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C3V Public Playtesting Forum for discussion of C3V public playtests. Only C3V members can create new threads, but all others can post to those threads.


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  #1  
Old August 10th, 2019, 03:42 PM
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Corvor the Tainted One Public Playtesting



The figure used for this unit are Pathfinder figures. The names of the figure used is Leukodaemon


Text version of the card
Spoiler Alert!

Last edited by superfrog; August 10th, 2019 at 05:25 PM.
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Old August 13th, 2019, 02:44 PM
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Re: Corvor the Tainted One Public Playtesting

Very fun. I recommend taking this guy for a ride if you get the chance (I don't think he gives out rides like a pony though. I don't think the saddle would hold up to the Corruption)

420 points

Map: Trouble Lurked Beneathe
Glyphs: Kelda, Dagmar

superfrog: Heavy Gruts x3, Grimnak, ???????, Marcu Esenwein
kevindola: Acolytes x5, Corvor


Which units survived?
Corvor (2 life)
4 Acolytes


Very much a slow roll battle of Acolytes and Heavies and Grimnak (??????? made an appearance somewhere in the 2nd roundish doing the usual shenanigans). An acolyte would pick and choose when to make an attack and we traded units in that way for a time.

When the board state was how I liked it, I summoned Corvor and he was monstrous at being able to clear away the eastern part of the board of Heavies (while Grimnak was on the other side of the board by Kelda)

The acolytes hung back somewhat content to let Corvor do most of the heavy fighting, especially with Chomp in play, but a few charged into the SZ to attack Marcu.

Corvor had poor defense (3/16 to take 5 wounds in first 8 attacks), but dreadful pccrescccencccce is very good (superfrog's preferred spelling on the final card). And once the Heavies were gone (which cost me 2 acolytes to avatar of corruption), I disengaged (miss) from Grimnak to get height and Grimnaks 1v4 did not yield result. Grimnak took Kelda, then whiffed a 5 skull attack from Corvor.

While Corvor was finishing off Grimnak, the Acolytes finished off ??????, and Marcu (losing 1 to Marcu when he woke up)


How useful were playtesting units' powers and how often did they come into play?

-Corruption hit 4 times out of 16 against the enemy
-Corruption was 2/2 (of course it was) against my own Acolytes
-Normal attacks killed 5 Heavy Gruts, and 8 wounds on Grimnak (yes 8 )
-Dreadful Presence affected ~10 attacks


Any additional comments (theme, balance, fun factor with and against)?

This fella can pump out some damage and last, and this was actually a pretty poor Corruption showing (against enemy troops). The 5 attack really helps him keep the wounds coming as he killed a Heavy Grut every time he attacked which really made up for the low Corruption rolls.
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Old August 18th, 2019, 12:41 AM
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Re: Corvor the Tainted One Public Playtesting

Crossposting this here in case one unit goes away while the other stays. This post is mostly a reference for other playtesers of Corvus at this point then.


Spoiler Alert!

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Old August 25th, 2019, 05:58 PM
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Re: Corvor the Tainted One Public Playtesting

Copying this over from the Acolytes of Vorganund thread:

Spoiler Alert!

The beatings will continue until morale improves!

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Old August 25th, 2019, 11:19 PM
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Re: Corvor the Tainted One Public Playtesting

Map: Stalwart, by Dignan. Two glyphs of Valda and two glyphs of Wannok.

Army 1: Acolytes of Vorganund x2, Corvor, Cathar Spearmen x2, Count Raymond (510 points)
Army 2: Knights of Weston x3, Sir Gilbert, Alastair MacDirk, Raelin (505 points)

Led with the Acolytes, speedified by Count Raymond. As the Knights were setting up to go up on the road, the Acolytes actually grabbed both of the movement glyphs. At the end of the round, I summoned Corvor (with 8 move!) and flew him into the thick of things. Corvor was surrounded and went down pretty quickly: Alastair gave him a beat-down and the Knights were strong enough boosted by Gilbert. It must be noted that Corvor had pretty crappy luck here. The activation he failed to wound Raelin with his attack. The second activation he was on fire, killing 2 Westons and wounding all the heroes with his corruption. And then on the third activation, the three attacking Acolytes AND Corvor all whiffed on their attack rolls (fortunately Corvor got a corruption wound on Raelin). After that they were all pretty much dead.

The knights rolled up onto the road and were met by the Cathars. They exchanged blows for a little, things were pretty even, eventually it came down to Count Raymond versus a heavily wounded Gilbert, a knight, and Raelin. Raymond tore through the knights but Raelin grabbed a perch and managed to hold out with just 1 life.

Corvor was summoned at the end of round 1. Dark Pact was used 3 times and the first use ended in a die roll and a dead cultist. Avatar of Corruption was pretty hot during one turn (it went 3/6) and ended up going 4/10, which isn't a bad ratio. Dreadful Presence kicked in plenty, and was decent for keeping the damage down against 5 attacks a turn, but ultimately 5 attacks a turn is going to go through 3 defense pretty quick, even if some of the rolls were just 2 dice. The cultists were really fast this game, between all the road, the smaller map, the movement glyphs, and Raymond's boost. However, they had fairly atrocious attack rolls, though to be fair, Raelin backed knights are awfully stout. Although it didn't do a ton of damage, the Corvor bomb was super disrupting, and gave the Cathars plenty of time to gain control of the board and almost beat a larger, stouter force of knights.

The beatings will continue until morale improves!

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Old August 26th, 2019, 11:41 PM
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Re: Corvor the Tainted One Public Playtesting

Point Total:475
Map: Wyrmwalk by Panopticon
Glyphs: 4 Treasure Glyphs (only 1 got revealed which was bracers of teleportation)

Player 1 - Army: Superfrog's army of 12th x4, Cutters x3, Eltahale
Player 2 - Army: Heroscaper's army of Acolytes x4, Corvor, Skull Demon, Siiv

Which units survived? 2 Acolytes, Corvor with 2 wounds and a full health Siiv


General Battle Report/Flow of game (be as detailed or general as you like)
I slowrolled the Acolytes across the board, summoning the skull demon about halfway. The 12th started to cut them down with hot rolls along with a cutter screen. The skull demon discovered a treasure glyph of bracers of teleportation and the acolytes and the demon slowly started to cut down the numbers of riflemen and some cutters. Corvor was summoned a little bit towards the start zone when i was getting concerned about the acolytes numbers. The little skull demon that could though carried the army, cutting through riflemen and teleporting to Eltahale and laying the smack down while tanking hits. The acolytes just kept slowly coming and bringing the lord corvor in slowly who rolled exceptionally well on corruption against the enemy (I think missing 5 out of 12 rolls on the squaddies). In the end, corvor swooped in to pick off the scattered units.

How useful were playtesting units' powers and how often did they come into play?
Corruption was used a lot (12 rolls over the game and he hit about 7 of them on the opponent, and was helpful in picking off squaddies). Flying was used to kinda supplement his low movement and his aura helped him by making it so less damage was taken from the cutters and 12th.
Any additional comments (theme, balance, fun factor with and against)?
Corvor oozes (heh) theme of a corrupting figure much like the horseman of pesitlence, slowly crossing the battlefield toward you, descaying all he touches. He was very fun to play with and while he can pack a punch, he will die rapidly to range (due to his low speed, aura being 2 spaces so avoidable, and low defense). I really liked playing him.

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Old September 1st, 2019, 12:37 AM
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Summoning Sickness

Point Total
Map: Wyrmwalk
Glyphs: 4 Treasure (Talisman of Defense and Scarab of Invulnerability found)

Dysole - Army: Acolytes x4, Corvor, Van Nessing
Flash19 - Army: Romans x3, Marcus, 12th x3

Which units survived? Van Nessing with a single life


General Battle Report/Flow of game (be as detailed or general as you like)

In the early going (and due to me not fully grasping the changes to the 12th), Flash managed to take out a number of Acolytes despite them rolling 5 defense a lot of the time. This allowed Corvor to be deployed much more slowly than originally intended, but he managed to find the Talisman of Defense in his first turn. So like a boss (FF boss to be specific), he started trying to wipe out the army while Romans fought the Acolytes. I attempted to eliminate as many 12th as I could (killed 3 of them because their dice were ridiculously good). Once Corvor fell (1 wound from lava, 1 wound from a double disengage, and the remainder from some poor defense combined with high skull rolls) and there were only about 3 acolytes remaining, there were only 3 Romans, 3 12th and a full health Marcus left. Marcus found Scarab and Acolytes managed to kill a Roman. Van Nessing then hopped in and managed to take out 2 12th and then nearly manged to take out all the Romans with the four turns a round which would have cost Flash a turn in the round. He managed to be brought down to 1 life by a combination of Marcus attacking up and some attacks from a 12th. He did manage to put a lot of damage on Marcus even with the scarab. The 12th moved onto lava and he blocked both attacks, but Marcus took a wound and then died a turn later with the 12th succumbing to lava.

How useful were playtesting units' powers and how often did they come into play? Corvor's flight, defense reduction, high life, and corruption aura allowed me to make sure that I was always in a good position or at least a not bad one. Corruption aura coming before moving especially allowed me to potentially waste the one squaddie that was adjacent to me at least once and then move elsewhere for more appetizing prey. From what I can see corruption was 3/13 but the 5 attack killed something almost every turn. Getting Talisman meant I felt I could be in riskier positioning since he was much, much harder to kill. Seriously, this guy getting any defensive boosts hurts to play against.


Any additional comments (theme, balance, fun factor with and against)? As I said, Corvor loves defense boosts and he is an absolute nightmare to take down. Perfectly good on theme, but might be a bit too difficult to kill for his price.

~Dysole, not sure if she should put something up about the 12th

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Old September 3rd, 2019, 01:06 PM
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Re: Corvor the Tainted One Public Playtesting

In my game vs vegie on Wyrmwalk, Corvor was potent and somewhat frustrating for my army of low attack score figures (I took an army that could somewhat account for this, either from attack bonuses, special attacks, or ranged height). His respectable life of 7 also had a hand in making attacking him feel fruitless.

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Old September 5th, 2019, 08:16 PM
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Re: Corvor the Tainted One Public Playtesting

FLASH_19 VS SUPERFROG
Point Total 475 Point armies
Map: Corridor by Cleon
Glyphs: Dagmar and Ulvania
Treasure Glyphs:[/b] Heroic Rune, Scarab of Invulnerability, Talisman of Defense, Bracers of Teleportation OR Giant Hunter Stone

Flash_19’s Army: Acolytes of Vorganund x4, Corvor the Tainted One, Van Nessing
Superfrogs’s Army: 12 Caucusus Rifles x4, Goblin Cutters x3, Eltahale

Which units survived?
Van Nessing (3 life).

General Battle Report/Flow of game (be as detailed or general as you like)
Superfrog led with Cutters to clog up the board, while I started bringing in the Acolytes. Acolytes were consistently killing Cutters, and I was typically able to hit a couple each turn. On Order Marker 3 of round one, I brought in Corvor and attempted to bring him along the side towards superfrog’s startzone. Corvor managed to barely kill a Cutter to finish off the first round. I won initiative next round and brought Corvor in closer while killing off a couple cutters. Unfortunately, Corvor wasn’t able to get next to an enemy figure to inflict a wound (though superfrog had a tempting cutter taking Ulvania, I decided to beeline it for his startzone to try and take out as many figures as possible), so I had to destroy an acolyte. Superfrog brought Eltahale in to lay the smackdown on Corvor, and with a buffed attack, she was able to take Corvor down on the first order marker of Round 3. Corvor did very little to fight back, but managed to put a few wounds on Eltahale, and managed to kill one 12th and one acolyte with Corruption before going down. From that point, Acolytes came in solo to attack Eltahale and 12th, though some were still held up by the last few cutters on the board. Eventually, the Acolytes were taken out, but they had managed to kill everything except one cutter, and about five 12th. Van Nessing came out firing to clean up the rest of the 12th/the lone cutter, and was able to block a lot of attacks while consistently taking out a figure with each attack. The game ended with Van Nessing at 3 lives left.

How useful were playtesting units' powers and how often did they come into play?
Killed one cutter and put 3 wounds on Eltahale with his normal attack. He was able to kill one 12th, but also one acolyte with Avatar of Corruption. The number of “successful” rolls (including against the acolyte) was 2/9. All in all, he did about 112 points worth of damage to superfrog’s army. Superfrog lost a total of 5 dice on attacks made on Corvor.

Any additional comments (theme, balance, fun factor with and against)?
Corvor wasn’t around for very long, though even considering how fast he went down, he still did a decent amount of damage, and probably filled his points in the sense of allowing Acolytes to move through the board clearing out figures while superfrog was trying to take him down. I think Corvor was key in helping the Acolytes do as much damage as they did in this game. 4 move is a very good thing considering his other powers. The limitation on Avatar of Corruption feels right (rolling for every figure instead of just enemy ones) considering how destructive it could possibly be.

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Last edited by Flash_19; September 15th, 2019 at 12:30 AM.
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Old September 12th, 2019, 04:23 PM
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Re: Corvor the Tainted One Public Playtesting

Copy pasting from the acolytes page: Point Total:475
Map: Grounds of Ashra
Glyphs: Dagmar & Xipta

Player 1 - Army: Dok's army of Acolytes x3, Corvor, Skull demon x2, drow chainfighter
Player 2 - Army: Heroscaper's army of Acolytes x4, Corvor, Skull Demon, Siiv

Which units survived? 2/3 Skull Demon, Drow Chainfighter


General Battle Report/Flow of game (be as detailed or general as you like)
Much like the last time, I slowrolled the acolytes out going for glyphs, Dok got control of Xipta (which activated twice) and I went for dagmar (which I think did nothing for me that game). We clashed for a bit with both of us summoning Corvor who went and wailed on each other for a bit with my corvor eventually raining supreme (although his did take out my siiv and a few cultists). Our skullies were summoned with my corvor taking 2 health off of one skull demon before he went down. My last skull demon engaged, took out a full health enemy skull demon, and tried to kill the weakened one. He was blocked and then whiffed on defense dice and died. Not that I'm bitter or anything about that deciding the game.

How useful were playtesting units' powers and how often did they come into play?
Dreadful presence (once we remembered it halfway through the game), did help his survivability
Corruption for my Corvor wasnt as hot as Dok's (kinda good though since my corvor and cultists were wailing on his in my start zone)
Any additional comments (theme, balance, fun factor with and against)?
Corvor feels awesome to play, much like a horseman of death. He went to town on the enemy, but eventually did fall to a lowly skull demon, but not before he wrecked face over a good portion of the enemy (and the other corvor).

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Old September 16th, 2019, 11:47 PM
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Re: Corvor the Tainted One Public Playtesting

FLASH_19 VS TAEBLEWALKER
Point Total 475 Point armies
Map: Grounds of Ashra
Glyphs: Dagmar & Xipta

Flash_19’s Army: Acolytes of Vorganund x4, Corvor the Tainted One, Van Nessing
Taeblewalkers’s Army: Mohicans x3, Makwa Bowhunter x3, Brave Arrow, Raelin (SotM). Marcu

Which units survived?
Corvor the Tainted One (3 lives remaining)
Van Nessing (Full life)
Acolytes of Vorganund (8 squad figures remaining)
Marcu (2 lives remaining – Taeblewalker conceded)

General Battle Report/Flow of game (be as detailed or general as you like)
I led with the Acolytes while Taeblewalker brought out an archer, Brave arrow, and mohicans. Corvor came out pretty quickly in the game and was immediately swarmed by Mohicans and Brave Arrow. He held strong and took Brave arrow out while I slow rolled acolytes up, I moved a couple in close to Corvor so that I could get height attacks on units surrounding Corvor. Luckily, the couple figures I brought in didn’t fall to corruption, while I was able to fairly consistently take down Mohicans or Makwa Archers between corruption and Corvor’s normal attack. I did, however, lose 2 acolytes to turns where Corvor did not inflict a wound.
Corvor managed to finish off the units surrounding him, and headed towards taeblewalker’s start zone, while acolytes came along the sides and finished off a few lingering units. Corvor took a few hits, but managed to cut through Taeblewalkers start zone fairly effectively – killing squaddies with corruption while focusing attacks on Raelin. Once Raelin went down, so did everything else.

How useful were playtesting units' powers and how often did they come into play?
Corvor the Tainted One: Corvor successfully rolled for Corruption 7 out of 29 attempts. Corruption put 1 wound on Brave Arrow (~12 points), 1 wound on Raelin (24 points), one wound on Marcu (~3 points), and killed 2 mohicans (~47 points) and 2 Makwa Archers (50 points). With Corvor’s normal attacks he put 2 wounds on Brave Arrow (25 points), 4 wounds on Raelin (96 points), 3 wounds on Marcu (10 points), and he killed 1 Mohican ( ~23 points). All in all, using Corruption, Corvor did about 136 points worth of damage with Corruption, and 154 points worth of damage with his normal attack.

Any additional comments (theme, balance, fun factor with and against)?
Corvor: Corvor felt very much like a one man army this game. Granted, the Acolytes pulled their weight points wise, but Corvor was able to just do so much, it didn’t really feel like I had to utilize the Acolytes very much except to hold glyphs and pick off figures on the sides. With the already low attacks, the Mohicans really struggled to get anything going against Corvor – and a lot of that was also hindered by the fact that Corvor was on height. For low attack figures, Corvor seems very difficult to kill when he’s on height. I don’t believe this is a weakness of the design though, because of the Dark Pact power on the Acolytes card – opponents simply need to draw him off of height with the threat of him not getting any wounds on a figure and having to destroy an Acolyte. Clever design there.

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Old September 26th, 2019, 02:23 AM
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Re: Corvor the Tainted One Public Playtesting

Point Total:475
Map: Valledon Fortress
Glyphs: Valda & Wannok

Player 1 - Army: 12th Caucasus Rifles x2, Shieldsmiths x3, Concan, Air Elemental
Player 2 - Army: Heroscaper's army of Acolytes x4, Corvor, Skull Demon, Siiv

Which units survived? Air Elemental, 3 12th Caucasus Rifles, 4 shieldsmiths


General Battle Report/Flow of game (be as detailed or general as you like)
So the dice gods hated the demons today. It started great with Corvor taking out things. Concan proved no problem going down to Avatar of Corruption and normal attacks. Corruption did two wounds (one on Concan, one on a dwarf) and the rest was normal attacks. The defense die were nonexistant though.

How useful were playtesting units' powers and how often did they come into play?
Corruption was pretty hot, with only a few rolls and it always working.
Any additional comments (theme, balance, fun factor with and against)?
So yeah I still see how powerful these guys are and I know you guys have a finger on that pulse, dunno how effective it would be with changes I can see (d20 for summoning, etc). They are still really fun though (even when the dice gods hate them), and they're dripping with theme.

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"They are too numerous to fight. What shall we do?" "Fight anyway."

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