C3G Legacy LibraryThis is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.
Re: The Spellbook of Tarot: Temperance (Initial Playtesting)
C3G INITIAL PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: Spell of Tarot: Temperance
Army Test 1
Map: City Park
Units: Temperance(40), Raven(190), Ms. Marvel(350) & Apollo(420) vs. Frank, Wendigo, Dragon Man & Skrull Infiltrator [1000]
Summary of the game:
Spoiler Alert!
R1: Ms Marvel moves. Frank moves. Apollo moves, 2wounds Frank, Ms Marvel and Raven move. DM moves, wounds Carol. Apollo moves, 2wounds DM, Carol KOs DM. Frank moves, misses, Wendigo Leaps, wounds Carol, takes a wound.
R2: Frank misses, Wendigo misses, takes a wound. Apollo 3wounds Wendigo, Carol KOs Wendigo, SI. Frank KOs Carol. Frank moves, wounds Apollo who misses. Apollo heals.
R3: Frank wounds Apollo who takes 2 swipes, wounds Frank who moves, 2wounds Apollo who wounds Frank who wounds Apollo who misses.
R4: Raven casts Temperance. Apollo heals via Temperance. Frank wounds Apollo who misses. Frank KOs Apollo. Raven moves, wounds Frank who misses.
R5: Raven KOs Frank, KOs SI.
Special power usages:
Spell cast: Round 4
Figures healed: Apollo who then was killed.
Who won? List figures remaining in the winning army (include life remaining for heroes): Raven: Full
Army Test 2
Map: City Park
Units: Temperance(40), Doctor Strange(310), Wong(90), Crimson Bands(50), Healing Energies(20) & Angel(90) vs. Luke Cage(190), Iron Fist(260) & Jewel(150) [600]
Summary of the game:
Spoiler Alert!
R1: Angel moves. Jewel moves, Cage moves. Wong and Strange move. Fist and Cage move. Wong moves, wounds Cage, Strange moves, wounds Cage. Fist moves, 3wounds Wong, heals Cage who KOs Wong.
R2: Fist moves, wounds Strange, heals Cage, who moves, wounds Strange who KOs Iron Fist. Jewel moves, wounds Strange, Cage wounds Strange who misses. Jewel wounds Strange, Cage misses Strange who casts Healing Energies, heals.
R3: Strange casts Temperance, casts Crimson Bands on Cage, heals vis Temperance. Jewel misses, Angel moves Strange who wounds Cage. Jewel moves, wounds Strange who 3wounds Jewel who misses.
R4: Strange KOs Jewel. Cage moves, KOs Strange. Angel moves, wounds Cage who wounds Angel who misses Cage who wounds Angel.
R5: Angel wounds Cage who KOs Angel.
Special power usages:
Spell cast: Round 3
Figures healed: Strange
Who won? List figures remaining in the winning army (include life remaining for heroes): Luke Cage 2/5 wounds.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: Pretty sure I failed to fully utilize Temperance. That said I find it hard to believe that it will get its points back very often but should probably be 40 points based on potential alone.
Re: The Spellbook of Tarot: Temperance (Public Playtesting)
Thanks T! Also got results from FreshFoods:
Quote:
Originally Posted by FreshFoods
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST SPELL : Spell of Tarot : Temperance
Army Test
Map : A Couple Puddles (No Glyphs)
Units : RED TEAM - Brother Voodoo (210) Wong (90) Jean Grey (180) Quentin Quire (130) Spell of Tarot : Temperance (40) Enchant (20) Hypnotize (25) Lightning Bolt (5)
= 700
VS.
BLUE TEAM - Swordsman (160) Ms. Marvel (350) Yellowjacket *2* (190)
= 695
Spoiler Alert!
Pre-Game Thoughts/Preview :
Brother Voodoo’s team is going to be relying on Jean and Spirit Possession for a majority of their damage. Voodoo is bringing a versatile arsenal of spells, while Wong and Quentin are there for OM efficiency and a bit more oomph for Temperance. Ms. Marvel’s team is honestly just her paired with two fairly heavy hitters, especially for their cost. Yellowjacket has the potential to roll for a very high amount of skulls, and Swordsman will be able to whittle away at Brother Voodoo.
Yellowjacket chooses Swordsman for his obsession.
ROUND 1 :Red Team initiative.
Red T1 : Voodoo and Wong move forward.
Blue T1 : Marvel flies forward.
Red T2 : Quentin and Jean move forward on the road.
Blue T2 : Yellowjacket lumbers forward.
Red T3 : Quentin attacks Yellowjacket and Jean tries to Telekinesis Ms. Marvel, no wounds.
Blue T3: Swordsman moves behind Yellowjacket.
ROUND 2 : Red Team initiative.
Red T1 : Voodoo fails to possess Ms. Marvel.
Blue T1 : Yellowjacket moves onto the height in the center and attacks Jean, 2 wounds.
Red T2 : Quentin wounds Yellowjacket with Psychic Assault, Jean moves out of engagement with Yellowjacket and takes a wound. Jean then throws Ms. Marvel back into their start zone, and inflicts a wound on her.
Blue T2 : Marvel commands Swordsman to move forward and attack Quentin. He dispatches of the mutant in two quick slashes.
Red T3 : Out for revenge, Jean throws Swordsman backwards and wounds him.
Blue T3 : Swordsman tries to move forward, but Jean keeps him in place. Using his Makluan Sword, he takes her out.
ROUND 3 : Blue Team initiative.
Voodoo casts Spell of Tarot : Temperance.
Blue T1 : Ms. Marvel flies over the ruins and attacks Brother Voodoo, dealing 1 wound. Wong takes the damage for his master.
Red T1 : Wong doesn't move or attacking, and removes the wound because of Temperance. Voodoo possesses Ms. Marvel, has her fly adjacent to Swordsman, and attack him. A big whiff from Swordsman leads to his death. Voodoo reveals the X, takes 1 wound, and continues the possession, causing Ms. Marvel to attack Yellowjacket. 1 wound. Voodoo removes his wound because of Temperance.
Blue T2 : Charging forward and obsessed with Swordsman's death, Yellowjacet swings at Wong and Brother Voodoo. 2 wounds to Wong and 1 to Voodoo.
Red T2 : Voodoo possesses' Yellowjacket and sends him after Ms. Marvel. 2 wounds.
Blue T3 : Swordsman, died earlier this round.
Red T3 : Voodoo fails to possess Yellowjacket.
ROUND 4 : Blue Team initiative.
Blue T1 : Marvel orders Yellowjacet forward and he attacks Voodoo. 1 wound. Marvel attacks, Wong takes the wounds and dies.
Red T1 : Voodoo fails to possess Yellowjacket.
Blue T2 : Marvel commands Yellowjacket to attack Voodoo. 1 wound.
Red T2 : Voodoo possesses Yellowjacket and sends him at Ms. Marvel. No wounds.
Blue T3 : Yellowjacket attacks Voodoo, no wounds.
Red T3 : Voodoo sends a possessed Yellowjacket back across the map to attack Ms. Marvel, and this time he pounds her into dust.
ROUND 5 : Red Team initiative.
Red T1 : Voodoo casts Lightning Bolt, dealing 1 wound.
Blue T2 : Yellowjacket finally takes out Voodoo after he whiffs his defense roll. Blue Team wins!
Who won? List figures remaining in the winning army (include life remaining for heroes): Yellowjacket *2* 2/4 Life
Post Game Thoughts : This was a really fun game. I wonder if Brother Voodoo's back hurts from how hard he carried though. Jean and Quentin went down without doing much, but Voodoo just went bananas with his possessions. Temperance let him stay into the late game and almost clutch the comeback.
Map : A Couple Puddles (No Glyphs)
Units : RED TEAM - Magneto *2* (375) Constantine (125) Destiny (55) Polaris (200) Spell of Tarot : Temperance (40) Mystic Flames (5)
= 800
VS.
BLUE TEAM - Taskmaster (270) Alfred (60) Robin *Damian Wayne* (80) Nightwing *2* (200) Batwoman (180)
= 790
Spoiler Alert!
Pre-Game Thoughts/Preview : Red Team has all of it's eggs in the Magneto/Polaris basket. This build is designed for them to just constantly toss people around, keeping melee foes out of his face and stacking up the wounds. Blue Team lacks any massive damage dealers, but Nightwing and Batwoman have versatility with their utility belts, and might surprise me.
Magneto makes Polaris an Outcast.
Nightwing takes the Bolas.
Batwoman takes the Flash Bang Grenade and First Aid Kid.
ROUND 1 : Blue Team Initiative.
Blue T1 : Batwoman and Robin move up.
Red T1 : Constatine moves onto the road.
Blue T2 : Taskmaster tries to position himself onto some height.
Red T2 : Polaris flies over the ruins.
Blue T3: Nightwing moves towards the center. Robin tries to attack Constatine from height, but Con Artist prevents the attack.
Red T3: Magneto flies adjacent to Robin, easily flings him with his first Magnetic Assault, and with Constatine and Destiny's help, flings him away from Nightwing and Batwoman, so that he can't bond with them. 2 wounds to Robin.
ROUND 2 : Blue Team initiative.
Blue T1 : Batwoman rushes Magneto and attacks him. No wounds. In range to bond, Robin grapples over the ruins and attacks Destiny from height. 2 wounds.
Red T1 : Polaris flies forward, and places her Bubble Marker onto Nightwing. She then attacks Taskmaster, no damage.
Blue T2 : Nightwing can't move because of Magnetic Bubble Trap, and failed his Bola rill onto Polaris. He attacks her, no damage.
Red T2: Magneto disengages from Batwoman without taking a wound, so that he's in range of Robin. Thanks to Constatine, he tosses Robin and Batwoman, killing him and wounding her.
Blue T3: Taskmaster moves adjacent to Polaris and attacks, taking her out in two sword swings and freeing Nightwing.
Red T3: Magneto flies forward and throws Taskmaster for 1 wound. He failed his second roll however.
ROUND 3 : Red Team initiative.
Constatine casts Spell of Tarot : Temperance.
Red T1 : Constatine moves behind Magneto and attacks Taskmaster, no wounds.
Blue T1 : Taskmaster moves adjacent to Magneto and attacks. 1 wound.
Red T2 : Magneto throws Taskmaster twice, sending him across the map and dealing 2 wounds. Magneto heals 1 wound from Temperance.
Blue T2 : Nightwing bolas Magneto and attacks him, no wounds.
Red T3: Magneto deals 2 wounds to Nightwing and sends him back.
Blue T3: Making a pivot in strategy, blue team decides to focus Destiny and Constatine. Taskmaster moves out of the water and fires at Destiny with Quick Arrows, 1 wound.
ROUND 4 : Blue Team Initiative.
Blue T1 : With some good positioning, Taskmaster attacks all 3 members of Red Team with his Shield Throw. 2 wounds to Destiny, 1 to Constatine, and 1 to Magneto. Magneto loses his Bola Marker.
Red T1 : Magneto throws Taskmaster, dealing 2 wounds.
Blue T2 : Alfred extracts Nightwing, healing him for 1 wound.
Red T2 : Going on the aggressive, Magneto flies forward. He kills Taskmaster but fails his throw against Batwoman.
Blue T3: Batwoman throws her flashbang at Magneto, and moves in to attack. A big whiff results in Magneto taking 3 wounds, leaving him with 1 life.
Red T3 : Stunned, Magneto throws Batwoman once, inflicting 1 wound.
ROUND 5 : Blue Team initiative.
Blue T1 : Unable to get in range of Magneto, Batwoman retreats adjacent to Alfred.
Red T1 : Hunting his target, Magneto finishes Batwoman with two throws.
Blue T2: Nightwing moves adjacent to Magneto, fails his Bola roll, and attacks. 1 wound finishes Magneto.
Red T2 : Turn 2 was Magneto.
Blue T3: Nightwing quickly moves forward to attack Constatine, but Con Artist ends his turn when he attacks.
Red T3 : Turn 3 was Magneto.
ROUND 6 : Red Team Initiative.
Red T1 : Constatine moves onto height and attacks Nightwing, no wounds.
Blue T1 : Nightwing moves adjacent to try and attack Constatine, but Con Artist ends his turn again.
Red T2 : Constatine attacks Nightwing, no wounds.
Blue T2 : Nightwing gets shutout by Con Artist yet again.
Red T3 : Constatine deals 1 wound to Nightwing.
Blue T3 : Finally failing his Con Artist roll, Constatine goes down quickly to Nightwing's barrage and defense reduction.
ROUND 7 : Blue Initiative.
Blue T1 : Nightwing moves around the ruin, Bolas Destiny, and lowers her defense with his attack roll, finishing her off. Blue Team wins!
Who won? List figures remaining in the winning army (include life remaining for heroes): Nightwing *2* 2/4 Life, Alfred 3/3 Life
Post Game Thoughts : A very competitive, and back and forth game. Magneto came out of the gate incredibly strong, throwing around the entire blue team. Blue was on the backfoot until Batwoman did a huge amount of damage in one hit. The momentum shift led to Magneto going down, and Constatine + Destiny have very underwhelming offense compared to Magneto. Temperance let Magneto hang around a bit longer. (Just realized I didn't even use Surgical Strike, which would have killed Magneto when Batwoman attacked her. This likely would have ended with Batwoman still alive, sorry!)
Thoughts on the Tested Spell's Cost, Balance, and Draftability : 40 feels perfectly fine. I initially thought it was kind of pricey on first read, but after playing it, I think it has the potential to swing games. You almost have to build your army around it since it's activation is so limiting for most units, but potentially healing 1 wound off of your entire army is very strong. It's not gonna be drafted in most armies at the moment, but it'll probably see more use when the Tarot Deck unit and other Tarot spells come out.
General Thoughts on the Tested Spell : This spell makes me want to think of all sorts of armies that take advantage of it's strengths, which is my favorite thing about a unit or spell in C3G. Temperance is situational to activate, but it's for sure a fun spell. It was used in both games to keep the centerpiece of the army alive for even longer, keeping the games very close.I feel like I scratched the surface in regards to armies that can most effectively make use of it. I see no problems with the spell in its current state.
Re: The Spellbook of Tarot: Temperance (Public Playtesting)
So 1/4 games were wins, but it seems like both Tornado and Fresh reached the same conclusion I did - it has the potential to swing games, but that potential is pretty hard to access. Would y'all be okay with a move to FE @30, or do we want more testing?
Re: The Spellbook of Tarot: Temperance (Public Playtesting)
Heck, seems like 30 might even be a little high. The one game that was a win it had virtually no impact on anyway. I'm fine at 30 if you feel good about it.
Re: The Spellbook of Tarot: Temperance (Public Playtesting)
Quote:
Originally Posted by LordVenoc
Heck, seems like 30 might even be a little high. The one game that was a win it had virtually no impact on anyway. I'm fine at 30 if you feel good about it.
Dang, you think even lower? 20-25? I just think at some point it’s coming into direct conflict with Healing Energy. I haven’t found HE to be the best spell for its cost, but I think the two should have different niches.