Apologies for the delay, tests are up now. Hopefully I played everything right, trying to keep track of all this girl's changes has been confusing
NAME OF THE PLAYTEST UNIT: Livewire @220 points
(note: 5 attack used for the special in both games)
Army Test 1
Map:
Island Plane Crash
Units:
Crossed Wires: Livewire (220), Robot (210), Prowl (270), Vision (275), Arron Cash (75)- 1050 total vs Carol's Web: Ms. Marvel (350), Iron Man (Avengers) (270), Spider-Man (250), Changeling (190)- 1050 total
Spoiler Alert!
Game Summary:
Robot and Livewire still work fairly well together, so I figured I'd give them a go. Prowl is here because he likes the X reveal, Vision and Arron could be replaced with whatever really. The build functioned fairly well, Vision and Prowl made fairly good counters to the other teams defensive powers (I might have actually built the army a little too strong for the opposition really) and Livewire and Robot gave out plenty of OM efficiency. Once Robot when down though, the team lost a lot of steam. Fortunately, after some back and forth Prowl managed to barley finish of Changeling and Iron Man with some lucky rolls, I don't think Livewire was going to be able to much against them if it came down to her getting her hands dirty.
Livewire just chilled in the starting zone here and here non-Unity powers didn't come up. But she felt like she did more than enough to earn her keep.
Unit Summary:- Damage Done (Normal Attack): None
- Unity Strikes: Used pretty much every turn with Robot, though it was sorta a tricky interaction to keep track of at times. This power was her entire contribution to the game, but it felt worth it. Being able to cheat out Prowl's revealed OM requirement and getting a bonus for doing so was also super nice.
- Technopathic Control SA: Never used. Would have had some use to cut through Ms. Marvel's counter strike I guess, but Vision and Prowl handled that pretty quickly and it never seemed worth it to move her up to get in range for it.
- Electrostatic Interference 3: Never came up
- Damage Taken: None
Result: A full life Livewire and a 1 life Prowl.
Army Test 2
Map:
Island Plane Crash (No E-Glyph)
Units:
Live from Mars: Livewire (220), Martian Manhunter I (300), Captain America (240), Merlyn (160), Lightning Lad (180)- 1100 total vs Warriors of Jo: Warriors Three (920), Jocasta (180)- 1100 total
Spoiler Alert!
Game Summary:
So basic play is to cheat out Cap's boost with Livewire's X reveal and then combo Martian Manhunter/Merlyn turns. Lightning Lad's just here because he can cheat out the big 6 attack special after still moving with MM. Also testing out her Android counter-draft abilities with Jocasta on the other team. Army worked out pretty well, though given the way the other team was set up Livewire's team basically just moved around with MM and only attacked with Merlyn for awhile. Even with Jocasta there I never really felt the need to try Livewire's special attack, it was just better to go for Merlyn attacks, though it is an ok backup option in case Jo got into a position to throw back wounds I guess.
Things looked a little rough once MM went down, since that basically shut down Livewire to a degree as well, but just being able to turn on Cap 'for free' was still super useful and eventually the Warriors Three went down.
Livewire never bothered leaving the starting zone again this match, and her non-Unity powers never mattered again. She was basically just like... a 110 point add-on to both Martian Manhunter and Cap to boost their powers and felt well worth it.
Unit Summary:- Damage Done (Normal Attack): None
- Unity Strikes: Used every turn, mostly for Merlyn turns, but also to activated Cap's boost. Fortunately MM never blanked on blanks.
- Technopathic Control SA: Not used.
- Electrostatic Interference 3: Never came up.
- Damage Taken: None
Result: A full health Livewire and 2 health Cap stand united in victory.
Overall: She seems pretty strong, but fine. Perhaps maybe a slight boost in points? She can really up the efficiency of some designs, but she requires another leader type or the like to actually do much so losing that figure effectively means you lose most of Livewire as well. Her other powers didn't really come up, she likes just hanging in the start zone really, but that seems fine since they're pretty minor effects to start with. Unity Strikes is the meat and potatoes here. No idea if that's thematic or not though. If she's really supposed to be taking charge and blasting people with robots all the time then something might need to change.
Oh, I should perhaps mention that I had an earlier game where I did use her SA when it was a 4 dice. But honestly, it was very much a forced 'lets just do this to cover all the bases' play that amounted to nothing.