Re: The Book of Elongated Man (Public Playtesting Phase)
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: Elongated Man @160
Army Test
Map: Conflict Chernobyl
Units: Elongated Man, Polaris, Meteorite, Martian Manhunter (I) (870) vs Rocket Raccoon (I), Groot, Cosmo, Star-Lord, Skrull Infiltrator (870)
Spoiler Alert!
Played Ralph against an army with kind of an obvious "X" OM, since that's
a) easier to soloscape
b) a pretty relevant use-case
Not an intuitive hard synergy tying Ralph's team together here, but I wanted to mess around with some overlapping aura effects.
Ralph skips Super Sleuth in the first round, hoping to lose initiative and then be able to win in the second round to set up the double-turn. Ralph's team does manage to lose initiative in the first round, as both teams move up. Star-Lord snipes at Ralph but misses, and Karla attacks Cosmo but gets shut down by Psychic Defense X at the end of the round.
Ralph does manage to find the X in the second round (wow, Cosmo had it, whodathunk) and adds 10 to his initiative roll, but would have won regardless. Still, the initiatve win sets up Karla to Manipulate the X off Cosmo on the first turn of the round, and then move away from him to shoot at Star-Lord - a 5-skull roll puts Quill down to 1 Life. A rampaging Groot puts 3 wounds on Martian Manhunter and takes out Meteorite, but Star-Lord goes down as well.
Ralph finds the X again in the third round and wins initiative because of it. The third round is mainly a throw-down between Martian Manhunter and Groot, and Groot comes out on top. In fact, he comes out entirely unscathed, after Martian Manhunter comes up with a 1-skull and then a 2-skull attack roll (despite his height advantage).
Ralph wins the initiative for his increasingly-underdog team. Polaris traps Groot with a Magnetic Bubble, away from Ralph and Lorna. While Groot is struggling to break out, Lorna and Ralph team up to take out Rocket - Lorna puts a wound on him, and then Ralph comes up with an all-skull roll that Rocket whiffs against, putting Rocket down for the count. Groot finally busts free at the end of the round and tries to go after Polaris, but Ralph's Ridiculous Reach forces him to go after the Elongated Man instead, and Ralph takes a wound.
Ralph and Lorna go for the same basic strategy again in the next round: Lorna tries to Bubble Trap Groot away from the action while the two go after Cosmo. They don't quite have the firepower to get through his defense, though. Once again, Groot breaks free at the end of the round, but this time he comes gunning right for Ralph and takes him out.
After Ralph goes down, Lorna manages to take out Cosmo, but she can't stand up to Groot.
Unit Summary: - Damage Done (Normal Attack): 3 wounds to Rocket in 2 attacks (destroyed) (first attack blocked by Psychic Defense X), 0 wounds to Cosmo in 1 attack
- Ridiculous Reach: rolled 3 times, 1 success. Forced Groot to go after him instead of Polaris
- Super Sleuth:
- 1st round: skipped it. Didn't want to win initiative.
- 2nd round: found the X, added 10 to initiative, won regardless.
- 3rd round: found the X, added 10 to initiative, won because of the boost
- 4th round: found the X, added 10 to initiative, won because of the boost
- 5th round: found the X, added 10 to initiative, won regardless.
- Kinetic Stretch: used 1 time to disengage from Groot, and boost an attack against Cosmo
- Damage Taken: 0 wounds from Star-Lord in 1 attack, 4 wounds from Groot in 3 attacks
Who won? List figures remaining in the winning army (include life remaining for heroes): Groot unwounded, Skrull Infiltrator
___________________________________________________________
Army Test
Map: Conflict Chernobyl
Units: Elongated Man, Iron Patriot, Captain Marvel (Billy) (810) vs Cyclops (I), Jean Grey, Angel (Warren), Quentin Quire, Wild Child, Jubilee (810)
Spoiler Alert!
Trying Elongated Man mainly just to leverage the initiative boost with Norman. Obviously he's not the strong choice for a bonding partner in this build, but if Team Norman is winning initiatives, he'll be moving up for free and positioning himself for Ridiculous Reach shenanigans.
Ralph finds a 1 on Wild Child in the 1st round (Wild Child had the 1 and the X on his card, so Ralph had a 50/50 shot once he identified Wild Child as most likely having the X). Finding the X would have been enough to swing initiative, but a 1 was not. The teams meet up quickly in the first round, both being mobile on a small map. Ralph is the only figure left lagging behind in a Start Zone. The tankier Dark Avengers take a few hits, and Quentin Quire ends up being the only real casualty of the first round. Wild Child takes a wound, but heals it off at the end of the round.
Same thing plays out in the second round vis-a-vis Super Sleuth, but Ralph finds the X this time, and wins initiative because of it, giving Norman a chance to move him up. Meanwhile, a slugfest between Norman and Billy and the X-Men commences.
In the third round, Ralph finds the 1 again, but wins initiative regardless of any boost. Billy heals and Ralph moves up to engage Jubilee and get Angel in range of Ridiculous Reach. Slugfest continues. The X-Men have Billy on the brink of death, but they can't quite polish him off. Cyclops goes down.
In the fourth round, Ralph finds the X and wins initiative for his team! Billy heals and Ralph moves up to get Wild Child in Ridiculous Reach range. Billy finally went down in the fourth round and Ralph got his first actual turn, Kinetic Stretching over to Wild Child. Ralph failed to wound him even with the Kinetic Strech boost, but at least got him in Ridiculous Reach range to keep him off Norman's back.
In the fifth round, Ralph lucked out and found the X despite all the OMs being on Wild Child's card. He would have won initiative anyway, though. Norman polishes off Jubilee on the first turn of the round and brings the X-Men team down to just Wild Child. Wild Child breaks through Ridiculous Reach to get at Norman, but can't take him out before Iron Patriot and Elongated Man bring him down.
Unit Summary: - Damage Done (Normal Attack): 1 wounds to Wild Child in 3 attacks (destroyed)
- Ridiculous Reach: rolled 4 times, 1 success. Kept Angel from moving with Guardian Angel 1 time.
- Super Sleuth:
- 1st round: +1 to initiative, loses despite bonus
- 2nd round: found the X, added 10 to initiative, won regardless.
- 3rd round: found the 1, won initiative regardless
- 4th round: found the X, added 10 to initiative, won because of the boost
- 5th round: found the X, added 10 to initiative, won regardless
- Kinetic Stretch: used 2 times. Once to disengage from Jubilee and boost an attack against Wild Child, once to boost an attack against Wild Child
- Damage Taken: 0 wounds from Jubilee in 1 special attack
Who won? List figures remaining in the winning army (include life remaining for heroes): Iron Patriot with 4 wounds, Elongated Man unwounded
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: If either the opponent has an easy-to-find X or if you have an army that seriously benefits from initiative (or even better, both!), Super Sleuth can be pretty potent. Ridiculous Reach is also theoretically handy as a passive tie-down thing, but I had very poor luck with it (only hit 2 of 7 rolls).
Feels like he's probably okay at 160.
|