Re: The G.I. Joe Project
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NAME OF THE TEST UNIT (Storm Shadow)
Hero Tests
- Does it pass, Yes or No? yes
- What should be the unit's point value? Not sure if he is worth as much as Snake Eyes as it became evident that the range 5 double attack helps Snake Eyes deal with other ranged units while Strom Shadow is left chasing them down. Maybe 225 is the spot for him?
- Give a brief overview. I’m going to run Storm Shadow through a set of 230-240 point figures to see how he stacks up. I’ll even use some of the same figures Snake Eyes was tested vs. to see if the results are similar or not.
Map: Yellowstone National Park
Spoiler Alert!
TEST 1
Units: Strom Shadow vs. Shang-Chi (230)
Both eventually end up in shadow and it became an interesting battle between 4 att. vs 6 def., 3 shields = 1W, and two attacks of 3 vs. 5 def., each extra shield = 1W. Shang-Chi dropped 3W via counterstrike on one attack where Storm Shadow whiffed and then finished the match with another 1W via counterstrike.
Who won and how many wounds did they have? Shang-Chi w/4W won.
TEST 2
Units: Strom Shadow vs. Shang-Chi (230)
Storm Shadow tried to fight Shang-Chi outside of the shadow but just ended up rolling poorly on attack and taking 2W from counterstrike anyway. Shang-Chi also put 1W on him from attacking, so Storm Shadow fled back to the Shadow tiles for the extra defense and started using his throwing stars, which proves surprisingly effective causing 2Ws. The extra def. die from shadow helped him deal 1W in counterstrike damage and then he fled again, using the throwing stars to deal another 2Ws.
Who won and how many wounds did they have? Strom Shadow w/3W won.
TEST 3
Units: Strom Shadow vs. Blade (230)
Blade first used his 4 range attack to hit Storm Shadow from too far away for his counterstrike to work, he also attacked from HG for two attacks of 5, scoring 1W. Storm Shadow engaged but whiffed on his two attacks, then Blade used tracking for the extra move which allowed him to ghost walk through Storm Shadow for 1W and move to HG for another two attacks of 5. He only needed the first attack though after rolling 5 skulls and dealing 3W.
Who won and how many wounds did they have? Blade at full life won.
TEST 4
Units: Strom Shadow vs. Blade (230)
Storm Shadow just barely won this one, he attacked first and scored 1W with his throwing stars. Then Blade walked through him for 1W and attacked twice from 1 space away to avoid the auto-shield but was blocked. Strom Shadow engaged and dealt 1W while choosing to stay in Shadow. Blade walked though him for another 1W, than attacked from 1 space away and high ground to deal 2Ws. Storm Shadow won initiative, engaged, and dealt 3W, killing Blade before Blade could finish him off.
Who won and how many wounds did they have? Strom Shadow w/4W won.
TEST 5
Units: Strom Shadow vs. Swamp Thing (235)
No Swamp or Swamp water tiles for Swamp Strength but a bunch of trees so he can at least use the Green to run away and heal.
I’m calling this game with no winner. Storm Shadow was much better at inflicting wounds on Swamp Thing, but Swamp Thing would just use The Green to move to the other side of the board and heal. Continuing would have been pointless. Since Storm Shadow can’t heal, Swamp Thing could have eventually wore him down for a win while Storm Shadow needed a couple of big attacks to drop Swamp Thing before he could get away to heal back up.
Who won and how many wounds did they have? Draw.
TEST 6
Units: Strom Shadow vs. Swamp Thing (235)
See above. I did realize later on that Storm Shadow could have attacked the trees and destroyed all of them before going after Swamp Thing but that would have taken forever.
Who won and how many wounds did they have? Skipped.
TEST 7
Units:Strom Shadow vs. Silver Samurai (240)
Both entered into shadow and Silver Samurai attacked first scoring 2W w/his SA. Strom Shadow then attacked dealing 1W and taking 1W from a counterstrike. Silver Samurai won initiative and attacked, dealing 2W’s again.
Who won and how many wounds did they have? Silver Samurai w/1W won.
TEST 8
Units: Strom Shadow vs. Silver Samurai (240)
Same set up in shadow with Silver Samurai getting the first attack, didn’t deal any Ws this time though. Then Strom Shadow attacked and took a W from counter strike. Strom Shadow won initiative, attacked again and had a perfect 3 skull roll while Silver Samurai whiffed on def. for a quick 4W’s, followed up by a 1W attack where Silver Samurai only rolled 1 shield on 6 dice.
Who won and how many wounds did they have? Strom Shadow w/1W won.
TEST 9
Units: Storm Shadow vs. Judge Dredd (240)
Dredd got off to a good start as his ranged SAs let him avoid the auto-shield & the counter strike at first, but then he stopped running and let Strom Shadow catch him. At that point the tables turned and Dredd was cut down.
Who won and how many wounds did they have? Strom Shadow w/3W won.
TEST 10
Units: Storm Shadow vs. Judge Dredd (240)
This time Dredd just kept running and gunning, trying to stay out of Strom Shadow’s threat range. Dredd managed to put 2W on him before he jumped into the water to engage Dredd from LG. Strom Shadow failed to deal any Ws though, then failed on his LEA when Dredd fled again and hit him with the HE rounds for 3W from 4 spaces away.
Who won and how many wounds did they have? Judge Dredd at full life won.
Army Test 1
- Does it pass, Yes or No? yes
- What should be the unit's point value? 235 seems okay
- Give a brief overview. I’m going to give Storm Shadow a shot at 235 in the team test just to see if having allies around would help him. Gave him Kingpin to bond with and sent him up vs. some Outlaws.
Map: Yellowstone National Park
Units: Strom Shadow@235, Kingpin, Lady Deathstrike, Bullseye, Hired Guns (1000) vs. Scandal Savage, Bane, Catman, Deadshot, Parademon, Joker II (1000)
Spoiler Alert!
Round 1: Kingpin & Lady Deathstrike head out one way while Bullseye & Storm Shadow head out the other way. Joker, Bane, & Deadshot all move up adj. to Bane.
Round 2: Bullseye moves up & att. Deadshot, blocked, Kingpin moves into shadow. Joker moves up into shadow. Strom Shadow moves up adj. to Joker & att., 1W, 1W, moves behind rock. Deadshot att. Kingpin in Shadow while adj. to Bane w/o moving, blocked. Storm Shadow moves adj. to Deadshot & att. from HG, 4W (perfect roll of 4 skulls vs. just 1 shield on 6 dice) – dead! Kingpin moves up in shadow. Joker runs up adj. to Bullseye and rolls the d20, 1, att. Bullseye in shadow, blocked.
Round 3: Hired Guns move up & att. Joker, miss/blocked, 3 from LG, 1W/turn ended, 1W/blocked, 1W/blocked, Kingpin moves up to shadow between rocks. Joker rolls d20, 9, att. Bullseye in shadow, miss. Storm Shadow moves adj. to Bane & att., 2W, blocked, moves back up to HG, Kingpin moves adj. to Bane & att., 2W (1 shield on 5 def. dice for Bane both times he took Ws). Bane rolls the d20, 17, att. Kingpin, blocked. Hired Guns move up, 1st one att. Joker from HG, 1W – dead, no other target in range, 2nd one has not targets in range, 3rd on att. Bane, miss/1W (whiff on def.), 4th att. Bane, blocked x2, Kingpin att. Bane, 2W (perfect 5 skull att. vs. 3 shields) – dead. OM3 on Bane.
-----------Just seeing that Catman should have been moving up with Big Game Tracker this whole time as Kingpin the OM dump would have been his prey so I’m just going to remove him & the 240 point Lady Deathstrike out of play and finish the game as if they had never been in the armies. Land Deathstrike only moved once and that was it. Actually I’m just going to call this game as it is already basically over. Kingpin has taken down 480 points of figures without his team taking a single wound. Instead I’m going to give this match up a second try and play the Outlaws differently (as well as actually use Catman).
Round 1: Catman moves up, Bullseye moves left, Kingpin moves right. Joker moves down the road. Catman moves up, Lady Deathstrike moves right, Kingpin moves onto HG. Joker moves down the road. Catman moves into shadow, Bullseye moves up into shadow & att. Joker from 3 spaces away, 1W. Joker runs down to the end of the road adj. to Hired Gun and rolls the d20, 7, att. Hired Gun, dead.
Round 2: Catman moves up, Storm Shadow moves onto road behind Joker & att., 1W-laugh it off, turn ended. Joker rolls a 20!, takes control of Storm Shadow who moves adj. to two Hired Guns & att. twice, blocked, kill, Storm Shadow then jumps into some water, Storm Shadow takes 1W. Catman moves into shadow, Storm Shadow gets out of the water, moves adj. to Joker on road & att., 1W-laugh it off, turn ended. Joker takes LEA, miss, moves adj. to Hired Gun & rolls d20, 14, att., blocked. Catman moves past Lady Deathstrike, Lady Deathstrike moves adj. to Catman & att., 2W, Kingpin moves adj. to Catman & att., 1W. Catman att. Kingpin twice, 3W (4 skull att. roll vs. just 1 shield on 6 dice)!, miss, motivates Parademon to moves up into shadow.
Round 3: Lady Deathstrike att. Catman, 3W, Kingpin att. Catman, 2W. Catman att. Kingpin, blocked, 1W, motivates Parademon to move up into shadow. Hired Guns att. Joker, blocked x2, 1W/1W, Kingpin att. Catman, dead. OM2 on Catman. Bullseye moves up & att. Deadshot from HG & 5 spaces away, blocked. Joker rolls the d20, 13, att. Hired Gun, dead.
Round 4: Lady Deathstrike moves adj. to Joker & att., dead, Kingpin moves away from Parademon. Scandal Savage moves adj. to Bullseye & att., 1W – nothing. Bullseye moves up to HG while staying adj. to Scandal Savage & att., blocked, Kingpin moves. Scandal Savage moves OM from Parademon to Bane, Bane moves up adj. to Savage, she att. Bullseye from LG, 2W! Bullseye takes LEA, 1W, att. Bane from HG while 3 spaces away, 3W (Bane whiifed on def.)! Bane rolls a 3, 1W to Bane, moves up to HG.
Round 5: Savage moves up adj. to Bane & Bullseye, att., blocked. Bullseye att. Savage, blocked. Savage att. Bullseye, 1W – dead. Storm Shadow moves up adj. to Kingpin. Deadshot moves up so he can be seen but stays back out of Storm Shadows threat range. Lady Deathstrike moves up adj. to Kingpin.
Round 6: Lady Deathstrike moves up into shadow, Kingpin moves into shadow behind rock. Deadshot moves up adj. to Bane & att. Lady Deathstrike, blocked. Strom Shadow moves up adj. to Savage & att., 1W, 1W. Savage moves OM from her card to Deadshot, moves Deadshot up to HG adj. to Bane, att. Storm Shadow, 3W (perfect 5 skull roll vs. 1 shield) – 1W – dead! Lady Deathstrike moves around behind Bane to engage Bane & Deadshot from LG, att. Bane, blocked, Kingpin moves adj. to Savage & att., blocked. Deadshot att. adj. Lady Death Strike from HG while adj. to Bane, 2W. X revealed 1W removed from Lady Deathstrike.
Round 7: Savage att. Kingpin, 2W – dead. OM1 on Kingpin. Deadshot att. Lady Deathstrike, 4W (whiff on def.)! Lady Deathstrike rolls the d20, 2, att. Bane, 1W. Deadshot att., 2W – dead. OM3 on Deathstrike.
Round 8: Hired Gun moves to HG. Parademon moves adj. & att., blocked. Hired Gun att., 1W, 1W. Parademon att., miss. Hired Gun att., miss x2. Parademon att., miss.
Round 9: Hired Gun att., 2W, blocked. Deadshot att., dead.
Who won and how many wounds did they have? Deadshot at full life, Scandal Savage w/2W, Bane w/5W, & Parademon w/4W won.
Recap: First game was a lopsided affair (see above) so I restarted, still in that game Storm Shadow dealt 2W to Joker, then one shot killed Deadshot, then dealt 2W to Bane before I called the game. The dice were just really favoring the Kingpin team. I tried some different tactics for the Outlaws in the rematch, which somewhat worked out and things were feeling fairly even when suddenly the dice got hot for the Outlaws and they threw down a bunch of skulls for a big turn of events. Storm Shadow in particular got dropped suddenly out of nowhere, taking 4W in a single attack. He did put 2Ws on Joker in 2 different attacks and had joker laugh it off to end his turn both times before the 2nd attack. He also put 2Ws on Scandal Savage who kept his att. limited to 1W and killed a Hired Gun while under Jokers control. This was a pretty favorable match up for him though as only Deadshot had a ranged attack that could be used to avoid the autoshield on def. The OM flex gained from being an Assassin in a Kingpin army along with the occasional team up with Kingpin for an att. of 5 after his two att. of 3+1 certainly makes Storm Shadow a little more formidable than he was in the individual tests, although that really should be accounted for on Kingpins card.
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Army Test 2
- Does it pass, Yes or No? yes
- What should be the unit's point value? IDK, this one was over rather quickly.
- Give a brief overview. Trying Strom Shadow out at 225 in a 4 on 4 match, no flying or jumping, just a fight to see who comes out on top.
Map: Yellowstone National Park
Units: Storm Shadow@225, Snake Eyes@235, Azrael, Huntress (800) vs. Wrecking Crew (800)
Spoiler Alert!
Round 1: Piledriver moves up. Azrael moves up to the left. Thunderball moves up. Huntress moves up to the right. Wrecker moves up. Azrael moves up into shadow behind rock.
Round 2: Azrael places System Marek on card. Thunderball moves into shadow adj. to Azrael & att., 3W (perfect 5 skull att.)! Azrael rolls a 4, att. Thunderball once, blocked (5 skulls vs. 5 shields!). Piledriver moves into shadow adj. to Azrael & att., blocked, Bulldozer moves up. Azrael att. Piledriver twice, blocked, 2W. Wrecker moves & att. Azrael in shadow at range from LG, 1W (2 shields on 8 dice) – dead, Thunderball moves to shadow & att. Strom Shadow from 4 spaces away, 2W. OM3 on Azrael.
Round 3: Huntress moves into shadow between two rocks & att. Thunderball from 2 spaces away w/her SA, 3W (perfect 5 skull att.)!, blocked. Thunderball att. Strom Shadow, 2W (whiff on def.). Storm Shadow moves adj. to Thunderball on shadow & att., blocked x2. Wrecker moves up into shadow & att. Huntress in shadow at range, 1W, Thunderball att. adj. Strom Shadow, 1W – dead, Piledriver moves into shadow adj. to Huntress & att., blocked, 1W to Piledriver. OM3 on Storm Shadow. Thunderball att. Huntress in shadow from LG at range, 1W, Wrecker moves up one spot in shadow, att. Huntress from range, 2W – dead.
Round 4: Snake Eyes moves up & att. Piledriver in shadow from 5 spaces away, blocked, 4W (perfect 4 skull roll vs. a whiff) – dead. Bulldozer moves around the long way. Snake Eyes moves into shadow between two rocks & att. Thunderball in shadow from HG, 2W (4 skulls att. vs. 2 shield on 7 dice), 1W (1 shield on 7 dice) – dead. Wrecker moves up to HG & att. Snake Eyes from 4 spaces away, blocked, Bulldozer moves in behind Snake Eyes, Wrecker att., 3W (5 skull att.)!, Bulldozer headbutt charges Snake Eyes, 3W (Snake Eyes whiff on def.) – dead!
Who won and how many wounds did they have? Bulldozer & Wrecker at full life won.
Recap: The Wrecking Crew wrecked shop in this one. After not hitting the d20for any extra turns in the opening round, the d20 heated up later when the battle was raging for a serious beat down. They all had some big attack rolls mixed in, allowing them to make short work of their opponents. Storm Shadow rolled poorly on defense and was taken out before he could really do anything, his only two attacks were both blocked. Snake Eyes was the last man standing and tried to avenge his fallen comrades by quickly taking out the wounded Thunderball and Piledriver when his own attack dice got hot and they didn’t roll well on defense, but that was as far as he got. The Wrecking crew had a run of 4 turns in a row that put him down with the help of some poor def. rolls.
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