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.
Thanks, V! By my count, he's gone 4-4 in the post reeval tests so far (1, 2, 3). I would be fine with 250 or 260 here. Any other thoughts?
".... the Cambridge ladies do not care, above
Cambridge if sometimes in its box of
sky lavender and cornerless, the
moon rattles like a fragment of angry candy"
May I ask what the change to Photonic Energy Shield is? I can't remember it.
Quote:
Originally Posted by japes
TB is often one of the most helpful and respectful people here so you shouldn't be taking his comments as disrespectful or belittling. L_O is another story, he sometimes comes off gruffer than he intends but he means well.
Just noticed this - I'm not going to argue it, it's true, I just wonder why you felt the need to mention it here?
When defending against an attack, Commander Rogers always adds one automatic shield to whatever is rolled. When Commander Rogers defends against a normal attack from a figure within 5 clear sight spaces, if there are excess shields rolled, the attacking figure receives one wound.
It used to affect all attacks, not just normal, and the auto-shield would go towards the excess shields for the auto-wound.
When defending against an attack, Commander Rogers always adds one automatic shield to whatever is rolled. When Commander Rogers defends against a normal attack from a figure within 5 clear sight spaces, if there are excess shields rolled, the attacking figure receives one wound.
"If there are excess shields rolled" is a bit awkward; would you like to use the same wording as Marrow's SPIKE DEFENSE?
... if you roll any excess shields, the attacking figure receives one unblockable wound.
I'm not sure if you actually want "unblockable" or not — I assume this changes whether something like Stealth Armor 15 could apply — but it's always good to use the same wording when going after the same effect.
EDIT: I just realized I missed the fact that you're intending to exempt the auto-shield from counting toward the excess shields. I don't think that's clear, especially since "added" skulls and shields probably need to be treated as having been "rolled" for various other definitions in the game. It seems like this needs to be made explicit, rather than relying on some definitional hair-splitting.
... if you roll any excess shields (before adding the automatic shield), the attacking figure receives one unblockable wound.
Unfortunately my suggestion is a bit awkward, but it's a rather odd concept to begin with: you have an extra shield, but it doesn't count as an extra shield because you didn't actually roll it. Maybe there's another way to get to the math you're after?
This is probably not any better:
... if you roll two or more excess shields (including the automatic shield), the attacking figure receives one unblockable wound.
Actually that seems worse, but I guess it helps illustrate the fact that the underlying math is a bit fiddly. If there is any way to streamline this, that would be a good thing.
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Last edited by Just_a_Bill; January 12th, 2015 at 06:00 PM.
JaB, you're right on the "unblockable" part (though there is no difference in gameplay, it's more in line with Heroscape convention). The math with Photonic Energy Shield isn't immediately obvious, but I'm against using parentheses in powers. I don't think that's something that was ever done in official Heroscape.
Maybe this would be better?
Quote:
When defending against an attack, Commander Rogers always adds one automatic shield to whatever is rolled. When Commander Rogers defends against a normal attack from a figure within 5 clear sight spaces, if there are two or more excess shields, the attacking figure receives one unblockable wound.
".... the Cambridge ladies do not care, above
Cambridge if sometimes in its box of
sky lavender and cornerless, the
moon rattles like a fragment of angry candy"
FWIW, I thought it was pretty clearly worded. If you just glance over it, sure, you'll probably miss interpret it, but when you read it I think it states it clearly that only shields rolled are what count towards the auto-wound.
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. Pass
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. Pass
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. Pass
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak. Pass
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. Pass
- FUN TEST/ Consider whether or not the design was fun to play. Pass
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. Pass
- DRAFTING TEST/ Consider whether or not this design is worth drafting. Pass
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Pass
Army Test #1
- Does it passYes or NoYes - What should be the unit's point value? 230~250 - Give a brief overview. Criminals made it a tuff one, Kingpin got the Glyph of Experimental Medicine, Hawkeye got the Power Gem and was a Powerhouse, both sides stayed away from the Glyph of Bifrost, because it didn't benefit either side. Commander Rogers was a big factor in the win, He has the kill shot. Rogers stayed back, waited for the Criminals come to Him, and took Height.
Map: Sacred Shrine Map. Glyphs Used: Bifrost, Power Gem, and Experimental Medicine.
Units: Commander Rogers, Black Widow, Stealth Iron Man, S.H.I.E.L.D. Agents, Nick Fury, and Hawkeye I.(1170)Kingpin, Tombstone, Wrecker, Piledriver, Thunderball, and Bulldozer. (1180)[/B]
Spoiler Alert!
ROUND ONE: Before Initiative Nick Fury activates HELICARRIER DROP TEAM. Fury, Iron Man, Hawkeye, and Black Widow are dropped onto the road of the Sacred Shrine. 10 to 6 Criminals.
Kingpin activates Tombstone with ORGANIZED CRIME. Tombstone moves 3 space onto the third level grass. Kingpin moves 3 spaces adjacent to Tombstone. Three of the S.H.I.E.L.D. Agents moves 5 spaces onto the first level grass.(one ends His turn on first level sand) the fourth agent moves 4 spaces onto the second level grass.Wrecker moves 4 spaces onto the second level grass, He activates TWC10=16 is successful, Thunderball moves 5 spaces onto the first level grass adjacent to Wrecker. Thunderball try's to activate TWC14=6 it is ineffective. Hawkeye moves 1 spaces onto the Equipment Glyph Of The Power Gem. Hawkeye attacks Tombstone from 8 spaces away Tombstone has Height. Tombstone activates INTIMIDATING PRESENCE. -1 attack die from Hawkeye. 2 skull to 4 shields. Bulldozer moves 7 spaces onto the first level grass, just outside the road of the Sacred Shrine.TCW14=20. Bulldozer activates Thunderball, He moves 3 spaces into the third level grass adjacent to Bulldozer.TWC14=6.Nick Fury activates Stealth Suit Iron Man with DIRECTOR OF S.H.I.E.L.D. Iron Man moves 6 spaces onto the second level rocks, and attacks Kingpin from 6 spaces away. Kingpin has Height. 3 skulls to 3 shields. Stealth Iron Man is an Agent activating S.H.I.E.L.D. Agents. All S.H.I.E.L.D Agents move 5 spaces 3 onto the second level grass, one on the first level grass. ROUND ONE SUMMERY: Both sides just took movement, Hawkeye and Iron Man were able to Attack, but Tombstone, and Kingpin block damage. ROUND TWO: 20 to 14 Criminals.
Kingpin activates Tombstone with ORGANIZED CRIME. Tombstone moves 4 spaces adjacent to Iron Man, on the first level grass, Iron Man has height. 3 skulls to 2 skulls. -1 Iron man. Kingpin moves 5 spaces onto the first level grass adjacent to Iron Man and Tombstone, Iron Man has Height. 1 skull to 2 shields.Hawkeye moves 1 space onto the third level road in the Sacred Shrine. Hawkeye attacks Kingpin from 6 spaces away with his normal attack, Hawkeye has Height. 3 skulls to 0 shields. -3 Kingpin, He has 2 life left.Piledriver moves 5 spaces onto the second level grass. TWC14=12. Iron Man moves 6 spaces onto the third level grass, and attacks Kingpin from 4 spaces away with Height. 3 skull to 3 shields. Iron Man activates HYPER SPEED 4 and moves 4 spaces into the Sacred Shrine. Wrecker moves 5 spaces into the first level Road of the Sacred Shrine. Wrecker attacks Iron Man with CROWBAR THROW from 2 spaces away. 2 skulls to 1 shields. Iron Man does not receive damage because of STEALTH DODGE. TWC10=1. wreckers special is ineffective. Nick Fury activates Black Widow with DIRECTOR OF S.H.I.E.L.D. Since Widow is an agent after She takes a turn a squad agent can also take a turn. Black Widow attacks Wrecker from 6 spaces away, and with Height. 2 skulls to 4 shields. The first S.H.I.E.L.D. Agent moves 1 space onto the third level grass, and attacks Wrecker with Height, from 2 spots away. 3 skulls to 2 shields. -1 Wrecker. The second S.H.I.E.L.D. Agent also moves 1 space onto the third level grass, and attacks Wrecker with Height from three spaces away. The attack is unsuccessful. The third S.H.I.E.L.D. Agent moves 4 spaces onto the second level grass adjacent to a fellow S.H.I.E.L.D Agent, and attacks Wrecker with Height from four spaces away. His attack is also unsuccessful. The last S.H.I.E.L.D. Agent moves 3 spaces onto the third level sand. ROUND TWO SUMMERY: 3 Life Iron Man, 2 Life Kingpin, 5 Life Wrecker. ROUND THREE: 20 to 17 Agents. Black Widow moves 4 spaces adjacent to Iron Man, from ESPIONAGE.
Black Widow attacks Wrecker from 2 spaces away inside the Sacred Shrine, and attacks Wrecker. 4 skulls to 2 shields. -2 Wrecker, activating WIDOW'S BITE. -1 to Wrecker. Black Widow is 2 spaces away for, Wrecker activating CROWBAR DEMOLITION=13. She and Iron. Man are moved back. Iron Man, and Black Widow receives -1. TWC10=12 activating Thunderball. Thunderball moves 4 spaces onto the third level grass, and attacks Black Widow from 2 spaces away with Height. 3 skulls to 2 shields. -1 Black Widow.TWC14=10 is unsuccessful.Hawkeye moves 4 spaces into the water outside the Sacred Shrine.Kingpin activates Tombstone, He moves 3 spaces into the water outside the Sacred Shrine. Kingpin moves 1 space into the water adjacent to Tombstone. Nick Fury activates Commander Rogers with DIRECTOR OF S.H.I.E.L.D. Commander Rogers moves 6 spaces onto the first level grass. Since Rogers is an Agent the S.H.I.E.L.D. Agents. The first Agent moves 1 space and attacks Wrecker with Height, and from 5 spaces away. 3 skulls to 3 shields. The other three Agents all have the requirements to activate KILL BOX SPECIAL ATTACK. 5 skulls to 3 shields. -2 Wrecker, He has been destroyed.[/COLOR] Kingpin activates Tombstone with ORGANIZED CRIME. Tombstone moves 4 spaces onto the first level rocks in the Sacred Shrine, taking cover between to Pillars. Kingpin moves 3 spaces onto the GLYPH OF EXPERIMENTAL MEDICINE and equips it. ROUND THREE SUMMERY: Wrecker was destroyed, Black Widow has 3 life, and Iron Man has 2 Life. ROUND FOUR: 5 to 3 Agents, activating Black Widow's ESPIONAGE. Widow moves 4 spaces onto the second level grass adjacent to two S.H.I.E.L.D. Agents.
Commander Rogers moves 4 spaces onto the fourth level grass adjacent to Hawkeye. Kingpin activates the GLYPH OF EXPERIMENTAL MEDICINE=9. Kingpin gets + 3 life. Tombstone is activated by ORGANIZED CRIME. Tombstone moves 4 spaces onto the first level rock, taking cover behind a pillar inside the Sacred Shrine. Kingpin moves 2 spaces, still on the road, and attacks Nick Fury. 2 skull to 2 shields. Nick Fury activates DIRECTOR OF S.H.I.E.L.D. Fury attacks an adjacent Kingpin. 3 skull to 3 shields. Three S.H.I.E.L.D. Agent's move 1 space.(2 on the 2nd level grass, and 1 on the 3rd level sand) The final agent moves 4 spaces onto the third level sand adjacent to two S.H.I.E.L.D. Agents. He attacks Kingpin from 5 spaces away with Height. 3 skulls to 2 skulls. The second agent also has Height. 2 skull to 3 shields. 3 skulls to 3 shields, and last. 1 skull to 3 shields. -1 to Kingpin. Bulldozer moves 5 spaces adjacent to Stealth Iron Man, activating CHARGING HEADBUTT=2 Auto Skulls and attacks Iron Man. 4+2=6 skulls to 0 shields. -6 Iron Man. Bulldozer has no clear sight His fellow Wrecking Crew.Hawkeye moves 3 spaces into the road of the Sacred Shrine adjacent to Tombstone and Kingpin. Hawkeye attacks an adjacent Kingpin activating CLOSE COMBAT EXPERT=1 Auto skull, also Hawkeye gets +2 Die from the Power Gem. 2+1=3 skulls to 1 shield. Piledriver moves 6 spaces onto the first level grass, just outside the Sacred Shrine. Piledriver successfully activates Bulldozer with TWC14=16. Bulldozer moves 4 spaces onto the third level sand adjacent to a S.H.I.E.L.D., and attacks Him with HEADBUTT CHARGE=2 Auto Skulls. 2+2=4 skulls to 0 shields. -4 the Agent has been destroyed. Bulldozer activates Piledriver with a successful TWC14=. Piledriver moves 2 spaces onto the first level grass inside the Sacred Shrine. Piledriver attacks Black Widow with POUNDING FISTS, Widow has to roll 1 less Defense Die, also get +1 Auto Die from CLOSE COMBAT EXPERT, and has Height. 2 skulls to 2 shields. Piledrivers TWC=8 is unsuccessful. ROUND THREE SUMMERY: 1 S.H.I.E.L.D Agent was destroyed, Stealth Iron Man was destroyed, and Kingpin has 2 Life Left. ROUND FIVE: 17 to 15 Criminals.
Kingpin activates THE GLYPH OF EXPERIMENTAL MEDICINE=19. +3 Life to Kingpin, He also activates Tombstone with ORGANIZED CRIME. Tombstone moves 3 spaces onto the first level rock adjacent to Hawkeye, and Nick Fury. Tombstone attacks Fury, Fury has Height. 3 skulls to 2 shields. -1 Fury. Kingpin attacks an adjacent Nick Fury. 3 skulls to 2 skulls. -1 Nick Fury.Nick Fury activates Hawkeye withDIRECTOR OF S.H.I.E.L.D. Hawkeye attacks an adjacent Tombstone, with Height. Hawkeye activates [B]CLOSE COMBAT EXPERT= +1 auto skull, +2 from the Power gem also giving Hawkeye Super Strength negating Tombstones [INTIMIDATING PRESENCE[/B , and +1 for Height. 5 skulls to 1 shield. -4 to Tombstone. Since Hawkeye is an Agent it activates the S.H.I.E.L.D. Agents. One Agent moves 1 space onto the second level grass, adjacent to two S.H.I.E.L.D. members, and all 3 meet the requirement to attack Piledriver by activating KILL BOX SPECIAL ATTACK. 4 skulls to 2 shields. -2 Piledriver. Thunderball moves 5 spaces, and attacks a S.H.I.E.L.D Agent from 4 spaces away. The Agent has Height. 3 skulls to 2 shields. The second Agent is destroyed. Thunderball's TWC14=7 is unsuccessful. Hawkeye attacks Tombstone with the same circumstance as the last attack. 3+1=4 skulls to 2 shields. -2 Tombstone, He is destroyed.Bulldozer moves 7 spaces onto the second level sand adjacent to Commander Rogers. Bulldozer receives 2 Auto skulls from CHARGING HEADBUTT, Rogers has Height, and gets 1 Auto shield form PHOTONIC ENERGY SHIELD. 2+2=4 skulls to 1+1=2 shields. -2 Commander Rogers.Black Widow disengages Pilerdiver, and receives no damage. Widow moves 1 spaces on the second level grass adjacent to two S.H.I.E.L.D. Agents, and attacks Piledriver form 2 spaces away with Height. 2 skulls to 1 shield. Black Widow inflicts a wound on Piledriver activating WIDOW'S BITE. -2 Piledriver. ROUND FIVE SUMMERY: +3 Kingpin He has 5 life left, -2 Nick Fury He has 3 life left, -5 Tombstone He has been destroyed, -2 Piledriver He has 4 life left, -2 Commander Rogers He has 3 life left, and the second S.H.I.E.L.D. Agent was destroyed there are two remaining. ROUND SIX: 2 to 3 Agents. That activates Black Widows ESPIONAGE. Widow moves 4 spaces onto the third level sand adjacent to a S.H.I.E.L.D. Agent.
Commander Rogers attacks an adjacent Bulldozer. Rogers get 1 Auto skull from TRAINED TO PERFECTION, and an extra Die for Height. 2+1=3 skulls to 4 shields.Bulldozer attacks an adjacent Commander Rogers, again same circumstances as last attack, other than no Charging Headbutt. 3 skulls to 2+1=3 shields. Bulldozer has a clear line of sight to Piledriver, activating TWC14=17. Piledriver moves 2 spaces onto the second level grass, and is adjacent to both S.H.I.E.L.D. Agents. Piledriver activates POUNDING FISTS, and attacks a S.H.I.E.L.D. Agent, since the Agent doesn't have Super Strength, the Agent rolls one fewer defense die. The attacks is unsuccessful. Piledriver has a clear Line of Sight to Bulldozer, and activating Him with TWC14=18. Bulldozer attacks Commander Rogers, Rogers has Height. 2 skull to 2+1=3 shields. -1 Bulldozer from Commanders PHOTONIC ENEGRY SHIELD. Bulldozer successfully activates Piledriver with TWC14=19. Piledrive moves 2 spaces onto the third level grass adjacent to Black Widow, and a S.H.I.E.L.D. Agent. Piledriver leaves engagement from the other Agent, and does not receive leaving engagement damage. Piledriver attacks a S.H.I.E.L.D. Agent with Hight. 3 skulls to 2 shields. The Agent rolled one fewer defense die from POUNDING FISTS. Piledriver has clear line of sight on Thunderball, and TWC14-20+3=23 was successful, activating Thunderball. Thunderball moves 3 spaces onto the third level sand adjacent to Black Widow. Thunderball attacks the last S.H.I.E.L.D. Agent from 3 spaces away with Height. 4 skulls to 1 shield. The last S.H.I.E.L.D. Agent has been destroyed. Thunderball's TWC14-9+3=11 was unsuccessful. Black Widow attacks Piledriver with CLOSE COMBAT EXPERT giving her +1 auto skull. 3+1=4 skulls to 2 shields. Piledriver also loses 1 life form WIDOW'S BITE also. -3 Piledriver.Piledrive attacks Black Widow with POUNDING FISTS 3 skulls to 1 shield. -2 to Widow, She is attacked again. 2 skulls to 0 shields. Another -2 Black Widow has been destroyed. TWC14-10+3=13 is unsuccessful.Hawkeye moves 1 space onto the third level road still adjacent to Kingpin, now with Height. Hawkeye gets 1 Auto Skull for CLOSE COMBAT EXPERT, +1 Die for Height, and +2 Die from the Power Gem. 4+1=5 skull to 1 shield. -4 Kingpin.[COLOR]Kingpin decided not to activate the Experimental Medicine, and activates Bulldozer with ORGANIZED CRIME. Bulldozer attacks Commander Rogers, Rogers has Height. 2 skulls to 3+1=4 shields. -1 to Bulldozer. Kingpin attacks Nick Fury. 4 skulls to 0 shields. -4 life, Fury has been destroyed.[/COLOR] ROUND SIX SUMMERY: The S.H.I.E.L.D. Agents squad has been destroyed, Black Widow has been destroyed, Nick Fury has been destroyed, Bulldozer has 4 life, Piledriver has 1 life, and Kingpin has 1 life left. ROUND SEVEN: 10 to 6 Criminals.
Kingpin try's to activate EXPERIMENTAL MEDICINE=2 but is unsuccessful and is destroyed. Commander Rogers attacks an adjacent Bulldozer with Height. Rogers gets 1 Auto skull from TRAINED TO PERFECTION. 0+1=1 skull to 3 shields.Bulldozer attacks. Commander Rogers, Rogers has Height. 4 skulls to 3+1=4 shields. Bulldozer activates Piledriver with TWC14=17. Piledriver moves 5 spaces onto the second level road adjacent to Hawkeye, Hawkeye has Height, and gets 1 Auto shield from CLOSE COMBAT EXPERT. 2 skulls to 2+1=3 shields. TWC14=12. is unsuccessful. Hawkeye attacks an adjacent Piledriver. Hawkeye gets 1 Auto Skull from CLOSE COMBAT EXPERT, 2 extra die from the Power Gem, and 1 extra Die from Height. 3+1=4 skulls to 3 shields. -1 Piledriver, He is destroyed. Thunderball moves 3 spaces onto the second level sand, and attacks Commander Rogers from 2 spaces away, Rogers has Height. 2 skulls to 1+1=2 shields. TWC14=4 is unsuccessful.Hawkeye attacks Bulldozer from 6 spaces away with Height. 3 skulls to 1 shield. -2 Bulldozer. ROUND SEVEN SUMMERY:Kingpin is destroyed, Piledriver is destroyed, and -2 Bulldozer, He has 2 life left. ROUND EIGHT: 16 to 5 Criminals.
Thunderball moves 1 space into the water, and attacks Commander Rogers from 2 spaces away, Rogers has Height. 1 skull to 0+1=1 shield.TWC14=6 is unsuccessful. Commander Rogers attacks an adjacent Bulldozer, with Height, and TRAINED TO PERFECTION. 3+1=4 skulls to 0 shields. -4 Bulldozer, He is destroyed.Bulldozer was destroyed the previous turn. Hawkeye moves 3 spaces adjacent to Thunderball. Hawkeye gets 1 Auto skull, and 3 extra die from the Power Gem and Height. 6+1=7 skulls to 3 shields. -4 Thunderball.[/COLOR]Thunderball moves 1 space onto the second level sand, disengaging from Hawkeye, and does not take leaving engagement. Thunderball attacks Hawkeye from 2 spaces away with Height. 5 skulls to 1 shield. -4 Hawkeye.Commander Rogers activates MASTER TACTICIAN and Rogers rearrange unrevealed O.M.'s. Rogers attacks Thunderball from 2 spaces away, with Height. 4 skulls to 2 shields. -2 Thunderball.AGENTS WIN IN EIGHT ROUNDS COMMANDER ROGES HAD 2 WOUNDS. ROUND EIGHT SUMMERY:Hawkeye was destroyed, and Thunderball was destroyed.
Playtest One Battle Log.
Spoiler Alert!
I tried to keep Rogers back and try to bright the fight to Him, and it worked. Significant Events: Rogers got wounded -2 in the 5th round by Bulldozer, He used PES, but it was unsuccessful. In the 6th round Rogers attacks Bulldozer with TRAINED TO PERFECTION, but still His attack isn't strong enough. Commander Rogers Photonic Energy Shield was effective thought in the 6th round giving Bulldozer a wound from it. So far no one has died the same time as they had an O.M. On them, so 5 rounds into the game Rogers hasn't had to use Master Tactician. Bulldozer continued to attack Rogers from the late 5th round on, and when a big guy like that charges at you the best you can do is stand you ground and hope you get lucky. In the 7th round Rogers is again unsuccessful attacks Bulldozer. Commander Rogers really surprised me, late in the 8th round it came down to Hawkeye getting destroyed, so Commander Rogers used MASTER TACTICIAN the. Placing the last O.M. on His card, then took the kill shot to Thunderball to win the game. I chose this playtest because I've alway wondered what would make you (the player) want to pick The Commander over the Captian (especially when Commander cost 10 points more this playtest validated His cost a lot more than what I originally thought.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass
Army Test#2
- Does it passYes or NoYes - What should be the unit's point value? 250 - Give a brief overview. This was a very close match, with a unit like the Agents you have to be strategic, unfortunately I was not in this game, it seamed as though every time I could get in position to attack there would be Ranged attacks from every corner. I didn't keep Commander Rogers back witch is another reason I lost, He is so valuable late in games when your team starts falling. I went more ground and pound this game. It worked early, until I got overwhelmed by the opposing force. Even so it was a good close tight game, it could of gone either way, witch is always the result you want.
Map: Sacred Shrine Map. Glyphs Used: Temporal Displacement, Time Gem, and Experimental Medicine.
Units: Commander Rogers, Black Widow, Nick Fury, S.H.I.E.L.D. Agents, Ant-Man(Eric O'Grady), x3 Swarm Of Fire Ants, Killer Bee, Mystique, Sharon Carter, and Dum Dum Dugan.(1200)Batman#1,Robin(Tim Drake), Alfred Pennyworth, Hawkeye II, Red Arrow, Green Arrow, Black Canary, and Merlyn.(1190)
Spoiler Alert!
ROUND ONE:10 to 10-18 to 1 Agents.(Black Widow is one if the member for Fury's HDT so ESPIONAGE is not in effect.
Ant-Man actives Killer Bee, who is adjacent to Ant-Man allowing the Bee to carry Ant-Man, the Bee moves 6 spaces. Ant-Man moves 5 spaces onto the GLYPH OF TIME GEM.Hawkeye carries Red Arrow, and they move 5 spaces.Dugan moves 5 spaces.Hawkeye is still carrying R.A., Hawkeye moves 4 spaces into the Sacred Shrine adjacent to Ant-Man, and attacks with H.A.. 4 skull, but Ant-Man actives Vanish 6, and moves 4 spaces adjacent to the Killer Bee.Commander Rogers moves 5 spaces adjacent to Dugan.Merlyn moves 5 spaces, He also gets +3 Ranger from ARCHER RIVALRY, and attacks Dugan from 9 spaces away. Merlyn rolls 2 skulls making it 4 from DEADLY SHOT. 4 skulls to 2 shields. -2 to Dugan, He has 2 Life Left. Merlyn is an Archer activating Roy's SPEED SHOT, Red attacks the Killer Bee from 6 spaces away with H.A. 3 skulls to 0 shields, the Killer Bee is destroyed. ROUND TWO:Fury and his team make the Drop this round before initiative(Mystique, Black Widow, and Sharon Carter).[U] 13 to 4 Vigilante's/Archers.
Red moves one space onto the GLYPH OF EXPERIMENTAL MEDICINE. Roy attacks Widow from 3 spaces with H.A. 2 skulls to 2 shields. Nick Fury activates DoS, Fury is the chosen Hero, He moves 2 spaces adjacent to Widow, and Hawkeye. Fury lands on the GLYPH OF T.D moving Mystique adjacent to Red Arrow and Hawkeye. Fury attacks Hawkeye, Hawkeye has H.A.. 1 skull to 1 shield. All three S.H.E.I.L.D. Agent moved 5 spaces 2 adjacent to Dugan. Ant-Man reveals the X O.M. Activating the TIME GEM GLYPH. Ant-Man moves 5 spaces back adjacent to one Swarm of Fire Ants. Merlyn moves 1 space and attacks Dugan from 9 spaces away. 2 skulls in all, from DEADLY SHOT. 2 skulls to 1 shield. -1 Dugan, He has 1 life left.Widow moves 1 space just outside of the Sacred Shrine, and attacks Black Canary from 7 spaces, but Her attack was unsuccessful.Hawkeye picks Red Arrow to be His Passanger, and the two of them move 5 spaces back to their Base. Hawkeye attacks Widow with H.A. from 4 spaces away. 2 skulls to 1 shield. -1 Widow, She has 4 Life Left.Commander Rogers moves 6 spaces onto the Sacred Shrine road, and attacks Merlyn from 5 spaces away. Meryln has H.A.. 3 skulls to 2 shields. -1 Merlyn, He has 3 Life left. ROUND THREE:8 to 19 Agents, activating Widows ESPIONAGE. She moves 1 space into the water.
Widow moves 1 space up a 3 level space giving Her H.A. when She attacks Canary from 5 spaces away. 3 skulls to 2 shields, -2 Canary from attack and WIDOWS BITE.She has 2 Life Left. Ant-Man reveals His X O.M. activating the Time Gem. Ant-Man moves 4 spaces onto the third level grass.Merlyn revives +3 Range from ARCHER RIVALRY, moves back 1 space, and attacks Rogers with Height from 6 spaces away. Rogers gets +1 auto shield from P.E.S. 1 skull =2 from DEADLY SHOT. 2 skulls to 2 shields from P.E.S. Fury actives DIRECTOR OF S.H.I.E.L.D. and activates Dugan, He moves 5 spaces back to His S.Z. Dugan is an Agent activating the S.H.I.E.L.D Agents, they all move 5 spaces, 2 adjacent to Commander Rogers. Two of the Agent attack Merlyn, but Merlyn has Height. 1st attack. 2 skulls to 1 shield. 2nd attack. 1 skull to 0 shields. -2 Merlyn, He has 1 Life Left.Roy gives Hawkeye EXPERIMENTAL MEDICINE, then attacks a S.H.I.E.L.D. Agent from 5 spaces away. 4 skulls to 0 shields. 1st Agent has been destroyed.Mystique moves 6 spaces, taking cover inside the Road of the Sacred Shrine.Hawkeye moves 5 spaces back to His S.Z. Adjacent to Batman, Robin, and Canary. Hawkeye attacks Widow from 6 spaces away, Widow has Height. 2 skulls to 1 shield. -1 to Black Widow, She has 4 Life Left. ROUND FOUR:[U]9-9/18-10 Agents. Widow doesn't move.
Commander Rogers moves 2 spaces on to the third level sand, and attacks Merlyn from 5 spaces away with Height. 1 skull to 1 shield.Green Arrow moves 5 spaces, and attacks a S.H.I.E.L.D. Agent from 5 spaces away with Height. Red Arrow actives SPEED SHOT, and attacks Commander Rogers from 7 spaces away. Rogers get 1 auto shield for, P.E.S. 1 skull to 2 shields. Green Arrow rolls a 4 for TRICK SHOT. 2 skulls to 1 shield. The second Agent has been destroyed.Nick Fury activates DIRECTOR OF S.H.I.E.L.D., Commander Rogers moves 5 spaces adjacent to not Green Arrow, and Merlyn. Rogers attacks both of them with TRAINED TO PERFECTION. Rogers also gets an auto skull. First Merlyn. 3 skulls to 0 shields. -3 Merlyn, He has been destroyed. The last S.H.I.E.L.D. Agent moves 3 spaces onto the 3rd level sand, and attacks Green Arrow from 4 spaces away with Height. 4 skulls to 1 shield. -3 Green Arrow, He has 1 Life Left.Batman moves 6 spaces onto the 2nd level grass adjacent to Widow, and attack. Widow has Height and gets 1 auto shield from CLOSE COMBAT EXPERT. 3 skulls to 2 shields. -1 Black Widow, She has 3 Life Left. Robin as activated and moves 5 spaces adjacent to Batman, and Black Widow. Robin attacks Widow, Widow has Height. Before attacking since Robin is a sidekick it activates Red Arrows SPEED SHOT. Roy attacks Nick Fury with Height. 4 skulls to 0 shields. -4 Nick Fury, He has 1 Life Left. Robin attacks Black Widow, She gets 1 auto shield for CLOSE COMBAT EXPERT.. 2 skulls to 2 shields.Black Widow attacks Batman. She has Height, and gets 1 auto skull from CLOSE COMBAT EXPERT. 3 skulls were rolled, but Batman successfully rolled a 16 activating EVASIVE STRIKE 15. -1 Black Widow, She has 2 Life Left. Canary moves 6 spaces adjacent to Green Arrow and Commander Rogers. Canary rolls 3 skulls activating FISTS OF FURY. Rogers gets 1 auto shield. 3 skulls to 1 shield. Second attack. 1 skull to 2 shields. -2 Rogers, He has 3 Life Left. Canary activates CUPIDS ARROW, Green Arrow attacks an adjacent Commander Rogers. 3 skulls to 2 shields. -1 Rogers, He has 2 Life Left. ROUND FIVE:20 to 4 Vigilante's/Archers.
Hawkeye moves 4 spaces adjacent to Red Arrow. Before Hawkeye attacks Commander Rogers, Red Arrows SPEED SHOT is activated. Red Arrow attacks Nick Fury from 6 spaces away, with Height. 2 skulls to 2 shields. Hawkeye attacks Rogers with Height from 5 spaces away. Rogers gets 1 auto shield from P.E.S. 5 skulls to 3 shields. -2 Commander Rogers has been destroyed.The 1st O.M. was on Commander Rogers, He was destroyed the pervious turn. Black Canary moves 5 spaces adjacent to the last S.H.I.E.L.D. Agent, the Agent has Height. Canary attacks 3 skulls activating FISTS OF FURY. 3 skulls to 1 shield. S.H.I.E.L.D. Agent squad has been destroyed. Black Widow attacks Batman with Height, and CLOSE COMBAT EXPERT. 4 skulls, but Batman avoids the hit rolling a 18 for EVASIVE STRIKE 15. -1 Black Widow, She has 1 Life Left. Batman moves 3 spaces into the water outside of the Sacred Shrine. Batman attacks Fury with BATARANG SPECIAL ATTACK Fury has Height activating ADAPTIVE CAMOUFLAGE. 3 skulls to 2 shields. -1 Fury. He has been destroyed. Batman also attacks Widow, she has Height, and 1 auto shield from CLOSE COMBAT EXPERT. 2 skulls to 2 shields. Robin uses BAT GRAPPLE 3 moving 3 spaces just outside of the Sacred Shine, and adjacent to Batman. Robin attacks Widow from 2 spaces away, She has Height. 3 skulls to 1 shield. -2 Black Widow, She has been destroyed. Mystique moves 6 spaces adjacent to Black Canary, and attacks, Canary has Height. 2 skulls to 1 shield. -1 Canary, She has 1 Life Left. Ant-Man reveal the X O.M. and actives the Time Stone also He actives a Swarm of Fire Ants with AMATEUR INSECT CONTROL. the Fire Ants move 4 spaces adjacent to Ant-Man. Ant-Man moves 5 spaces onto the 4th level grass at the end of the Sacred Shrine. ROUND SIX:1 to 15 Vigilante's/Archers.
Hawkeye carries Red Arrow 5 spaces into the road of the Sacred Shrine. No one is in line of sight to attack,Mystique moves 2 spaces and now has Height on Canary, She attacks from 2 spaces away 5 skulls to 3 shields. -2 Black Canary, She has been Destroyed.Hawkeye still is carrying Roy, the two on them move 4 spaces onto the second level grass, Hawkeye is adjacent to a Swarm of Fire Ants. Before Hawkeye attacks, Red Arrows SPEED SHOT attacks another Swarm of Fire Ants 4 spaces away, Roy has Height. 4 skulls to 0 shields. The first of three Swarms have been destroyed. Hawkeye attacks the 2nd Swarm with Height. 3 skulls to 0 shields. The second Swarm has been destroyed.Mystique attacks Green Arrow from 5 spaces away, with Height. 4 skulls to 1 shield. -3 Green Arrow, He has been destroyed. Ant-Man reveals the X O.M. activating the Time Gem. Ant-Man activates His last Swarm of Fire Ants with AMATEUR INSECT CONTROL. The Fire Ants move 4 spaces adjacent to both Hawkeye, and Red Arrow. The Fire Ants attack Hawkeye with POISON STING. It is successful the Ants rolled a 16. -1 Hawkeye, and the Glyph of Experimental Medicine was moved 3 spaces. The Ants are not successful with their second try. Ant-Man moves 5 spaces onto the 3rd level grass adjacent to Hawkeye, with Height. 3 skulls to 1 shield. -2 Hawkeye, He has 1 Life Left. Black Canary was the 3rd O.M. she died the previous turn.[/COLOR]Dugan moves 4 spaces onto the 2nd level grass, and attacks Hawkeye from 3 spaces away. 2 skulls to 3 shields. ROUND SEVEN:4-9 Agents.
Dugan moves 1 space onto the [U]Glyph of Experimental Medicine also Dugan attacks Hawkeye with Height from 3 spaces away. 3 skulls to 5 shields. Ant-Man reveals the X O.M. activating the Time Stone. Ant-Man activates the last Swarm of Fire Ants with AMATEUR INSECT CONTROL. The Swarm of Ants move 2 spaces onto the the first level grass adjacent to Ant-Man and Hawkeye. Poison Sting was unsuccessful to Hawkeye. Ant-Man attacks Hawkeye with Height. 2 skulls to 4 shields. Before Hawkeye attacks the Fire Ants with Height Red Arrows SPEED SHOT is activated Red attacks an adjacent Ant-Man, Ant-Man has Height. 3 skulls were rolled, but Ant-Man rolled a 9 for VANISH 6. He moves 4 spaces adjacent to Dugan. Hawkeyes attack 4 skulls to 1 shield. The last Swarm of Fire Ants has been destroyed. Dugan rolls a 4 for EXPERIMENTAL MEDICINE He is destroyed, along with the Glyph.Batman Bat-Grapples 3 spaces onto the Glyph of Temporal Displacement Batman chooses Robin, and places Him adjacent to Sharon Carter, with Height. Robin activates VIGILANTE SIDEKICK and attacks an adjacent Sharon Carter with Height, removing Sharon's COVERT OPERATIONS MARKER. 3 skulls to 1 shield. -2 Sharon Carter, She has 2 Life Left.[/COLOR] Mystique moves 6 spaces behind a pillar outside of the Sacred Shrine, and attacks Batman from 7 spaces away. 3 skulls to 2 shields. -1 Batman, He has 3 life left. Alfred uses REMOTE FIELD EXTRACTION on Batman, giving Him +1 life, and moving adjacent to Alfred. Alfred does not move, and still takes cover in the inside of the Long Ruin. ROUND EIGHT:15-15 10-11 Vigilante's/Archers.
Hawkeye is still carrying Red Arrow, and they move 4 spaces onto the fourth level grass. Hawkeye is adjacent to Ant-Man, and has Height. 3 skulls. Ant-Man's Vanish 6 was successful.(1 Eric moves 4 spaces into the Road of the Sacred Shrine. Sharon Carter moves 3 spaces onto the 3rd level road in the center of the Shrine, She attacks Robin from 2 spaces away with Height, and has DOUBLE ATTACK. 3 skulls to 0 shields. 2 skulls to 1 shield. -4 Robin, He has been destroyed.Batman moves 5 spaces onto the 2nd level grass, and attacks Mystique with BATARANG SPECIAL ATTACK from 4 spaces away. 2 skulls to 0 shields. -2 Mystique, She has 3 life left. Mystique moves 1 space onto the 3rd level grass outside of the shrine, and attacks Batman with Height from 5 spaces away. 3 skull, but Batman's EVASIVE STRIKE 15 was successful(1 -1 Mystique, she has 2 life left. Ant-Man reveals the X O.M. And activates the Time Gem. Ant-Man moves 4 spaces adjacent to Hawkeye, Hawkeye has Height. Eric attacks 3 skulls to 2 shields. -1 to Hawkeye, He has been destroyed.Alfred moves 5 spaces adjacent to Batman. Mystique moves 5 spaces onto the 3rd level sand, and attacks Alfred from 2 spaces away with Height. 3 skulls to 0 shields. -3 Alfred, He has been destroyed. ROUND NINE:16-9 Agents.
Sharon Carter moves 3 spaces into the water outside of the Sacred Shrine. Ant-Man reveals the X O.M. activating the Time Gem. Ant-Man moves 2 spaces onto the 4th level grass, and attacks an adjacent Red Arrow with Height. 2 skulls to 1 shield. -1 Red Arrow, He has 3 life left. Red Arrow attacks an adjacent Ant-Man who has Height. 3 skulls to 0 shields. Ant-Man's Vanish 6 was unsuccessful.(3) He has been destroyed along with the Time Gem. Mystique moves back 3 spaces, and attacks Batman with Height from 4 spaces away. 3 skulls, but Batman's EVASIVE STRIKE 15 was successful.(19) -1 Mystique, She has 1 life left.Batman moves 3 spaces adjacent to Mystique activating ENGAGEMENT STRIKE 13. She rolls a 20 -1 Batman, He has 3 life left. Batman attacks Mystique 4 skulls to 2 shields. -2 Mystique, She has been destroyed. Mystique was destroyed the pervious turn. Batman moves 2 spaces adjacent to Sharon Carter with Height, He attacks. 4 skulls to 2 shields. -2 Sharon Carter, She has been destroyed.VIGILANTE'S/ARCHERS WIN IN THE LATE NINTH ROUND. Winning team life summery, Red Arrow 1 wound, and Batman, also 1 wound.
Spoiler Alert!
PLAYTEST #2 BATTLE SUMMERY: Even though I used Rogers less in this match, I felt I had more fun with Him this time around He went down in the fifth round,but dealt His share of hits before He was destroyed. I used Commander Rogers S.A. Trained to Perfection, and Photonic Energy Shield a lot. The other times I've played with Commander Rogers, I never was able to have multiple adjacent targets for TTP, this time I did, and it was a lot of fun. As I've said in the fist playtest, at first I thought Commander Rogers point value was to high, but when played with correctly, He's worth every last point.
Last edited by Midgieboy3; January 16th, 2015 at 02:59 PM.
I'm against using parentheses in powers. I don't think that's something that was ever done in official Heroscape.
There are 14 Hasbro cards that use parentheses.
I'm not saying that they have to be used here, but in general ... in those cases where parentheses would be the best way to make something both clear and readable, why prohibit them?
I once had a boss who was always against semicolons (not sure why), but after a while he was able to appreciate how sometimes they were just the best tool for the job, like most other punctuation symbols. (Once in a while, they were pretty much the only way to make a game text fit on one of our cards and still remain clear; otherwise we would have had to reduce the font size below our minimum standard.)
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I really have no strong preference one way or another, but parenthesis would certainly help in several cases with the wording of powers. There's just certain occasions that call for explanation or specifying something, that end up leading to confusion, that could possibly be avoided with parenthesis.
@Midgieboy3
, thanks for the tests! As I mentioned before, if you are worried about your tests being too long, you could easily shorten it. We don't really need every power mentioned by name when it is used, especially when the tested unit is not being used. Here's a stab at shortening the first two rounds of your second game:
Quote:
Originally Posted by Midgieboy3
Spoiler Alert!
Fury's Drop Team is Mystique, Black Widow, and Sharon Carter. They do not drop before the first round. ROUND ONE:Agents win Initiative.
Ant-Man moves out, using the Killer Bee for a boost, and grabs the glyph of Time Gem.Hawkeye moves with Red Arrow.Dugan moves up.Hawkeye moves up into the Shrine with Red Arrow, attacks Ant-Man, who Vanishes.Commander Rogers moves out.Merlyn moves up and attacks Dum Dum, dealing him two wounds. Red Arrow kills theKiller Bee. ROUND TWO:Fury and his team make the Drop.Vigilantes/Archers win Initiative.
Red Arrow picks up the glyph of Experimental Medicine and attacks Black Widow, but does no damage. Nick Fury moves up on to the Glyph of Temporal Displacement, moves Mystique adjacent to Red Arrow and Hawkeye. Fury then attacks Hawkeye, but does no damage. Shield Agents move up. Ant-Man uses the Time Gem to move up. Merlyn attacks Dugan again and deals another wound.Widow attacks Black Canary, but her attack was unsuccessful.Hawkeye moves Red Arrow back to their Base and attacks Widow, dealing 1 wound.Commander Rogers moves onto the road, and attacks Merlyn, dealing 1 wound.
It's probably still more than I would include in my tests, but it's a lot easier to read, while still including plenty of information.
Quote:
Originally Posted by Just_a_Bill
I'm not saying that they have to be used here, but in general ... in those cases where parentheses would be the best way to make something both clear and readable, why prohibit them?
I'm not against them, per se (I use parentheses a lot in my own writing), but we try to stick as close as possible to the way the original cards were written. I was not aware that parentheses were ever used in Classic. Do you mind pointing me to a few examples?
".... the Cambridge ladies do not care, above
Cambridge if sometimes in its box of
sky lavender and cornerless, the
moon rattles like a fragment of angry candy"