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C3G Legacy Library This 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. |
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#85
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Re: The Book of Small House (Playtesting)
Exactly.
I believe that is even stated in the rules. So we will never have the Selene issue with skyscrapers and most every building we create in the future. I really only see the Plasticville buildings as DOs. I do not see a problem with the Small House being a DO. My thoughts on it are the same as japes described. A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey Last edited by Tornado; January 8th, 2017 at 03:38 PM. |
#86
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Re: The Book of Small House (Playtesting)
What if we updated her power to only effect non-huge DO's, then made the building Huge?
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#87
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Re: The Book of Small House (Playtesting)
That would work. My hope was to avoid altering Selene's card but that would give us a little more flexibility.
A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
#88
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Re: The Book of Small House (Playtesting)
I think that's a good idea.
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#89
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Re: The Book of Small House (Playtesting)
Selene's card should probably just be updated. It's already kind of ridiculous. Making the house terrain solves the issue with her, but then it kinds into weird bits like Intangibility figures not being able to move through it.
".... 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" |
#90
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Re: The Book of Small House (Playtesting)
Just call it a S.H.I.E.L.D. safehouse, and include a line in the bio about it being so well guarded that not even Vision could get in.
life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG! |
#91
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Re: The Book of Small House (Playtesting)
HA!
Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#92
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Re: The Book of Small House (Playtesting)
Was looking at maybe running some more tests with the houses today using the basic rules and think we need to determine exactly which hexes count for the exit/entrance hex fast move through the house at a cost of 4 move. Depending on which ones are selected I may lobby for a 3 move cost as the house really isn't all that big.
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#93
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Re: The Book of Small House (Playtesting)
If you look at the base map, it does take 4 move to go from one exit to another.
The front door certainly has three entrances as it is a half hex. The back door has a single entrance. The side door is slightly debatable but I would call for two entrances there. I used them for Ivy and thought they worked fine. My biggest question is what kind of terrain is the base map? Concrete? Also I think you should be able to fly over the Small House so the base map should definitely have the hexes marked in(which it currently does). The base map will need to have all the Entrances marked, the current map will need a hex added in front of the front door. I will get those tests posted soon. A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
#94
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Re: The Book of Small House (Playtesting)
TERRAIN PLAYTEST: SMALL HOUSE
Size: The Small House is an enclosed structure. The Small House, allows Tiny, Small, Medium, and Large figures, up to Height 7, to travel through it, from one Exit to another at a cost of 4 Move. Entering and Exiting Enclosed Structures (Buildings) If an enclosed structure features more than one Exit space, figures may use these to travel through the enclosed structures. Any Tiny, Small, Medium, or Large figure up to Height 7 that is occupying an Exit space may move to any empty, non-adjacent Exit space (or spaces, for double based figures) on or adjacent to the same enclosed structure, as long as moving into the second Exit space constitutes a legal move (i.e. if it is not occupied by an enemy figure, or by a friendly figure that is engaged). Moving from one Exit space to a non-adjacent Exit space requires 4 spaces of movement for most one or two story Buildings, but each Enclose Structure will specify the number of spaces required to move through it in its Book. Figures do not need to start their turn on an Exit space in order to travel through an enclosed structure this way. They only need to move into an Exit space with enough spaces remaining in their movement for that turn. If they do not have enough spaces remaining when they move into an Exit space, they cannot travel to a non-adjacent Exit space this turn. Figures do not automatically stop when they move into Exit spaces and can continue moving after traveling between Exit spaces with any remaining movement available. All normal engagement rules apply for figures moving out of Exit spaces. In this way, moving from one Exit space to another is similar to figure placement rules, but with an associated static movement cost. Unit types positively affected: Ranged units are able to fire through the Small House with the proper angle. Unit types negatively affected: Range 1. Huge figures and Size 8 or larger must Move around the Small House instead of using the Exits. Key areas on the Map: Between the windows on the side with no doors. This is the best hiding spot! Army Test Map: Two cabins set in a jungle forest. Units: Ivy(II){175}, King Pin{220}. Merlyn{160} & Bad Cops{55}{610 total} vs. Luke Cage, Spider-Man{250} & Tygra{610 total}. [spoiler](summary of the game). R1: Spidey swings around the front of a Small House while Luke Cage lumbers around the back, careful to maintain eye contact(LoS) through the windows and to stop on one of the few spaces not within 2 of a Tree. Merlyn takes high ground and unable to get a bead on Cage decides not to attack Spidey. King Pin strolls behind the closest Small House. Tygra moves through a House and emerges next to Cage who sprints across open ground to the side of the other House. Meryln moves and wounds Tygra from high ground. KP retreats from corner of a House. Merlyn destroys Tygra(3x2 skulls). KP waits. Spidey swings up to high ground near Merlyn and 3wounds Ivy(0shields). Cage engages KP and a Bad Cop, 2wounds KP. Ivy retreats to the back corner of her SZ and uses PA12 Spidey[3] & LC[13], and heals via Toxic Love[18]. KP wounds LC. R2: Spidey swings down and misses KP. LC wounds KP. Merlyn wounds LC. KP wounds LC. Spidey misses KP. LC wounds KP. Ivy destroys LC with PA12[15] and heals with Toxic Love[12]. KP misses Spidey who hides from Meryln behind a House and destroys KP. Ivy is lifted in via Mother Nature[+2 spaces] and pursues Spidey, and heals to full with Toxic Love[12]. R3: Spidey swings in and wounds Ivy(1shield), Ivy misses Spidey with TL[9]. Spidey misses Ivy(1shield). Ivy misses Spidey with TL[11]. Spidey wounds Ivy(1shield). Ivy wounds Spidey, TL[18]. R4: Ivy misses Spidey, TL[6]. Spidey misses Ivy(1shield). Ivy misses Spidey, TL[2]. Spidey wounds Ivy(1shield). Ivy misses Spidey, TL[2]. Spidey wounds Ivy(1shield). R5: Ivy wounds Spidey, TL[20]. Spidey blanks. Merlyn misses Spisey who misses Ivy. Merlyn moves [MN+2], misses Spidey who destroys Ivy. R6: Spidey KOs BC. Merlyn 2wouns Spidey. Spidey KOs BC. Merlyn misses Spidey who misses. Merlyn KOs Spidey. Who won: Merlin (Full) ___________________________________________________________ Army Test Map: Two cabins set in a jungle forest. Units: Ivy(185), Floronic Man(135), Iron Man(150), Rocket Racoon(175), War Machine(270), Bucky(60) & Skrull Infiltrator(x3){995} vs. F4 [spoiler](summary of the game). R1: Reed and Sue move to the back of a House. RR takes a spot on high ground. HT joins Reed and Sue. Bucky moves behond a House, War Machine flies over to join him and wounds Reed. Thing joins the group. IM flies next to WM and moves Bucky to the front. R2: RR moves next to WM(the four figures are taking up key spaces that are not within two of a Tree) and 2wounds Reed. HT flies in and takes a wound from (ACG) and Supernova's; WM 3wounds, RR 2wounds, Bucky 2 wounds, IM 2wounds, Thing(wound from ACG) Clobbers Bucky(destroyed and replaced with a SI), Sue moves in and misses WM, Reed hangs back. War Machine wounds HT. Thing Cobbers IM(OM3, replaced with a SIeed waits. R3: Thing takes a swipe and Clobbers WM(replaced with last SI), Reed hangs back. FM engages Thing, grows a Tree and uses PA12; wounds Thing(16) and Sue(20), misses HT(7). Thing misses FM, Reed wounds FM. Ivy moves in with a little help from Mother Nature(+2) and uses (PA12); wounds Sue(16), misses Thing(6) and HT(2). Thing 4wounds FM. Ivy engages Reed, (PA12); wounds Sue(20), misses Thing(8) and HT(5), and wounds Reed with Toxic Love(12). R4: Thing KOs FM. Ivy (PA12); 3 misses(10,6,3), (TL); KOs Reed(13). Thing takes a swipe and 3wounds Ivy(1shield). Ivy (PA12); 3 misses(8,10,11), (TL); missesThing(10). Thing KOs Ivy(1shield). RR takes a swipe and wounds HT and Sue, KOs two SI. R5: RR wounds HT, KOs Sue. Thing takes a swipe, KOs RR. Thing KOs SI. Who won: Thing 4/6, HT 3/6 no powers. FINAL THOUGHTS: [/B] Fun and they look cool on the map. They offer some strategy but nothing too crazy. My biggest questions right now are what are the hexes of the base map considered to be terrain-wise and can you fly over the Small House? Last edited by Tornado; April 20th, 2020 at 09:38 AM. |
#95
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Re: The Book of Small House (Playtesting)
Quote:
As for the second, it's considered terrain right now, right? So yeah, you can fly over it. You can't move through it with Intangibility units though. ".... 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" |
#96
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Re: The Book of Small House (Playtesting)
I think a decision has to be made as the terrain type of any given hex is important, even if we call it a 'generic' terrain with no bonuses. It certainly was a factor in my Ivy tests as the rest of the map was grass.
Flying over is cool we just need to make sure the hexes are on the base map(which they currently are). A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
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