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.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Re: The Book of Darkholders (Vote for Initial Playtesting)
Quote:
Originally Posted by Lord Pyre
Quote:
Originally Posted by Arch-vile
yea
I don't think any current Demons have a special attack, but should Demonic Collusion be limited to normal attacks?
Spawn does.
Etrigan does as well. I don't really think it will be that huge of an issue. Not really any different than if you had put an OM on the demon in question. You're just trading one attack phase for another with no easy way to get the cultists up into the fray outside of bringing someone like Martian Manhunter for a 300 point investment or making 3 or 4 of them Masters of Evil along with Nasty or something and using Nasty to pull Demons around. Just doesn't seem too practical.
Re: The Book of Darkholders (Vote for Initial Playtesting)
COMPETITIVE REVIEW BOARD CHECKLIST
Spoiler Alert!
Does the design disrupt opponent's Order Markers in a way that offers a net gain in turns taken with strong figures versus the turns your opponent can take with strong figures (Ozymandias, Joker (I), Meteorite)?No
Does the design offer auto-wounding that either doesn't require taking turns or is otherwise extremely efficient (War Machine, Jason Voorhees, Cosmic Cube)?
Not really. Requires an X, end of round to occur, and engagement.
Does the design immobilize figures or prevent turn-taking (Blob, Spider-Girl, Diablo, Green Lantern Alan)?
No
Does the design move opponent's figures in a way that's easy to pull off and can move figures multiple spaces in multiple directions (Graviton, Magneto, Vulture)?
No
Does the design allow for moving friendly figures without taking turns, or for moving 2+ friendly figures while still taking a turn (Martian Manhunter [I], Green Lantern John, Angel)?
No
Does the figure allow for two figures, one of them being a wide range of possible figures, to both attack on a single Order Marker (Zombie, Robot, Iron Patriot, Ms. Marvel, Rocket [II], Martian Manhunter [II], Nebula, Baby Groot, Havok)?
No
Does the design offer any sort of passive boost outside of a narrow set of figures (Star-Lord, Sage, Brainiac 5, Captain America, Batman [III])?
No
Does the design help keep your allies alive just by being nearby (Daring Decoy, Aaron Cash, Jocasta, Weather Wizard)?
No
Is it OK for the design to have defensive abilities that could make it essentially unkillable in some matchups or endgame situations (Cosmic Cube, Healing Factor, Master Martial Artist)?
No
If the figure has auto-destroy powers or powers that can force the opponent's figures to attack each other, are they balanced for strong opposing figures and/or boosts that can make the powers more reliable (Puppet Master, Psycho-Man, Enchantress)?
No
Is the figure likely to earn its value many times over by either running out alone at the start of a battle (pre-eval Crow, Solomon Grundy) or by sitting in the startzone until the end of a battle (Arnim Zola, Silk Spectre)?
Not really as you need at least 1 in the thick of things, probably more.
Will synergies in the design create concerns for future designs (Mad Thinker, pre-eval Enchantress, Star-Lord)?
I don't think so, maybe in regards to other Cultists having to take into account their use in Ritual Sacrifice or getting to trade their attack for that of a Unique or Common Demon.
Does the design combo particularly well with one of the design concerns above (Magma)?
No
CONSISTENCY CHECKLIST (SHORT FORM)
Spoiler Alert!
Consistency Concerns Name and Identity
Verify character is named in a way that is clear, accurate and feels consistent with the way other characters are named.
Check
Uniqueness and Type
Verify that the power text reflects the listed uniqueness and type, that the uniqueness fits the character, and that squad size is listed for squads.
Check
Left Box
If the character's species, class or personality is reused, verify that the character feels thematically consistent with other figures that have that species, class or personality. If they are not reused, verify that there is no pre-existing species, class or personality that would make more sense.
Check
Size and Height
Verify that the listed size and height are accurate. Standing the mini up next to a stack of tiles, and a few other minis of various sizes, is encouraged.
Will have to check after getting the mini in hand, unless someone already has it, but I'm assuming standard size.
Super Strength and Flying
Verify that these special powers are present if they make sense, and not if they don't.
Check
New Powers - Names
Verify that any new powers are not using power names identical to, or very similar to, pre-existing powers. Verify that any new powers are actually new and not old powers with new names.
Check
New Powers - Effects
Verify that the effect and timing of all new powers is clear. Verify that any logical immunities, benefits, or weaknesses (whether those be necessary for thematic or mechanical reasons) are implemented: consider whether defensive powers that work against normal attacks should also work against special attacks, whether or not a power has an elemental component that some figures should resist, and whether or not unliving figures (such as Undead and Androids) should be affected.
Check
Reused Powers
Verify that the design is reusing powers in place of creating new ones, where reused powers could implement the same theme and mechanics with no differences or only trivial differences. Verify that any reused powers have the correct text.
Check
Power Level
Verify that the character's movement, attack, range, and defense (in conjunction with any special powers that enhance those stats) feel consistent with the capabilities of characters with analogous powers and abilities. Verify that the character falls into a similar point range to characters with comparative powers and abilities.
Check
SPECIES = HUMAN
UNIQUENESS = UNCOMMON HERO
CLASS = CULTIST
PERSONALITY = MALICIOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 3
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 4
POINTS = 125?
DEMONIC COLLUSION
Instead of attacking normally with this Darkholder, you may make an immediate attack with any Common or Unique Demon you control within 5 clear sight spaces of a Cultist you control.
MAGICAL DEFENSE
When this Darkholder is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds this Darkholder can take for this attack is one.
RITUAL SACRIFICE
At the end of the round, you may reveal an "X" Order Marker on this card and choose a figure adjacent to a Darkholder you control. Roll X unblockable combat dice against the chosen figure, where X is equal to the number of Cultists adjacent to the chosen figure. You may place a figure destroyed by Ritual Sacrifice on the Army Card of a Hell Lord you control.
Army Test - Does it pass, Yes or No? Yes - What should be the unit's point value? 110-125? - Give a brief overview.This match seemed strongly in Team Ultron's favor. The Darkholders and N'garai lacked the early mobility of the other team but made up for it by summoning Dormammu quickly. After Dormammu fell the Darkholders made a strong go of it, some of it due to spells. A lot of it is the sheer damage potential they have. Thinking I wanna try them at 110 going forward to better align with the cost of the N'garai to kind of push them together and to compensate I think I'll drop their defense by 1 to 3.
Map: Bad Moon Rising
Units: 3xDarkholder, 11xN'garai, Dormammu, 3xTemperal Inversion Spells, Final Ruin, Condemn, Waking Nightmare (1,600) Vs Ultron, Jocasta, Nebula, 5xUltron Drones (1,600)
Spoiler Alert!
R1
Demons have initiative. In T1 an N'garai moves out, AND 2 dRONES MOVE OUT. In T2 an N'garai moved up, and Jocasta moved out. In T3 an N'garai moved out setting up the defensive line, and Ultron and a drone moved up. R2
Ultron has initiative. In T1 Nebula moved up, and an N'garai moved up. In T2 Ultron sent 2 Drones out but neither could break the N'garai's tough hides, and an N'garai moved up engaging both Drones giving a drone a wound (Dormammu heals awound). In T3 Ultron and a Drone move up and Ultron can't wound an N'garai, and a Darkholder moves up Colluding with an N'garai to attack Ultron but it can't wound him. A Darkholder Sacrificed an N'garai to Dormammu. R3
Demons have initiative. In T1 a Darkholder moved up and Colluded with a N'garai that failed to wound Ultoron, and 2 Drones moved up and Ultron takes out an N'garai (3wounds). In T2 a Darkholder takes even height with Ultron blasting Jocasta for a wound, and 2 Drones move up but can't wound an N'garai. In T3 a Darkholder Colludes with an N'garai who gives a Drone a wound, and 2 Drones move up taking out an N'garai (1 wound). A Darkholder fails to Sacrifice an N'garai to Dormammu. R4
Ultron has initiative. In T1 2 Drones move up but can't wound a Darkholder or an N'garai, and an N'garai breaks Formation running forward and falls to an LEA and Dormmamu appears engaged to Ultron. In T2 Ultron turns his Encephalo on Dormammu and would inflict a wound instead removes all his OMs, OM removed. In T3 2 Drones move up giving Dromammu a wound. R5
Ultron has Initiative. In T1 Ultron missed Dormmamu whith his Encephalo Ray and Nebula moved up, and a Darkholder Empowered by Dromammu took out a Drone. In T2 Ultron Missed Dormammu and Nebula moves up giving Dormammu a wound, and Dormammu missed Ultron taking a wound. In T3 Ultron gave Dormmamu a wound, and Dormammu takes out a Drone. R6
Demons have initiative. In T1 amn Empowered Darkolder (+3) misses Ultron taking a wound, and 2 Drones move up. In T2 Dormammu hits Ultron for 2 wounds, and Ultron gives Dormammu a wound. In T3 Dormammu hits Nebula for a wound, and Ultron misses Dormammu and Nebula Vengeful Strikes Dormmammu for a wound and then gives him another. R7
Demons have initiative.In T1 An Empowered Darkholder moves up blasting Ultron for a wound, and Ultron misses Dormammu and Nebula missed Dormammu. In T2 An Empowered Darkholder gives Nebula a wound, and Ultron gives Dormammu a wound. In T3 Dormamu casts Waking Nightmare forcing Ultron to disengage taking a wound and Nebule to disengage and moved up giving Nebula 3 wound, and Ultron flew back to height and Nebula moved in Vengefully striking Dormammu down (16+5). Nebula reveals the 'X' to heal. R8
Demons have initiative. In T1 a N'garai disengaged from a Drone and is destroyed, and Ultron sends 2 drones forward giving a Darkholder a wound. In T2 a N'garai engages 2 Drones taking 1 out and spawning one of it's brothers, and Ultron flies up amd fails to Encephalo a Darkholder and Nebula moves up Vengeful Striking the Darkholder down. In T3 a Ngarai whiffs, and Ultron has his Drones attack but they are ineffective. Nebula reveals the 'X' to heal. R9
Ultron has initiative. In T1 Ultron has his Drones attack but they cannot land a hit, and a Darkholder moves towards Jocasta. In T2 Ultron engages the SZ Darkholder giving it a wound, and a Darkholder takes height giving Jocasta 2 wounds. In T3 Ultron gives the SZ Darkholder another wound, and a Darkholder misses Jocasta. A Darkholder submits Ultron to a Ritual Sacrifice for a wound and Nebula heals. R10
Ultron has initiative. In T1 Ultron missed SZ Darkholder and Nebula advanced missing him too, and the Darkholder Colluded but the N'garai couldn't break Ultron's Adamantium Shell. In T2 Ultron had his Drones move and take out an N'Garia and Give a Darkholder a wound, and a Darkholder hides behind a Rock Outcrop and blasts away a drone from height. In T3 Ultron misses an N'garai and Nebula moves up and is Condemned by the SZ Darkholder and she takes out an N'Garai, and a Darkholder advances Colluding and an N'garai gives Ultron a wound and then Ultron takes another wound from it's Poisoned Claws. SZ Darkholder gives Ultron a wound as part of a Ritual Sacrifice and Nebula heals. R11
Demons have Initiative. In T1 a Darkholder Colludes but the N'garai can't wound Ultron, and Ultron misses an N'garai but Nebulea moves in taking it out. In T2 a Darkholder Colludes but the N'garai can't wound Nebula, and Ultron repositions taking out a N'garai. In T3 a Darkholder moves in blasting Nebula for 2 wounds and casting Final Ruin on her, and Ultron sends a Drone forward and he takes out a Darkholder. The Surviving Darkholder continues the Ritual Sacrifice of Ultron. R12
Demons have Initiaitve. In T1 an N'Garai moves in giving Ultron a wound, and Ultron sends a Drone to a defensive position and finishes off the last Darkholder. In T2 a N'garai moved into engagement with Ultron, and Ultron's blow glances off of the N'garai's Tough hide. In T3 OM on Darkholder, and Ultron takes out an N'garai. R13
Demons have initiative. In T1 an N'garai rakes Ultron with it's Claws for 1+1 wounds, and a near death Ultron takes out an N'garai. In T2 the last N'garai engages Ultron, and Ultron can't finish off the last N'garai. In T3 the last N'garai misses Ultron, and Ultron missed the last N'garai. R14
Ultron has initiative. In T1 both sides exchange unsuccessful blows. In T2 both sides exchange more unsuccessful blows. In T3 Ultron finishes off the last N'gari for the win. Who won and how many wounds did they have?Team Ultron won with Ultron bearing 12/13 wounds, Jocasta bearing 3/5 wounds, and 1xUltron Drone unwounded.
SPECIES = HUMAN
UNIQUENESS = UNCOMMON HERO
CLASS = CULTIST
PERSONALITY = MALICIOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 3
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = 110?
DEMONIC COLLUSION
Instead of attacking normally with this Darkholder, you may make an immediate attack with any Common or Unique Demon you control within 5 clear sight spaces of a Cultist you control.
MAGICAL DEFENSE
When this Darkholder is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds this Darkholder can take for this attack is one.
RITUAL SACRIFICE
At the end of the round, you may reveal an "X" Order Marker on this card and choose a figure adjacent to a Darkholder you control. Roll X unblockable combat dice against the chosen figure, where X is equal to the number of Cultists adjacent to the chosen figure. You may place a figure destroyed by Ritual Sacrifice on the Army Card of a Hell Lord you control.
Army Test - Does it pass, Yes or No? Yes - What should be the unit's point value? 110-120? - Give a brief overview.This match felt much more balanced. They were less survivable here but still vastly useful and pulled off a key Sacrifice taking out the other team's bonding. In the end, the Creatures just proved too much for the Demons.
Map: Bad Moon Rising
Units: 2xDarkholder, 4xN'garai, Pluto, Ghostrider (1,2000) Vs Frankenstein, Leatherhead, Blanka, Man'Bat, Wendigo (1,200)
Spoiler Alert!
R1
Creatures have Initiative. In T1 Man Bat flies out Grabbing Frankenstein on the way and tossing him onto the road, and Ghostrider goes Blaring in on his Hellfire Cycle giving Frank awound. In T2 Frank slashes Ghost with his Sword for 3 wounds and Leather moves into the water and moves up with all the subtlety of a Swamp Creature, and Ghostrider peels off returning to his SZ. In T3 Frank moves to follow Ghost thinking he has the terror of the streets spooked , and an N'garai runs out engaging Frank giving him a wound with it's Poison Tipped Claws. R2
Creatures have Initiative. In T1 Frank takes height on the N'garai taking it out and is marked, and a N'garai peeled off from the pack heading for Frank. In T2 Frank moved into engagement with Ghost striking from height giving him 2 wounds but realises too late that he got too far ahead, and a different N'garai engages Frank giving him a wound. In T3 Frank finishes off Ghost and the N'garai givesFrank a wound with it's Poison Tipped Claws. R3
Creatures have Initiative. In T1 Man-Bat flew out and Grabbed Leather dragging him forward into Frank's range, and a Darkholder stepped out of the shadows and moved to engage Frank. In T2 Frank's sword couldn't break the N'garai's hide and Leathermoved in finishing off the N'garai, and a Darkholder moved into engagement with Frank.In T3 Frank gave a Darkholder a wound and Leather gave the other Darkholder a wound, In T3 a N'garai gives Frank a wound and Leather gets enraged. Leather cools off and the Darkholders sacrifice Frank to Pluto (2 unblockable wounds). R4
Creatures have initiative. In T1 Leather gave a Darkholder a wound, and a Darkholder moved up Colluding to have a N'garai give Leather a wound. In T2 Leather took out a Darkholder, and the last Darkholder Colluded but the N'garai just grappled with Leather. In T3 Leather gave the last Darkholder a wound, and the last Darkholder Colluded but the N'garai is trying to mud wrestle Leather. Leather cools off and the Darkhold starts the Ritual to Sacrifice Leather. R5
Demons have Initiative. In T1 the last Darkholder Colluded but the N'garai is distracted cleaning its nails, and Leather slis in the mud. In T2 a N'garai swishes its tail hither and thither, and Leather finishes off the last Darkholder. In T3 Pluto engages and punches Leather for a wound Enraging him, and Leather gives Pluto 2 wounds over 2 attacks. Leather cools off. R6
Demons have Initiative. In T1 a N'garai gives Leather 2 woundsEnraging him and then the Poison sets in giving him another fully Enraging him, and Leather goes nuts taking out an N'garai and giving Pluto a wound. In T2 the last N'garai engaged and mutilated Leather clapping with glee as one of its brothers crawls out of the carnage, OM on Leather. In T3 Pluto moves up blasting at Man-Bat who Evades a space further away, and Blanka moves out. R7
Creatures have Initiative. In T1 Blanka moves up, and Pluto engages and gives Man-Bat 4 wounds. In T2 Man-Bat Grabs Pluto pulling him from height and gives him 2 wounds, and Pluto moves to even height caving in in Man-Bat's skull. In T3 Blanka disengages from Pluto, and Pluto pursues Blanka and takes a wound from his Electric Skin. R8
Creatures have Initiatiative. In T1 Wendigo Leaps in behind Pluto who burns both figures but still cannot block the attack and not even his Olympian Fortitude can save him and Wendigo, feeling a Cannibalistic Craving, Leaps across the map taking out a N'garai, Om on Pluto. In T2 Wendigo can't wound the Tough N'garai, and OM on pluto. In T3 Wendigo bends a claw on the leathery, Tough hide of the last N'garai, OM on Pluto. R9
Creatures have Initiative. In T1 Wendigo finished off the last N'garai for the win. Who won and how many wounds did they have?The Creatures won with Blanka bearing 4/5 wounds and Wendigo unwounded.
Army Test - Does it pass, Yes or No? Yes - What should be the unit's point value? 90-110? - Give a brief overview.They are powerful and useful but what they lack most right now is efficient movement which I think is fine for now. They are powerful but not unmanageable. Just like they are in the comics. This game was a lot of fun as the tension of Donnie getting Sacrificed really came through and it felt like an episode of a 90's era cartoon.
Map: Bad Moon Rising
Units: 2xDarkholder, 4xN'garai, Martian Manhunter I (700) Vs TMNT
Spoiler Alert!
R1
Demons have initiative. In T1 Martian flew forward and Telepathically Directed 2 N'garai and a Darkholder to advance, and Donnie moved out. In T2 Martian flew forward and Telepathically Directed 2 N'garai and a Darkholder to advance, and Mikey Leapt up next to Donnie and Cow abunged thanks to Leo's help and engaged Martian (whiff). In T3 Martian gives Mikey a wound and Telepathically Directs an N'garai forward, and Leo moved up and Raph used his turtle Power to leap up next to Mikey and Donnie. R2
Demons have Initiative. In T1 Martian takes out Mikey and Telepathically Directs a N'garai to engage Raph and Donnie, and Donnie uses his Gauntlet to toss an N'garai into the Shadows. In T2 a Darkholder took to the heights, and OM on Mikey. In T3 the Darkholder holds it's ground, and Leo engages Martian and uses Turtle Power to have Raph give Martian 3 wounds over 2 attacks. R3
Turtles have Initiative. In T1 Leo gave Martian 2 more wounds, and Martian Telepathically Directed 4 N'garai to advance. In T2 Leo misses an N'garai and uses Turtle power to have Raph take out Martian and Donnie Vault over into engagement with an N'garai and a Darkholder and use his Gauntlet to toss the Darkholder away, OM on Martian. In T3 OM removed, and a Darkholder moves up Colluding to have an N'garai swipe Leo but is blocked but Leo takes 1 from the poison. R4
Demons have Initiative. In T1 a N'garai moves to engage Leo and Raph on even height giving Raph a wound with Poison, and Leo takes out an N'garai over 2 attacks. In T2 a N'garai takes even height with Donnie, and Leo Leaps to height overlooking Donnie and the N'garai and it's Turtle power as Raph takes the low ground taking out an N'garai and Donnie charges the enemy SZ Vaulting into engagement with a Darkholder subtracting 3 attack giving a Darkholder 2 wounds over 3 attacks. In T3 a Darkholder moved to engage Donnie, OM removed. The Darkholders begin to Ritually Sacrifice Donnie (2 unblockable wounds) making him drop the Gauntlet. R5
Demons have Initiative. In T1 an N'garai moves to engage both Leo and Raph giving Raph a wound with it's Poison, and Leo misses a N'garai and uses Turtle Power to have Raph take out the N'garai over 2 attacks. In T2 the last N'garai moved to engage Leo and Raph giving Raph another wound with its poison, and Leo finished off the N'garai threat over 2 attacks and sent Raph after a Darkholder with Turtle Power but he failed to wound it. In T3 a Darkholder hit Raph for a wound. The Darkholders failed to unsheathe their Ritual Knives, Donny lives to fight another round. R6
Demons have Initiative. In T1 a Darkholder hits Donnie for a wound, and Leo moved to join his brothers and used Turtle Power to have Raph give a Darkholder 2 wounds. In T2 A Darkholder missed Raph, and Leo moved in taking out a Darkholder from height over 2 attacks and used Turtle Power to have Raph finish off the other Darkholder. Who won and how many wounds did they have?The turtles won with Raph bearing 4/5 wounds, Donnie bering 3/4 wounds, and Leo bearing 1/5 wounds.
Army Test - Does it pass, Yes or No? Yes - What should be the unit's point value? 110 - Give a brief overview.Im happy moving forward as is after this one. A decent showing all in all here. They held their own and actually came out on top against the Fan 4 here.
Map: Bad Moon Rising
Units: 2xDarkholder, 4xN'Garai, N'astirh, Bane, Mesmerize, 2xHealing Energy, 2xHellfire:Ignition (1,000) vs Fan 4
Spoiler Alert!
Bane is a Demon. R1
Demons have Initiative. In T1 a Darkholder moved up, and Torch, Invisible, and Fantastice advanced. In T2 the other Darkholder moved up, and Thing & Fantastic advance. In T3 Nasty moves out blasting Fantastic for 2 wounds while he is hidden from Invisible's sight by a Rock Outcrop, and Invisible flies to height blasting a Darkholder for a wound, Thing moves up, and Fantastic moves up. R2
Nasty revealed and Removed the 'X' teleporting Bane and 3 N'garai up. Demons have Initiative. In T1 Nasty Flies up landing beside Bane blasting Thing for 4 wounds! (5/7skulls vs 1/7shields!), and Thing engages Nasty giving him a wound, Invisible misses a N'garai, Torch engages a Darkholder, and Fantastic misses a N'garai. In T2 A Darkholder moves up to even height with Torch and Colludes with Demonic Bane but his Venom gets over-injected wounding him, and Thing Clobbers Nasty for a wound, and tporch Disengages taking a wound and fails to Flame On and flies off engaging Nasty, Bane, and a N'garai taking out the N'garai, and Fantastic fails to wound a N'garai. In T3 a Darkholder Colludes with Demonic Bane who injects(+2) but can't wound Fantastic, and Torch disengages Flaming on giving Bane and Nasty 2 wounds before moving and going Supernova taking out Nasty and giving a Darkholder a wound and Fantastic hits Bane for 2 wounds. R3
Demons have initiative. In T1 a Darkholder Colluded with a N'garai who gave Torch a wound with it's Poison, and Fantastic missed Bane. In T2 a Darkholder Colluded with Demonic Bane who Injected(+2) who missed Torch, and Fantastic missed Bane. In T3 a Darkholder colludes with a N'garai who gives Torch 2 wounds, and Thing Clobbers Bane and a N'garai out of the game for Torch and Fantastic misses a N'garai. A Darkholder Sacrifices Torch. R4
Demons have Initiative. In T1 a N'garai moves up engaging Fantastic, Invisible, and Thing giving Invisible 2 wounds, and Thing Clobbers an N'garai and Fantastic misses a Darkholder. In T2 a Darkholder moves up casting Hellfire Ignition on Thing (6/10 skulls vs 4/10 shields!) andthen succumbs to the use of the Dark Magic, and Fantastic engaged a Darkholder. In T3 a Darkholder cast Hellfire: Ignition on Fantastic but only succeeded in using up the last attack spell and wounding himself, and Invisible flew to a better positon and Fantastic gives the Darkholder a wound. A Darkholder begins Ritually Sacrificing Fantastic. R5
Demons have Initiative. In T1 the last Darkholder casts Helling Energy to heal himself, and Invisible gives the last Darkholder a wound and Fantastic Misses him. In T2 the Last Darkholder casts the last Healing Energy to heal himself, and Invisible gives the Darkholder a wound and the Darkholder cast Mesmerize on Fantastic and is now out of Spells. In T3 the Darkholder whiffs, and Fantastic misses the Darkholder. The Darkholder Continues Sacrificing Fantastic. R6
Demons have Initiative. In T1 the last N'garai moves in, and Invisible misses the Darkholder and Fantastic finishes off the Darkholder. In T2 the last N'garai engages and gives sue 2 wounds, and Sue misses the N'Garai and aFantastic engages and fails to wound the N'garai. In T3 the N'Garai takes out Fantastic with the Poison dripping from its claws as its sibling crawls out of the Carange, OM on Fantastic. R7
The Fan 4 have Initiative. In T1 Sue misses a N'garai, and a N'garai finishes off Sue with its poison as it's brother crawls out of the carnage. Who won and how many wounds did they have?The Demons won with 3xN'garai remaining.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: All of their powers were used at one point in every match. They are strong but lack the mobility and OM management of other factions but I would definitely draft them into a Demon Build. I like them at 110 points for how well ith pairs with drafting them with 2 N'Garai for a 200 point block for every 1 Darkholder.
GENERAL THOUGHTS ON THE TESTED UNIT: I feel like they are draftable, but really need some help on the mobility/OM Management front to be truly useful which is something I'm ok with saving for later.
Well seeing as I would be done already if I could plan proper armies and I see no issues raised...I propose we move to Public Playtesting @ 3 Defense and 110 points