames of the Faltine x1, Bolts of Balthakk x2, Images of Ikonn x2 (955 points) VS Mr. Fantastic, Invisible Woman, the Thing, Jocasta (955 points)
Spoiler Alert!
SPELL SUM-UPS
Weapon of Destiny (x8.): Order of use: boosted Ms. Marvel, resulted in an additional wound to Jocasta; boosted Doc Fate, did nothing; boosted Doc Fate, did nothing.
Condemn (x2): Enemies never rolled low enough.
Flames of the Faltine (x1): Not used.
Bolts of Balthakk (x2): One used by Malekith, 1 skull rolled, did no wounds; the other one also used by Malekith, 3 skulls rolled, did 1 wound to Invisible Woman.
Images of Ikonn (x2): One used by Malekith to avoid a 3 skull roll from Jocasta; the other one also used by Malekith to avoid a 2 skull roll from Jocasta.
GAME SUMMARY:
The Fan4, desperate not to repeat last game, played very aggressively this game, which panned out for them in the end. The Thing rushed and met Malekith half-way, making it trickier for him to get in position and for Doc Fate and Ms. Marvel to teleport near him. Attacks from Ms. Marvel and Malekith managed to do some wounds to both Jocasta and Invisible Woman, but solid defense rolls by the Adventurers minimized the damage. Mr. Fantastic rolled fantastically for Fantastic Leader, always activating at least two (and often three) Adventurers, excluding his very first turn which didn’t much matter. To make things even worse, Jocasta was brought up to 4 wounds, but then refused to go down, allowing the Thing to sit at full Clobberin’ Time power for a few turns. And at the same time, I made a major, major mistake playing Ms. Marvel’s team by accidently positioning Malekith a space too far away from Ms. Marvel; this meant that Malekith couldn’t use Illusionary Arts to protect Ms. Marvel when Thing went after her, KOing her in a single attack with an OM still on her card. After that, the spellcasters’ only hope was that Mr. Fantastic’s rolls would go cold, but it was very much the reverse; with a full team activation, the Fan4 finished off both Doc Fate and Malekith in a single turn.
Round One: Army 2 wins Initiative.
ARMY 2: Reed and Thing advance.
ARMY 1: Malekith moves up.
ARMY 2: All of the Fan4 move up, and Thing rushes and puts 1 wound on Malekith.
ARMY 1: Malekith uses a BoB on Invisible Woman, but fails.
ARMY 2: All of the Fan4 target Malekith, putting 2 wounds on him and forcing him to use Illusionary Arts (no effect) and an Images of Ikonn (IoI).
ARMY 1: Ms. Marvel and Doc Fate put 2 wounds on Jocasta (WoD).
Round Two: Army 1 wins Initiative.
ARMY 1: Ms. Marvel and Malekith put 1 wound on Invisible Woman (BoB) and 1 wound on Jocasta.
ARMY 2: Reed, Thing, and Jocasta put 1 wound on Malekith and force him to use the other IoI.
ARMY 1: Ms. Marvel and Doc Fate put 1 wound on Jocasta.
ARMY 2: Reed, Sue, and Thing kill Ms. Marvel (who was just outside of Illusionary Arts range) and put 1 wound on Doc Fate.
ARMY 1: Turn lost on Ms. Marvel.
ARMY 2: Reed, Jocasta, and Thing put 2 wounds on Doc Fate.
Round Three: Army 2 wins Initiative.
ARMY 2: Doc Fate fails.
ARMY 1: All Fan4 activate, killing Doc Fate and Malekith.
Mr. Fantastic unwounded, Invisible Woman with 1 wound, Jocasta with 4 wounds, the Thing with 1 wound.
Unused Spells (due to defeat): Weapon of Destiny x5, Flames of the Faltine x1, Condemn x2.
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Army Test 3
Map: Mysterious Crash Site (a custom RotVx1/TJ x1/VW x1 map) (no glyphs or other special rules)
Units: Enchantress, Black Panther, Swordsman, Robin (Dick); Vapors of Valtorr x4, Weapon of Destiny x6, Images of Ikonn x2, Bolts of Balthakk x2 (990 points) VS Martian Manhunter (II), Captain Mar-Vell, Starman (Jack Knight) (990 points)
Spoiler Alert!
SPELL SUM-UPS
Vapors of Valtorr (x4): Used in round 1, prevented attacks; used in rounds 2, 3, and 4, prevented attacks, forced the opponent into bad positions, and allowed Black Panther to use Stealth Pounce.
Weapon of Destiny (x6): Order of use: boosted Black Panther, resulted in an overkill wound to Captain Mar-Vell; boosted Black Panther, resulted in an additional wound to Martian Manhunter; boosted Black Panther, did nothing; boosted Black Panther, resulted in an additional wound to Martian Manhunter; boosted Black Panther, resulted in the final wound to Martian Manhunter; boosted Black Panther, resulted in an overkill wound to Starman.
Images of Ikonn (x2): Not used.
Bolts of Balthakk (x2): Not used.
GAME SUMMARY:
Enchantress used Vapors of Valtorr for the first four rounds, forcing Martian Manhunter’s team to come into melee. Mar-Vell rolled poorly on his first attack and took a few wounds from Swordsman’s Counter Strike, and he was immediately finished off the following turn by a super-boosted Black Panther (6 attack + autoskull from Stealth Pounce + auto-skull from Enchantress + auto-skull from Weapon of Destiny). Martian Manhunter and Starman teamed up, and they managed to kill Swordsman, but over a few turns, super-boosted Black Panther took down Martian Manhunter. Starman ended up holding out for a few more turns but couldn’t do much in the way of damage.
Round One: Army 2 wins Initiative (VoV used).
ARMY 2: Mar-Vell flies out.
ARMY 1: Enchantress moves forward.
ARMY 2: Martian Manhunter flies out.
ARMY 1: Enchantress: Robin moves into position.
ARMY 2: Martian Manhunter and Mar-Vell position to strike.
ARMY 1: Enchantress: Swordsman moves up.
Round Two: Army 2 wins Initiative (VoV used).
ARMY 2: Mar-Vell swoops in, botches his attack and takes 3 wounds from Swordsman’s Counter Strike.
ARMY 1: Enchantress: Black Panther kills Mar-Vell (WoD)(Starman saves an OM).
ARMY 2: Starman moves up.
ARMY 1: Enchantress: Black Panther backs up.
ARMY 2: Martian Manhunter and Starman put 3 wounds on Swordsman.
ARMY 1: Enchantress: Black Panther puts 3 wounds on Martian Manhunter (WoD).
Round Three: Army 2 wins Initiative (VoV used).
ARMY 2: Martian Manhunter and Starman kill Swordsman.
ARMY 1: Enchantress: Black Panther fails (WoD).
ARMY 2: Martian Manhunter fails.
ARMY 1: Enchantress: Black Panther puts 3 wounds on Martian Manhunter (WoD).
ARMY 2: Martian Manhunter puts 1 wound on Black Panther.
ARMY 1: Enchantress: Black Panther kills Martian Manhunter (WoD).
Round Four: Army 2 wins Initiative (VoV used).
ARMY 2: Starman fails.
ARMY 1: Enchantress: Black Panther puts 1 wound on Starman.
ARMY 2: Starman puts 1 wound on Black Panther.
ARMY 1: Enchantress: Black Panther puts 2 wounds on Starman.
ARMY 2: Starman fails.
ARMY 1: Enchantress: Robin is stopped by Force Field X.
Round Five: Army 1 wins Initiative.
ARMY 1: Enchantress: Black Panther is stopped by Force Field X.
ARMY 2: Starman fails.
ARMY 1: Enchantress: Black Panther kills Starman (WoD).
Enchantress unwounded, Robin unwounded, Black Panther with 2 wounds.
Unused Spells (due to victory): Bolts of Balthakk x2, Images of Ikonn x2
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Army Test 4
Map: Mysterious Crash Site (a custom RotVx1/TJ x1/VW x1 map) (no glyphs or other special rules)
Units: Enchantress, Black Panther, Deadshot, Robin (Dick); Vapors of Valtorr x5, Weapon of Destiny x9, Images of Ikonn x1 (1,000 points) VS GL John Stewart, Vertigo, Valkyrie, Zombie, GC Decoy x2 (1,000 points)
Spoiler Alert!
SPELL SUM-UPS
Vapors of Valtorr (x5): Used in round 1 and 2, prevented attacks, forced the opponent into bad moves, allowed Black Panther to use Stealth Pounce, and led to GL John Stewart being Soul Swapped.
Weapon of Destiny (x9): Order of use: boosted Deadshot, resulted in an additional wound to Zombie; boosted Black Panther, resulted in an overkill wound to a GC Decoy; boosted Black Panther, resulted in an additional wound to Zombie; boosted GL Stewart, resulted in an additional wound to Valkyrie; boosted GL Stewart, resulted in an additional wound to Black Panther; boosted Robin, did nothing; boosted GL Stewart, resulted in the final wound to Vertigo; boosted GL Stewart, resulted in an overkill wound to Black Panther; boosted GL Stewart, resulted in an overkill wound to Zombie.
Images of Ikonn (x1): Used by Enchantress to avoid a 3-skull attack from Black Panther (with -2 defense from Vertigo).
GAME SUMMARY:
John Stewart, wary of being forced into melee by Vapors of Valtorr and getting Soul Swapped, played cautiously at first, sending in a GC Decoy and Zombie. However, things did not go in his favor as super-boosted Deadshot and Black Panther demolished anything he sent at them, and when Valkyrie got pulled into the conflict to save Zombie, Stewart was forced to move in to protect her. Unfortunately for him, he failed his first attack roll and got immediately Soul Swapped for Black Panther, losing a couple of OMs and the other GC Decoy. At that point, OMs were shifted over to Stewart who, boosted with Weapons of Destiny and backed by a temporarily controlled Zombie, took down first Valkyrie, then Vertigo, Black Panther, and finally Zombie, all with his new team only taking a couple of wounds.
Round One: Army 2 wins Initiative (VoV used).
ARMY 2: Stewart flies forward with his pod.
ARMY 1: Enchantress: Deadshot puts 2 wounds on Zombie (WoD).
ARMY 2: Stewart creates a Decoy, moves forward, and charges that Decoy at Robin, but fails.
ARMY 1: Enchantress: Black Panther kills a Decoy (WoD).
ARMY 2: Stewart moves forward and little; Zombie rushes Robin but fails.
ARMY 1: Enchantress: Black Panther puts 4 wounds on Zombie (WoD).
Round Two: Army 1 wins Initiative (VoV used).
ARMY 1: Enchantress: Black Panther kills Zombie, but he’s saved by Valkyrie (who doesn’t take a wound).
ARMY 2: Stewart fails an attack on Panther, and Enchantress uses Soul Swap on the two of them (the other GC Decoy is auto-destroyed).
ARMY 1: Enchantress takes a disengagement wound and puts 1 wound on Valkyrie.
ARMY 2: Turn lost to Soul Swap.
ARMY 1: Enchantress puts 1 wound on Valkyrie.
ARMY 2: Turn lost to Soul Swap.
Round Three: Army 1 wins Initiative.
ARMY 1: Stewart puts 3 wounds on Valkyrie (WoD); a controlled Zombie kills Valkyrie.
ARMY 2: Turn lost on Valkyrie.
ARMY 1: Stewart puts 3 wounds on Black Panther (WoD); a controlled Zombie fails.
ARMY 2: Black Panther puts 1 wound on Deadshot.
ARMY 1: Enchantress: Robin fails (WoD).
ARMY 2: Black Panther fails to Images of Ikonn.
Round Four: Army 2 wins Initiative.
ARMY 2: Black Panther puts 1 wound on Enchantress.
ARMY 1: Stewart kills Vertigo (WoD); controlled Zombie fails (Walking Dead puts 1 wound on Stewart, who loses the Amulet).
ARMY 2: Turn lost on Vertigo.
ARMY 1: Stewart kills Black Panther (WoD) (Walking Dead puts 1 wound on Robin).
ARMY 2: Turn lost on Vertigo.
ARMY 1: Stewart kills Zombie (WoD).
Enchantress with 2 wounds, Deadshot with 1 wound, Robin with 1 wound, Soul Swapped GL John Stewart with 1 wound and all 3 batteries remaining.
Unused Spells (due to victory): Vapors of Valtorr x3.
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Army Test 5
Map: Sewer Labyrinth (no glyphs or other special rules)
Units: Graviton, Malekith, War Machine; Vapors of Valtorr x4, Images of Ikonn x1 (1,000 points) VS Professor X, Jean Grey, Deadpool, Blink, Beast (1,000 points)
Spoiler Alert!
SPELL SUM-UPS
Vapors of Valtorr (x4): Used in rounds 2, 3, and 4; prevented attacks and forced the opponent’s strategies, caused multiple Auto Chain Gun rolls, and more.
Images of Ikonn (x1): Used by Malekith to avoid a 3-skull attack from Beast.
GAME SUMMARY:
With Graviton’s team having a limited number of Vapors of Valtorr, the Mutants decided their best strategy would be to sit and wait until Graviton and friends came to them and hope that their threat range would force them to use at least one or two Vapors before the real fighting began. Malekith skipped casting a Vapors for the first round as they slowly moved up, but used one in the second and following rounds. Blink and Beast lead the Mutant assault, getting through Auto Chain Gun without taking wounds and using Negotiation to take out Malekith’s “X”. Blink scored a couple of early wounds on War Machine but rolled too high on Phase Javelin to actually move him anywhere. Graviton quickly took out Blink with the help of Auto Chain Gun, but struggled to wound Beast and Jean. Meanwhile, the Mutants rolled well, taking down War Machine at the end of round three and scoring a few lucky wounds on Graviton. Graviton finally managed to finish off Jean, but then he went on an extreme cold streak with both Reverse Gravity and Gravitational Grasp, leading to Malekith’s death and then eventually his own.
Round One: Army 2 wins Initiative.
ARMY 2: The Mutants do nothing.
ARMY 1: Malekith moves up.
ARMY 2: The Mutants wait.
ARMY 1: War Machine moves up.
ARMY 2: The Mutants wait.
ARMY 1: Graviton moves up and fails his tosses.
Round Two: Army 2 wins Initiative (VoV used).
ARMY 2: The Mutants wait.
ARMY 1: Malekith moves up.
ARMY 2: Xavier: Blink teleports with Beast, who then Negotiates the “X” from Malekith.
ARMY 1: War Machine puts 2 wounds on Blink.
ARMY 2: Xavier: Blink rushes War Machine and puts 2 wounds on him, but rolls too high for Phase Javelin; Beast puts 1 wound on Malekith.
ARMY 1: Graviton tosses away Blink and Beast but fail to wound them.
Round Three: Army 1 wins Initiative (VoV used).
ARMY 1: Graviton kills Blink by tossing her to War Machine, then tosses Beast away but fails to wound him.
ARMY 2: Xavier: Jean tosses Beast forward, then Beast rushes but fails (Malekith uses Images to reposition).
ARMY 1: Graviton dodges a disengagement, repositions War Machine, and tosses Jean around for 2 wounds.
ARMY 2: Xavier: Jean breaks through Gravitational Grasp and puts 1 wound on War Machine; Beast is tricked by IA and is forced to attack Jean, but does nothing.
ARMY 1: Graviton fails.
ARMY 2: Xavier: Deadpool and Jean kill War Machine and put 3 wounds on Graviton.
Round Four: Army 2 wins Initiative (VoV used).
ARMY 2: Xavier: Jean and Beast fail.
ARMY 1: Graviton kills Jean.
ARMY 2: Xavier: Beast and Deadpool get past Gravitational Grasp and put 1 wound on Malekith but IA also forces Beast to put 3 wounds on Xavier.
ARMY 1: Graviton fails.
ARMY 2: Xavier: Deadpool kills Malekith; Beast gets past Gravitational Grasp and puts 2 wounds on Graviton.
ARMY 1: Graviton fails.
Round Five: Army 2 wins Initiative.
ARMY 2: Xavier: Beast and Deadpool fail.
ARMY 1: Graviton puts 1 wound on Beast.
ARMY 2: Deadpool fails.
ARMY 1: Graviton puts 2 wounds on Deadpool.
ARMY 2: Deadpool kills Graviton.
Xavier with 3 wounds, Beast with 2 wounds, Deadpool with 2 wounds.
Unused Spells (due to defeat): 1 Vapors of Valtorr.
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Army Test 6
Map: Sewer Labyrinth (no glyphs or other special rules)
Units: Graviton, Malekith, War Machine; Vapors of Valtorr x3, Images of Ikonn x2, Condemn x1, Weapon of Destiny x1 (1,000 points) VS Professor X, Jean Grey, Deadpool, Blink, Beast (1,000 points)
Spoiler Alert!
SPELL SUM-UPS
Vapors of Valtorr (x3): Used in rounds 2, 3, and 4; prevented lots of attacks and forced the opponent’s hand, triggered multiple Auto Chain Gun rolls, and so forth.
Images of Ikonn (x2): Used by Malekith to avoid a 4-skull attack from Blink, used by Malekith to avoid a 2-skull attack from Deadpool.
Condemn (x1): Used on Jean Grey on a failed roll for Psionic Grip.
Weapon of Destiny (x1): Boosted War Machine, resulted in an overkill wound to Jean Grey.
GAME SUMMARY:
Both teams ran with the same strategy again this game. Again, Blink teleported in with Beast (both luckily avoiding Auto Chain Gun), who then took Malekith’s “X” with Negotiation. Similar to last time, Graviton (using Auto Chain Gun) killed off Blink quickly, but then struggled against Beast and Jean (though Condemn came in handy, hitting Jean for a wound on a bad Psionic Grip roll). The game swung when Jean got past Gravitational Grasp and managed to pull Graviton away from Malekith and lower, while Beast pulled the “3” off his card, and then together they proceeded to beat on him. Malekith and War Machine moved up to help, taking down Jean in the process, but it wasn’t enough and Graviton still went down a few turns later. War Machine (with the aid of Illusionary Arts) brought Deadpool up to 4 wounds, but then failed his chance to finish him off, leaving Deadpool the time to heal and finish off War Machine and Malekith.
Round One: Army 2 wins Initiative.
ARMY 2: The Mutants wait.
ARMY 1: Malekith advances.
ARMY 2: The Mutants wait.
ARMY 1: War Machine advances.
ARMY 2: The Mutants wait.
ARMY 1: Graviton moves up and tosses War Machine.
Round Two: Army 2 wins Initiative (VoV used).
ARMY 2: Mutants reposition.
ARMY 1: Graviton moves forward with Malekith.
ARMY 2: Xavier: Blink teleports in (no ACG wounds) with Beast (no ACG wounds); Beast negotiates the “X” off of Malekith.
ARMY 1: Graviton tosses Blink but does no wounds.
ARMY 2: Xavier: Beast and Blink (taking 1 wound from ACG) put 1 wound on Malekith and force him to use an Images.
ARMY 1: Graviton tosses both Blink and Beast, putting 1 wound on Beast.
Round Three: Army 1 wins Initiative (VoV used).
ARMY 1: Graviton kills Blink (2 ACG wounds, 1 Reverse Gravity wound) and tosses Beast.
ARMY 2: Xavier: Jean and Beast put 1 wound on Malekith.
ARMY 1: Graviton tosses Beast for a wound, then pulls Jean in (no ACG wounds), putting 1 wound on her, then tosses her back out, failing to wound her but she still takes a wound from Condemn on a failed Psionic Grip roll.
ARMY 2: Xavier: Jean pulls Graviton out of Malekith’s range and puts 1 wound on him; Beast removes the “3” from Graviton.
ARMY 1: Turn lost to Negotiation.
ARMY 2: Xavier: Deadpool and Beast put 2 wounds on Graviton.
Round Four: Army 2 wins Initiative (VoV used).
ARMY 2: Xavier: Deadpool and Beast put 2 wounds on Graviton.
ARMY 1: Malekith fails.
ARMY 2: Xavier: Jean fails her toss, and her attack is redirected to Beast, who she puts 1 wound on; Beast fails.
ARMY 1: War Machine kills Jean (WoD).
ARMY 2: Xavier: Beast and Deadpool kill Graviton and put 1 wound on Malekith.
ARMY 1: War Machine puts 2 wounds on Deadpool.
Round Five: Army 2 wins Initiative.
ARMY 2: Xavier: Beast charges (1 wound from ACG), but his attack is redirected by IA, putting 2 wounds on Deadpool; Deadpool fails his attacks but heals 1 wound.
ARMY 1: War Machine fails.
ARMY 2: Xavier: Beast and Deadpool kill Malekith (Healing Factor X).
ARMY 1: War Machine fails.
ARMY 2: Xavier: Deadpool and Beast (no ACG wound) kill War Machine.
Deadpool with 1 wound, Beast with 3 wounds, Xavier unwounded.
Unused Spells: None
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Army Test 7
Map: Sewer Labyrinth (no glyphs or other special rules)
Units: Scarlet Witch, Raven; Images of Ikonn x15, Final Ruin x1, Temporal Shift x2, Condemn x5, Vengeance x6, Bolts of Balthakk x6 (850 points) VS Cosmic Boy, Timber Wolf, Superboy (Kal-El) (850 points)
Spoiler Alert!
SPELL SUM-UPS
Images of Ikonn (x15): Used by Scarlet Witch to avoid a 1-skull attack from Timber Wolf (teleported to go after Cosmic Boy), used by Scarlet Witch to avoid a 3-skull attack from Timber Wolf.
Final Ruin (x1): Not used.
Temporal Shift (x2): Used in round 1; messed up the opponent’s strategy and gave Scarlet Witch time to kill Superboy with an OM still on his card.
Condemn (x5): Used on Superboy on a low roll for Chaos Magic Curse.
Vengeance (x6): Used by Scarlet Witch on Cosmic Boy, 1 shield rolled; used by Scarlet Witch on Cosmic Boy, 3 shields rolled; used by Scarlet Witch on Superboy, 2 shields rolled; used by Scarlet Witch on Superboy, 2 shields rolled (1 was an overkill wound); used by Scarlet Witch on Timber Wolf, 0 shields rolled; used by Scarlet Witch on Timber Wolf, 2 shields rolled. Total: 10 shields out of 24 dice rolled.
Bolts of Balthakk (x6) Used by Scarlet Witch, 3 skulls rolled, did 2 wounds to Superboy; used by Scarlet Witch, 4 skulls rolled, did 4 wounds to Timber Wolf.
GAME SUMMARY:
This game was an absolute slaughter. Raven sat in the back of her base (never getting a turn) while Scarlet Witch moved up to take on the Legionnaires single-handedly. An early Bolts of Balthakk scored a couple of wounds on Superboy, and when Superboy and Timber Wolf retaliated, she used an Images of Ikonn to teleport past them and go after Cosmic Boy instead. A couple good Vengeance rolls allowed her to KO Cosmic Boy within the first round, at which point she used a Temporal Shift to throw off the other two Legionnaires, killing Superboy with two more Vengeances while he still had an OM on his card. She got lucky with her second use of Bolts of Balthakk, putting 4 wounds on Timber Wolf, but her following Vengeance roll was a complete whiff. Another use of Images of Ikonn prevented Timber Wolf from doing anything, then she finished him off with her last Vengeance.
Round One: Army 2 wins Initiative.
ARMY 2: Superboy and Timber Wolf fly out.
ARMY 1: Scarlet Witch flies out, curses Timber Wolf, and uses a Bolts to put 2 wounds on Superboy.
ARMY 2: Superboy fails and Timber Wolf’s attack is blocked by an Images (Scarlet Witch teleports close to Cosmic Boy).
ARMY 1: Scarlet Witch curses Cosmic Boy and uses a Vengeance to put 1 wound on him.
ARMY 2: Superboy and Cosmic Boy fail.
ARMY 1: Scarlet Witch curses Superboy and uses a Vengeance to kill Cosmic Boy.
Round Two: Army 2 wins Initiative (Temporal Shift used).
ARMY 2: Timber Wolf moves.
ARMY 1: Scarlet Witch uses a Vengeance to put 2 wounds on Superboy.
ARMY 2: Superboy loses his powers and takes a wound from Condemn, then fails his attack.
ARMY 1: Scarlet Witch uses a Vengeance to kill Superboy.
ARMY 2: Turn lost on Superboy.
ARMY 1: Scarlet Witch uses a Bolts to put 4 wounds on Timber Wolf.
Round Three: Army 1 wins Initiative.
ARMY 1: Scarlet Witch fails a Vengeance roll.
ARMY 2: Timber Wolf fails to an Images but heals 1 wound.
ARMY 1: Scarlet Witch uses the last Vengeance to kill Timber Wolf.
Scarlet Witch unwounded, Raven unwounded and unused.
Unused Spells (due to victory): Images of Ikonn x13, Condemn x4, Bolts of Balthakk x4, Temporal Shift x1, Final Ruin x1.
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Army Test 8
Map: Sewer Labyrinth (no glyphs or other special rules)
Units: Scarlet Witch, Raven; Images of Ikonn x15, Final Ruin x1, Temporal Shift x2, Condemn x5, Vengeance x6, Bolts of Balthakk x6 (850 points) VS Cosmic Boy, Timber Wolf, Superboy (Kal-El) (850 points)
Spoiler Alert!
SPELL SUM-UPS
Images of Ikonn (x15): Used by Scarlet Witch to avoid a 2-skull attack from Timber Wolf, used by Scarlet Witch to avoid a 1-skull attack from Cosmic Boy, used by Scarlet Witch to avoid a 2-skull attack from Timber Wolf, used by Scarlet Witch to avoid a 2-skull attack from Timber Wolf, used by Scarlet Witch to avoid a 2-skull attack from Timber Wolf, used by Scarlet Witch to avoid a 1-skull attack from Timber Wolf, used by Scarlet Witch to avoid a 3-skull attack from Timber Wolf, used by Scarlet Witch to avoid a 1-skull attack from Timber Wolf, used by Scarlet Witch to avoid a 3-skull attack from Timber Wolf, used by Scarlet Witch to avoid a 3-skull attack from Timber Wolf.
Final Ruin (x1): Not used.
Temporal Shift (x2): Used in round 3, had no effect (due to OMs 1 and 3 on Superboy, 2 on Timber Wolf).
Condemn (x5): Used on Superboy on a low roll for Focused Heat Vision, used on Superboy on a low roll for Focused Heat Vision, used on Superboy on a low roll for Chaos Magic Curse, used on Timber Wolf on a low roll for Chaos Magic Curse, used on Timber Wolf on a low roll for Chaos Magic Curse.
Vengeance (x6): Used by Scarlet Witch on Superboy, 2 shields rolled; used by Scarlet Witch on Cosmic Boy, 1 shield rolled; used by Scarlet Witch on Cosmic Boy, 1 shield rolled; used by Scarlet Witch on Cosmic Boy, 2 shields rolled; used by Scarlet Witch on Superboy, 1 shield rolled; used by Scarlet Witch on Timber Wolf, 1 shield rolled. Total: 8 shields out of 24 dice rolled.
Bolts of Balthakk (x6) Used by Scarlet Witch, 3 skulls rolled, failed against Cosmic Boy; used by Scarlet Witch, 3 skulls rolled, did 2 wounds to Timber Wolf; used by Scarlet Witch, 2 skulls rolled, did 1 wound to Timber Wolf; used by Scarlet Witch, 2 skulls rolled, failed against Timber Wolf; used by Scarlet Witch, 3 skulls rolled, did 2 wounds to Timber Wolf; used by Scarlet Witch, 3 skulls rolled, failed on Timber Wolf.
GAME SUMMARY:
The Legionnaires played smarter this time, clustering together so that it was hard for Scarlet Witch to avoid their attacks (due to only being able to use 1 Images a turn). She quickly dealt out her Curse markers, but this time took some wounds early when she risked Condemning Superboy, leaving herself open to Timber Wolf, who hit his Savage Fury roll twice that turn. Scarlet Witch had very average rolls for Vengeance, meaning it took her until late in round two to kill Cosmic Boy this time. Condemn was a life-saver for Scarlet Witch as it did a total of 3 wounds to Superboy (including the final wound, killing him before he got his turn), but did leave her open to attacks, and she was brought up to 3 wounds before the second round was over. The last four and a half rounds was a long slow slog against Timber Wolf. He rolled well for Chaos Magic Curse early, meaning he was consistently healing, and Scarlet Witch was consistently rolling below-average to average on offense. Raven finally stepped in towards the end, and with a couple well-timed Condemns comboing off of Chaos Magic Curse and then a final wound from Soul Self, she claimed victory.
Round One: Army 1 wins Initiative.
ARMY 1: Scarlet Witch advances.
ARMY 2: Superboy and Timber Wolf advance.
ARMY 1: Scarlet Witch curses Superboy and uses a Bolts but fails.
ARMY 2: Superboy takes a Condemn wound when he fails Focused Heat Vision, and his attack fails; Timber Wolf fails his first attack, but then hits his Savage Fury roll twice and does 2 wounds on Scarlet Witch.
ARMY 1: Scarlet Witch curses Timber Wolf and puts 2 wounds on Superboy with Vengeance.
ARMY 2: Superboy fails; Timber Wolf is stopped by an Images.
Round Two: Army 1 wins Initiative.
ARMY 1: Scarlet Witch curses Cosmic Boy and puts 1 wound on him with Vengeance.
ARMY 2: Superboy and Cosmic Boy fail.
ARMY 1: Scarlet Witch puts 1 wound on Cosmic Boy with Vengeance.
ARMY 2: Timber Wolf moves; Superboy takes a Condemn wound for failing Focused Heat Vision but puts 1 wound on Scarlet Witch with his attack.
ARMY 1: Scarlet Witch uses Vengeance to kill Cosmic Boy.
ARMY 2: Timber Wolf fails to Images.
Round Three: Army 1 wins Initiative (Temporal Shift used).
ARMY 1: Scarlet Witch puts 1 wound on Superboy with Vengeance.
ARMY 2: Superboy dies to Condemn on a failed Chaos Magic Curse roll.
ARMY 1: Scarlet Witch puts 2 wounds on Timber Wolf with Bolts.
ARMY 2: Timber Wolf fails his attack.
ARMY 1: Raven moves up.
ARMY 2: Turn lost on Superboy.
Round Four: Army 2 wins Initiative.
ARMY 2: Timber Wolf fails to Images (Healing Factor).
ARMY 1: Scarlet Witch puts 1 wound on Timber Wolf with Bolts.
ARMY 2: Timber Wolf fails to Images (Healing Factor).
ARMY 1: Scarlet Witch fails with Bolts.
ARMY 2: Timber Wolf fails to Images (Healing Factor).
ARMY 1: Scarlet Witch puts 2 wounds on Timber Wolf with Bolts.
Round Five: Army 2 wins Initiative.
ARMY 2: Timber Wolf fails to Images (Chaos Magic Curse prevents Healing Factor).
ARMY 1: Scarlet Witch fails with Bolts.
ARMY 2: Timber Wolf fails to Images (Healing Factor).
ARMY 1: Scarlet Witch puts 1 wound on Timber Wolf with Vengeance.
ARMY 2: Timber Wolf fails to Images (Healing Factor).
ARMY 1: Scarlet Witch puts 2 wounds on Timber Wolf.
Round Six: Army 1 wins Initiative.
ARMY 1: Scarlet Witch fails.
ARMY 2: Timber Wolf fails to Images (Chaos Magic Curse prevents Healing Factor).
ARMY 1: Scarlet Witch fails.
ARMY 2: Timber Wolf fails to Images (Healing Factor).
ARMY 1: Raven fails.
ARMY 2: TImber Wolf takes a Condemn wound on a failed Chaos Magic Curse roll but puts 1 wound on Raven (no Healing Factor).
Round Seven: Army 2 wins Initiative.
ARMY 2: Timber Wolf takes a Condemn wound on a failed Chaos Magic Curse roll but puts 1 wound on Raven (no Healing Factor).
ARMY 1: Raven kills Timber Wolf with Soul Self.
Scarlet Witch with 3 wounds, Raven with 1 wound.
Unused Spells (due to victory): Images of Ikonn x3, Final Ruin x1, Temporal Shift x1.
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Army Test 9
Map: Sewer Labyrinth (no glyphs or other special rules)
Units: Scarlet Witch, Raven, Oracle; Images of Ikonn x13, Condemn x5, Vengeance x8, Bolts of Balthakk x3, Flames of the Faltine x1, Vapors of Valtorr x2 (1,000 points) VS Mr. Fantastic, Invisible Woman, Human Torch, the Thing (1,000 points)
Spoiler Alert!
SPELL SUM-UPS
Images of Ikonn (x13): Used by Scarlet Witch to avoid a 2-skull attack from Human Torch, used by Scarlet Witch to avoid a 2-skull attack from the Thing, used by Scarlet Witch to avoid a 2-skull attack from Human Torch, used by Raven to avoid a 2-skull attack from Mr. Fantastic, used by Raven to avoid a 4-skull attack from Mr. Fantastic, used by Raven to avoid a 3-skull attack from the Thing, used by Raven to avoid a 5-skull attack from the Thing.
Condemn (x5): Opponent never rolled low enough while in range.
Vengeance (x8.): Used by Scarlet Witch on Mr. Fantastic, 1 shield rolled; used by Scarlet Witch on Human Torch, 1 shield rolled; used by Scarlet Witch on Human Torch, 1 shield rolled; used by Scarlet Witch on Human Torch, 0 shields rolled; used by Scarlet Witch on Human Torch, 0 shields rolled; used by Raven on Mr. Fantastic, 1 shield rolled; used by Raven on Mr. Fantastic, 3 shields rolled; used by Raven on the Thing, 3 shields rolled. Total: 10 shields out of 32 dice rolled.
Bolts of Balthakk (x3) Used by Raven, 3 skulls rolled, did 1 wound to Invisible Woman (killed her).
Flames of the Faltine (x1) Not used.
Vapors of Valtorr (x2) Used in rounds 2 and 3; prevented a lot of attacks.
GAME SUMMARY:
Scarlet Witch flew out first, cursing Mr. Fantastic, Human Torch, and the Thing, then started dealing out Vengeances. Unfortunately, her early rolls for Vengeance were pretty poor, and Mr. Fantastic, when he wasn’t being hampered by Chaos Magic Curse, was rolling very hot on Fantastic Leader. Human Torch got in on Scarlet Witch in the third round, and on back-to-back turns hit her with Flame On 4, killing her. However, Raven was there and ready to jump in, and after taking an early hit, used Soul Self to finish off Human Torch on the final turn of round three. With a couple lucky Vengeance rolls she KOed Mr. Fantastic and brought the Thing up to 5 wounds. With plenty of Images of Ikonn left at her disposal, Raven was essentially invincible, and it only took her a few turns to KO Invisible Woman. After that, she let one of the Thing’s attack through so that she could use it for Soul Self, securing the win.
Round One: Army 1 wins Initiative.
ARMY 1: Scarlet Witch moves up.
ARMY 2: Reed, Sue, and Thing move up.
ARMY 1: Scarlet Witch curses Reed.
ARMY 2: Reed fails Chaos Magic Curse (CMC).
ARMY 1: Scarlet Witch curses Torch and uses Vengeance to put 1 wound on Reed.
ARMY 2: All of the Fan4 charge but fail to Images.
Round Two: Army 2 wins Initiative (VoV used).
ARMY 2: All of the Fan4 fails to Images.
ARMY 1: Scarlet Witch curses the Thing and puts 1 wound on Torch with Vengeance.
ARMY 2: Reed fails CMC.
ARMY 1: Scarlet Witch puts 1 wound on Torch with Vengeance.
ARMY 2: Reed fails CMC.
ARMY 1: Scarlet Witch fails with Vengeance.
Round Three: Army 2 wins Initiative (VoV used).
ARMY 2: Reed: Torch takes a disengagement wound to hit Scarlet Witch and Thing with Flame On 4, but his attack is blocked by Images; Reed and Sue move up.
ARMY 1: Scarlet Witch fails with Vengeance.
ARMY 2: Reed: Torch charges and kills Scarlet Witch with Flame On 4, then puts 1 wound on Raven; Reed, Sue, and Thing fail to Images.
ARMY 1: Raven uses Vengeance to put 1 wound on Reed.
ARMY 2: Reed fails CMC and his attack is blocked by Images.
ARMY 1: Raven uses Soul Self to kill Torch.
Round Four: Army 1 wins Initiative.
ARMY 1: Raven kills Reed with Vengeance.
ARMY 2: Turn lost on Reed.
ARMY 1: Raven uses the last Vengeance to put 3 wounds on Thing.
ARMY 2: Turn lost on Reed.
ARMY 1: Raven puts 3 wounds on Sue with her attack (boosted by Oracle).
ARMY 2: Thing fails to Images.
Round Five: Army 1 wins Initiative.
ARMY 1: Raven puts 1 wound on Sue with her attack (boosted by Oracle).
ARMY 2: Thing fails to Images.
ARMY 1: Raven kills Sue with a Bolts.
ARMY 2: Thing puts 1 wound on Raven.
ARMY 1: Raven kills Thing with Soul Self.
Raven unwounded, Oracle unwounded
Unused Spells (due to victory): Images of Ikonn x6, Condemn x5, Bolts of Balthakk x2, Flames of the Faltine x1
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GENERAL THOUGHTS: Overall, I really enjoyed playing with the spells. Very fun and fresh, with lots of interesting strategies both to army building and in game. The ruleset is clear and plays well. And, overall, I think the majority of the spells are close, but there are a few of them that need some major changes, in my opinion. I’ll go through them one by one:
1) FINAL RUIN: No issues with this one. I drafted it a couple of times but it never came up because it’s pretty niche. My only worry is that it actually gets overshadowed by some of the other offensive spells (Weapon of Destiny, Vengeance, both the SAs).
2) WEAPON OF DESTINY: This one is an issue, potentially broken. With no cap for the spells, it is way too easy to spam a huge number of these. Stack them with Enchantress’ boost, or turn Malekith or Doctor Fate into crazy good support units. I suggest bumping them to 10 points and testing them there; still might not be enough but doubling their cost is a good first step.
3) TEMPORAL SHIFT: Balance-wise, this one is fine. A lot of armies aren’t affected by it, and most of the rest can plan against it. However, I do worry that as-is it really punishes solo-hero and hodge-podge armies, while having little to no effect on factions and competitive builds. It really seems like it punishes the weak, in my opinion.
4) CONDEMN: While kind of scary with Scarlet Witch, it’s otherwise pretty niche and situational. I’d keep an eye on it, but I think it’s fine at 10 points.
5) IMAGES OF IKONN: To be blunt, this one is seriously unbalanced. Being able to auto-block an attack, after attack dice are rolled, and then teleport half-way across the map if you want is a crazy good package for 10 points. Add that to the fact that Magical Defense figures are tough already and often with some pretty killer powers, and that increasing their survivability means you can draft even more spells, and things get out of hand. Like Weapon of Destiny, you can bring just one or two MD figures and then spam a huge number of Images of Ikonn, and unless your opponent has a lot of autowounds, your MD figures are essentially unkillable for rounds on end; bring along some Vengeances, and a MD figure can walk through a lot of other armies nearly single-handedly (see games 7, 8, and 9 as examples). Personally, I’d take this one back to the drawing board; I just don’t think a defensive spell like this works, and it seriously unbalances the spell system. If we don’t want to go that far, I recommend moving the trigger to when the figure is targeted (before attack dice are rolled), cut the attack-prevention part, and maybe shorten the teleport range. That way you can jump your MD figures out of tight spots, but your opponent can still retarget if there’s a target in range (potentially the same MD figure if you can’t get them far enough away). This one needs work.
6) VENGEANCE: This one is tough. Due to its high cost and swing, I don’t think it’s unbalanced; but when played in large numbers and combined with Images of Ikonn to buy you time to use them, it’s absolutely devastating and will easily make up well over its points worth. Very few armies can hold up against the sheer amount of autowounds you can deal out when playing with a bunch of Vengeances. I’d recommend leaving this one as-is for now and seeing how it does once Images is fixed before making changes.
7) VAPORS OF VALTORR: This one is also an issue. Similar to the others, it gets crazy when you bring 3 or 4 of them with your favorite MD support unit (Enchantress, Malekith, Doctor Fate), nearly buying you a full game of anti-range support. You can of course try to combo this with other figures such as War Machine, but really, they’re unbalanced as-is when used with Enchantress, forcing your opponent to come to you and making it nearly impossible for them to avoid Soul Swap (see game 4). The easy fix would be to just make this one a Unique Spell, though there are other tweaks that can be made.
8.) FLAMES OF THE FALTINE: This one didn’t see a lot of use in my games, but I think it’s fine. Against pods or squad armies it could really shine, but outside of that it’s not going to be a whole lot of use (especially considering most MD figures have at least 4 range and 4 attack already). It is worth bringing just one or two of these to keep your opponent from being able to cluster.
9) BOLTS OF BALTHAKK: Much more consistently useful than Flames, but still not an issue at 5 points. 7 range and 5 attack is a nice upgrade for a lot of the cheaper MD figures, and gives your MD figures some nice threat range, but I don’t see it breaking anything.
I think we need to be super cautious with these spells, and the supportive ones in particular. Just like with units, passive and supportive powers tend to be the biggest issues, but unlike with a regular unit, a passive or supportive spell is usable with all of the current MD figures and all future MD figures. I’d also like to see us be careful about what we’re doing to future design space; with some of these spells (like Weapon of Destiny, Vapors of Valtorr, and Images of Ikonn), they get very exploitable when taken in large numbers, and while we could tweak their costs to limit that currently, we could very likely work ourselves into a position where we weren’t able to design lower-cost MD figures in the future without them being broken with those spells.
Again, overall I really like the spell system and most of the spells are about good as-is, but I think we need to watch them carefully and a few of them (Weapon of Destiny, Vapors of Valtorr, and Images of Ikonn in particular) are unbalanced as-is.
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