- THEME TEST/ Great feel to Bleez. Stealing from others is fitting.
- MIRROR TEST/ Nothing I saw here.
- BONDING TEST/ No bonding I know of outside general bonders like Havok.
- SYNERGIES TEST/ Synergies with the Red Lanterns are nice, stealing some of their power for herself.
- POWER CHECK/ Nothing I saw here. I do wonder how her power steal interacts with other Lanterns getting markers back. I played it as move /= removed, so they couldn’t regen one she still had.
- FUN TEST/ She was fun and can definitely hit hard.
- FUN COMPETITIVE TEST/ I think the Lanterns are great, especially the ones that don’t have the Power Shield abilities, as I know people can get frustrated by those.
- DRAFTING TEST/ Can be quite a powerhouse for her points.
- USAGE TEST/ The negative of treacherous rage feels easy to bypass.
- STRATEGY TEST/ See above.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Red Lantern Bleez
Army Test
Map: Conflict Chernobyl
Units: Red Lantern Bleez, Red Lantern Supergirl, Havok, Skrull Infiltrator x2 VS Michelangelo, Donatello, Raphael, Leonardo, Master Splinter
Unit Summary
Damage: 11 wounds
Abilities: 2 wounds with Rage, 1 time returned. Treacherous Rage used at start of game, no more.
Spoiler Alert!
Round 1 – Armies advance. Bleez takes a battery marker from Supergirl. Supergirl flies up to hit Donnie, who successfully blocks thanks to Splinter, but Reckless Rage puts two wounds on Donnie, with Kara taking 0 in the process.
Round 2 – Supergirl survives a round of Turtle power, only taking 3 wounds in the process. Bleez and Havok fail to get wounds, but Supergirl lands a 4 wound hit on Leonardo.
Round 3 – Lanterns lead the round. Splinter uses his one boost to save Leo from Kara. Havok then triggers a Bleez turn, who also fails to seal the deal. Turtle Power only gets a single wound on Kara, but Bleez does three wounds of overkill on Leonardo to kill him.
Round 4 – Supergirl puts 3 wounds on Michelangelo. Bleez nearly finishes Mikey, but Splinter protects him bringing it down to just 1 wound inflicted. Mikey finishes off Supergirl, Bleez finishes Mikey.
Round 5 – Donnie deals a wound to Bleez, but Bleez’s rage deals 2 wounds back. Bleez deals the killing wound to Donnie, and Splinter comes out of the shadows. Splinter puts 2 wounds on Havok. Bleez one-shots Raphael from height against a defensive roll of 1. Splinter puts 1 wound on Havok, and Breaking Balance sends him over the threshold, killing him and replacing him with a Skrull. Bleez deals and takes a wound to finish the round.
Round 6 – Nothing changes as Bleez and Splinter duke it out.
Round 7 – Wounds are exchanged this round. Bleez deals a wound with her regular attack and with her Rage. Splinter, thanks to a boost from Breaking Balance, manages to kill Bleez. (NOTE: IF RAGE CAN TRIGGER ON DEATH, BLEEZ COULD HAVE REMOVED TO KILL SPLINTER HERE)
Round 8 – Splinter kills the remaining Skrulls.
Who won and how many wounds did they have? Turtles win. 3 wounds on Splinter.
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Army Test
Map: Conflict Chernobyl
Units: RL Bleez, RL Mera, RL Supergirl, vs Mister Fantastic, Thing, Human Torch, Invisible Woman
Unit Summary
Damage: 2 wounds dealt
Abilities: Raging Plasma dealt only wounds. Treacherous Rage one time used.
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Army Test
Map: Conflict Chernobyl
Units: RL Bleez, RL Mera, RL Supergirl, vs Mister Fantastic, Thing, Human Torch, Invisible Woman
Unit Summary
Damage: 11 wounds dealt
Abilities: Raging Plasma dealt 1 wounds. Treacherous Rage one time used.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: She’s a great 330 pointer and feels like a perfect companion to Kara for an even 700. Treacherous Rage feels like it is there to bring her cost down a bit, but she’s super easy to keep away in the early game, and late game it never felt necessary to steal others power, plus games moved fast enough that by time she moved in in the second round she was flying solo.
GENERAL THOUGHTS ON THE TESTED UNIT: Treacherous Rage mostly feels like it just gives her a free boon, as she’s easy to keep away from other Lanterns. Kara felt like the obvious pull, as she loses all her markers in her first engagement anyway. However, this move did tend to slow the Lanterns down, as Kara was repeatedly one space shy of a quick second turn engagement. Game two was such a curb stomp I ran it again. I like the requirement of wounds to get back markers, but it can be frustrating to have them all outranged so frequently. Rage Plasma is awesome when it is pulled off.