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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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  #49  
Old November 29th, 2012, 05:17 PM
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Re: The Book of Iron Patriot (Design Phase)

I'd prefer the last option there of any. Are we overreacting based on a single show of dominance, though? Did you try this combo in your tests?

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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.

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  #50  
Old November 29th, 2012, 05:19 PM
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Re: The Book of Iron Patriot (Design Phase)

I did, but against a Mutant build. I'm picturing Iron Patriot and Red Skull against a squad-based army and easily getting four, five, six turns and over a dozen attacks of 4+ dice.

I feel it's a rare but excessive exploit.
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  #51  
Old November 29th, 2012, 05:27 PM
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Re: The Book of Iron Patriot (Design Phase)

True, but there are other figures that can clean through weak squaddies with multiple activations, so it's not completely unprecedented. If it's regularly happening against mid-level heroes, I'm much more concerned than if they guys can just own Civilians and HYDRA Agents.

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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.

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  #52  
Old November 29th, 2012, 08:11 PM
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Re: The Book of Iron Patriot (Design Phase)

Personally, I'd prefer we close the loop, simply because there is the ability to get infinite turns - and that's something we should avoid. I'll leave it on the table for the moment; if we decide we're okay with that I'll just run another test or two personally to see if it feels balanced.

Another playtest:

Quote:
Originally Posted by Smithy Winfred
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT (Iron Patriot)

- 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, though those OMs might get a bit confusing

- 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, although even a double 5 attack from five range with the MM gets pretty powerful

- 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, though MM can get very good at times

- FUN TEST/ Consider whether or not the design was fun to play.
Pass, super cool

- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
Pass, nice strategy ideas

- DRAFTING TEST/ Consider whether or not this design is worth drafting.
Pass, Definitly worth it in a hero heavy army

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Pass

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Very difficult to decide on where those OMs go , but it makes it more interesting.
_____________________________________________________________



Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 290 feels right
- Give a brief overview. .With the extra X, he can get really dangerous, all those movement options really open up a lot of streategies. My only concern is if he were played with an initiative boost (Heimdall is my main concern) It would make him way more effective.
Map: Road Rampage
Units: Iron Patriot, Deadpool, Wolverine, MODOK, Loki (vs) Darkseid, Gorilla Grodd, Sinestro, Metallo, Black Adam.
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass, Yes or No? .
- What should be the unit's point value? Again, 290 seems right
- Give a brief overview. Felt the same here, his power was a mixed blessing, and the incentive to keep him in the game makes you want to be careful, but at the same time, reckless with him
Map: Road Rampage
Units: Scorpian, Absorbing Man, Red Hulk, Iron Patriot, Venom,(Dark Avengers... sort of) (vs) Iron Man, Dr Strange, Wonder Man, Giant Man, Hawkeye (real Avengers)
Spoiler Alert!


He feels good, but Chaotic leadership is more of a hinderance than a blessing, I'd like to see it get more incentive to work.
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  #53  
Old November 29th, 2012, 08:29 PM
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Re: The Book of Iron Patriot (Design Phase)

Quote:
Originally Posted by johnny139 View Post
Personally, I'd prefer we close the loop, simply because there is the ability to get infinite turns - and that's something we should avoid.
I agree with you. Any other card with Master Motivator increases the chances of it too. I think Chief's suggestion is the best.

Quote:
Originally Posted by Craig Van Ness View Post
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  #54  
Old November 29th, 2012, 09:35 PM
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Re: The Book of Iron Patriot (Design Phase)

I don't have a problem with the change. It wouldn't affect anything Red Skull could currently do anyway, though making changes to cards does kind of suck. While a string of attacks against squaddies isn't terrible, if they ring off like 6 kills in a row to take out all Thugs/Hydra (and their OMs) or whatever that offers bonding, that would really suck. It's one thing to get a string of attacks based on d20 rolls, but those rolls aren't easier to roll vs. a 1 defense unit than a 8 defense unit. Wounding a figure has too many variables that offer more swing that we may not like.

I would suggest that in the future, we'd be better off thinking extra hard about powers that give extra attacks or turns to other figures. It wasn't hard earlier on, but now with so many units and synergies, some powers should be chosen more cautiously.

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...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


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  #55  
Old November 29th, 2012, 10:19 PM
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Re: The Book of Iron Patriot (Design Phase)

Well this one is only a problem if we reuse it.

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.

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  #56  
Old November 29th, 2012, 10:29 PM
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Re: The Book of Iron Patriot (Design Phase)

It's a good power and should be reused.

Quote:
Originally Posted by Craig Van Ness View Post
I highly recommend C3V and C3G customs!
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  #57  
Old November 29th, 2012, 11:24 PM
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Re: The Book of Iron Patriot (Design Phase)

Quote:
Originally Posted by quozl View Post
It's a good power and should be reused.
Mutant Mind Link is a good power, but I wouldn't want us to reuse it.

Anyway, I'm fine with it being reused here. What's the proposed tweak? I'd love to see it written up for scrutiny.

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.

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  #58  
Old November 30th, 2012, 03:30 PM
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Re: The Book of Iron Patriot (Design Phase)

This version is pretty much straight mechanical and wouldn't change Red Skull at all:

MASTER MOTIVATOR
After taking a turn with Iron Patriot, if he inflicted one or more wounds with his normal attack this turn, you may take an immediate turn with any Unique Hero you control within clear sight of Iron Patriot without the Master Motivator special power.

This version is more thematic but a bigger change and sort of funny:

MASTER MOTIVATOR
After taking a turn with Iron Patriot, if he inflicted one or more wounds with his normal attack this turn, you may take an immediate turn with any Unique Hero you control within clear sight of Iron Patriot that is not a Leader.

I feel like we should probably go with the first one.
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  #59  
Old November 30th, 2012, 03:32 PM
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Re: The Book of Iron Patriot (Design Phase)

Agreed.

Quote:
Originally Posted by Craig Van Ness View Post
I highly recommend C3V and C3G customs!
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  #60  
Old November 30th, 2012, 03:34 PM
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Re: The Book of Iron Patriot (Design Phase)

Oh, and Part 2 of ibechief's test:

Quote:
Originally Posted by ibechief
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT (Iron Patriot)

- 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.

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Pass.
----------------------------------------------

Army Test

- Does it pass
, Yes or No? Yes.
- What should be the unit's point value? 290.
- Give a brief overview. Posing as Tony Stark, Iron Patriot enlists the aid of the cosmic Silver Surfer and his friend and ally the Invisible Woman. They battle Spider-Man and his arch nemesis Venom, alongside Daredevil, and led by Captain America.
Map: Road Rampage.
Units: Iron Patriot, Silver Surfer (Norrin Radd), and Invisible Woman (905) vs Captain America (Steve Rogers), Spider-Man (Peter Parker), Venom (Eddie Brock), and Daredevil (900).
Glyphs: Glyph of Shield Belt, Glyph of Super Speed.
Spoiler Alert!


Spoiler Alert!
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