Re: Leonardo (Testing)
Figured I'd just post this here and let Nobody link it in all the threads.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: TMNT 2.0
VERSION TESTED
Spoiler Alert!
Quote:
NAME = LEONARDO
SECRET IDENTITY = N/A
UNIQUENESS = UNIQUE HERO
SPECIES = TURTLE
CLASS = NINJA
PERSONALITY = DISCIPLINED
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 6
POINTS = 210
TURTLE POWER
After an ordered activation with Leonardo, you may choose up to 3 other Unique Ninja Heroes. One at a time, remove an unrevealed Order Marker from each of the chosen figures' cards to activate that figure. Turtles activated with Turtle Power have +1 Attack during that activation.
TWO SWORDS AS ONE 12
If Leonardo attacks and rolls 3 or fewer skulls, you may roll a d20. On a 12+, count all shields as hits.
COMBAT FLIP 12
After Leonardo makes a normal move action, attacks an enemy, or defends against an enemy, you may maneuver him up to 2 spaces. During this maneuver, Leonardo has Flying and Stealth, but may not move more than 12 levels up or down.
FACTION = TMNT
PUBLISHER = IDW
KEYWORDS = Mutagen
SYMBOLS = N/A
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Quote:
NAME= MICHELANGELO
IDENTITY = N/A
UNIQUENESS = UNIQUE HERO
SPECIES = TURTLE
CLASS = NINJA
PERSONALITY = ENTHUSIASTIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 6
POINTS = 160
COWABUNGA! 12
Once per turn, after activating Michelangelo, you may roll a d20, adding 1 to the roll for each figure adjacent to Michelangelo. On a 12+, you may activate Michelangelo again.
LOCK AND STRIKE
When defending against an adjacent normal attack, all excess blocks count as unblockable hits on the attacker. If a figure receives 1+ wounds from Lock and Strike, its activation immediately ends.
COMBAT FLIP 12
After Michelangelo makes a normal move action, attacks an enemy, or defends against an enemy, you may maneuver him up to 2 spaces. During this maneuver, Michelangelo has Flying and Stealth, but may not move more than 12 levels up or down.
FACTION = TMNT
PUBLISHER = IDW
KEYWORDS = Mutagen
SYMBOLS = N/A
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Quote:
NAME = DONATELLO
IDENTITY = N/A
UNIQUENESS = UNIQUE HERO
SPECIES = TURTLE
CLASS = NINJA
PERSONALITY = BRILLIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 6
POINTS = 150
BRILLIANT ADVANTAGE
Add 1 to your initiative roll for each ally adjacent to Donatello. If you win initiative, you may inflict a wound on a figure within 4 clear spaces of Donatello.
STAFF TRIP
Before Donatello's move phase, you may choose an adjacent enemy and roll the d20. On a 12+, you may move the chosen figure 1 space, ignoring swipes.
COMBAT FLIP 12
After Donatello makes a normal move action, attacks, or defends, you may maneuver him up to 2 spaces. During this maneuver, Donatello has Flying and Stealth, but may not move more than 12 levels up or down.
FACTION = TMNT
PUBLISHER = IDW
KEYWORDS = Mutagen, Science
SYMBOLS = N/A
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Quote:
NAME = RAPHAEL
IDENTITY = N/A
UNIQUENESS = UNIQUE HERO
SPECIES = TURTLE
CLASS = NINJA
PERSONALITY = ANGRY
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 4
ATTACK = 4
DEFENSE = 6
POINTS = 180
BATTLE RUSH
After rolling for initiative, you may maneuver Raphael up to 5 spaces.
NINJA FURY 12
After attacking an adjacent figure with Raphael, you may roll a d20, adding 1 to the roll for each wound Raphael has. On a 12+, you may attack an adjacent figure again with Raphael, to a maximum of 3 attacks per attack action.
COMBAT FLIP 12
After Raphael makes a normal move action, attacks, or defends, you may maneuver him up to 2 spaces. During this maneuver, Raphael has Flying and Stealth, but may not move more than 12 levels up or down.
FACTION = TMNT
PUBLISHER = IDW
KEYWORDS = Mutagen
SYMBOLS = N/A
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Team Test
Map: TURTLE DOJO
Units: TMNT 2.0 (700) vs Enchantress (MoE), Oracle (1.0), Hawkwoman (JL) (700)
Unit Summary: Turtles felt very fun and cohesive and worth 700 points here. Some nasty dice from Oracle in endgame helped her outperform Enchantress and carry home the win. I like how all the pieces are working.
Game Summary
Spoiler Alert!
Donnie wins initiative and Raph rushes the field. Donnie advances, then flips forward. Enchantress has her Bodyguard Hawkwoman fly up then follows and snipes Donnie for 3 quick wounds from height disadvantage. Donnie flips forward. Mikey advances, flips up next to Donnie, Cowabungas, and hits Enchantress for a wound from height. Hawkwoman takes the wound instead. Enchantress fails to activate Hawkwoman, then takes a swipe to get away from Lock and Strike, then is blocked by Donnie from range despite the Secret Attack Plan. Donnie flips up next to her. Leo advances. Turtle Power! Raph advances and attacks Enchantress twice for one wound. Hawkwoman takes a swipe from Mikey and KO’s Donatello, then has Oracle move up.
Initiative Turtles. Leo hops up next to Hawkwoman and attacks down. His two swords act as one and he gets a third skull that becomes one wound on Hawkwoman. Turtle Power! Raph can’t hit Enchantress. Mikey hits Hawkwoman for a wound, Cowabungas, and fails to finish her. Enchantress has Hawkwoman strike Leo for three quick wounds. Oracle wheels forward. Enchantress finishes Leo off with the Secret Attack Plan. Raph finishes Hawkwoman off from height, then whiffs on his second attack against Enchantress. Enchantress can’t hit Raph, who flips away. She attacks Mikey from height and takes two brutal Lock and Strike wounds.
Initiative Enchantress. Raph Battle Rushes next to her to avoid taking an attack from height disadvantage. She follows the Secret Attack Plan and attacks down on Mikey for 3 wounds. Mikey KO’s Enchantress. Oracle grabs a sugar cookie. Raph can’t hit Oracle from height. She eats the sugar cookie, wheels next to him, and smacks him for 3 wounds. Raph attacks Oracle three times but can’t hit.
Initiative Oracle. She follows the Secret Attack Plan and KO’s Raph. Raph had OM1. Oracle can’t hit Mikey. Mikey hits her for a wound but can’t Cowabunga. Oracle finishes Mikey off.
- Damage Done (Normal Attack): Leo: Inflicted [1] wounds on [Hawkwoman [1]], Raph: Inflicted [2] wounds on [Enchantress [1], Hawkwoman [1]], Don: Inflicted [0] wounds, Mikey: Inflicted [3] wounds on [Hawkwoman [2], Enchantress [1]]
- LEO: TURTLE POWER: Used 2 times
- LEO: TWO SWORDS AS ONE: Rolled [1] for [1] to add [1] hits
- RAPH: BATTLE RUSH: Used [2] times; felt [nice to get him into the mix early]
- RAPH: NINJA FURY: Rolled [8] times for [5] additional attacks
- DON: BRILLIANT ADVANTAGE: Swung initiative [1] times; inflicted [0] wounds
- DON: STAFF TRIP: Rolled [0] times
- MIKEY: COWABUNGA: Rolled [3] times for [2] extra activations
- MIKEY: LOCK AND STRIKE: Inflicted [2] wounds and prevented [0] additional attacks
- COMBAT FLIP: Really sped up the Turtles, which was nice.
Who won? List figures remaining in the winning army (include life remaining for heroes): Oracle with 3/4 Life wins.
___________________________________________________________ Team Test
Map: TURTLE DOJO
Units: TMNT 2.0 (700) vs Hawkeye (WCA), Black Canary (JL), Hawkwoman (JL) (700)
Unit Summary: Another fun game in which Leo and Donnie shone instead of the other two (opposite of the last game, really). Donnie’s Brilliant Advantage got in key wounds and Leo’s two swords came together as one for a key attack.
Game Summary
Spoiler Alert!
Hawkeye makes Black Canary an Avengers. Initiative TMNT. Raph rushes up. Donnie moves up and leaps ahead of Raph. Canary and Hawkeye advance. Leo advances, then goes Turtle Power and has Raph try to hit Canary from range. She block sand he flips back. Canary engages Raph and Hawkeye uses Special Arrow to inflict 2 quick wounds on Raph, who flips back again. Mikey advances, Cowabungas, engages Canary, and whiffs his attack. Hawkwoman advances.
Initiative Turtles. Donnie isn’t in range to do anything. Leo hits Black Canary for 2 wounds. She screams and hits Raph and Mikey for a wound each and kills their Order Markers. Turtle Power activates Donnie, who attacks up and KO’s a whiffing Black Canary. She misses her scream. Hawkwoman uses OM3 to end the round, KO’ing Raph from height and having Hawkeye advance.
Initiative Turtles. Donnie inflicts a wound on Hawkwoman with Brilliant Advantage. Turtles go all in on Hawkeyee but none of them can hit. Hawkeye gets all skulls plus an auto skull on his Special Arrow and KO’s Mikey. Leo lands two wounds on Hawkeye. Hawkwoman smacks Donnie for three wounds from height. He flips back to even heigh next to Hawkeye. Hawkwoman strikes Leo for three wounds.
Initiative Hawkeye. His special arrow puts one more wound on Leo. Leo has his two swords become one and a 5 hit attack puts 3 wounds on Hawkwoman. Turtle Power. Donnie fails to trip Hawkeye, but does KO him. Hawkwoman KO’s Leo, who had OM2. She fails to KO Donnie. He fails to trip her and is afraid an attack will end him.
Initiative Donnie. He used his brains and wins the day, inflicting a wound on Hawkwoman to end it.
- Damage Done (Normal Attack): Leo: Inflicted [7] wounds on [Black Canary [2], Hawkeye [2], Hawkwoman [3]], Raph: Inflicted [0] wounds, Don: Inflicted [4] wounds on [Black Canary [2], Hawkeye [2]], Mikey: Inflicted [0] wounds.
- LEO: TURTLE POWER: Used 4 times.
- LEO: TWO SWORDS AS ONE: Rolled [1] for [3] to add [3] hits
- RAPH: BATTLE RUSH: Used [1] times; felt [nice for getting him in the action fast]
- RAPH: NINJA FURY: Rolled [0] times for [0] additional attacks
- DON: BRILLIANT ADVANTAGE: Swung initiative [0] times; inflicted [2] wounds on [Hawkwoman [2]]
- DON: STAFF TRIP: Rolled [0] for [2] to move figures; felt [like the roll could be lower without breaking anything]
- MIKEY: COWABUNGA: Rolled [2] times for [2] extra activations
- MIKEY: LOCK AND STRIKE: Inflicted [0] wounds and prevented [0] additional attacks
- COMBAT FLIP: Very helpful for dodging around the sewer.
Who won? List figures remaining in the winning army (include life remaining for heroes): Donatello with 1/4 Life wins..
___________________________________________________________ UNIT SUMMARY: Fun crew. I’m loving how each of them play and how they play together. I’d say they feel worth 700 points as is and feel much more satisfying to run. Only tweak I would consider is lowering the roll for Donatello’s trip. He has to be adjacent before his turn to even trigger it, so it’d be nice for it to be more reliable.
C3G can be played with official Heroscape, but it's not recommended. 
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