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.
- Theme Test - Inconclusive, but to someone who admittedly only knows him by reputation, he felt perfect.
- Mirror Test - Pass
- Bonding Test - Pass - Synergies Test - Pass - Judge Anderson’s Psi-Flash does a tonne to help him, but not an unreasonable amount for her own 190 point price tag. - Power Check - Pass - He's a strong, fun SA slinger, and I love him. - Fun Test - Definite Pass - He’s a blast to play. - Fun Competitive Test - Pass - He’s threatening, but not irritating - his offensive potential is great, but 5 Life and 5 Defence, while solid and quite capable of tanking blows, isn’t too hard to claw through with any reasonable offence. - Drafting Test - Definite Pass - I already had something of a sneaking fondness for Dredd, even though I knew he wasn’t that good. Now he has a budding faction and is worth his cost anyway? By all the gods, yes! And SA slinger like this has a nice niche in the game. - Usage Test - Tentative Pass - I think the Ricochet’s going to struggle to justify use. The High-Ex is the workhorse round, with the most destructive potential, but you'll often want to avoid it for the sake of avoiding collateral damage. Just punching someone with an attack of 5 is a solid option if someone closes in and you don’t want to risk the High-Ex hurting Dredd himself, and you need a higher attack to puncture their defence, though you’re sacrificing a second attack for it. Incendiary is actually surprisingly good - I always dismissed it as a dedicated DO destroyer, but he can still shoot twice with it, it’s got the longest range of all his rounds, making it viable for sniping, and is non-explosive, also making it viable for melee combat, and it can potentially inflict an extra wound of burn damage, making it well worth going for from time to time. Ricochet, though... I have a hard time seeing that many occassions where you’d want to attempt a 3 attack shot whoss special effect is a second shot of only 3 attack at another figure within 3 spaces of the first if, and only if, you inflict a wound with the first attack. Probably good against squads, but then there’ll be at least as many times you’ll want to reach for the High-Ex, if not more. I don’t know, it’ll be useful against low-defence figures in a loose formation, but it clearly feels like his least useful attack type to me. - Strategy Test - Pass - His variety of attack types available make him nicely strategic.
Name Of The Playtest Unit: Judge Dredd Army Test 1
Map: Avernus (no glyphs)
Armies:
Judge Dredd (210), Iron Patriot, Conan (700 points) vs.
Leonardo, Raphael, Michelangelo, Donatello (700 points)
Spoiler Alert!
Overview of Judge Dredd’s performance:
Damage inflicted throuh normal attacks: 1 on Leonardo
Bonus attacks through I Am The Law!: Four
Times Ricochet used: Twice
Wounds inflicted with Ricochet: One on Michelangelo
Times Incendiary used: Four times
Wounds inflicted with Incendiary: 2 on Leonardo (somehow...)
Times High-Ex used: Twice
Wounds inflicted with High-Ex: 2 on Leonardo, one on Donatello
Round One
The Turtles claim the initiative and Don advances, before throwing Mikey forwards.
Iron Patriot flies forwards and blasts Don twice, inflicting three wounds and causing him to drop his gauntlet. Dredd advances and, not being close enough to effectively use his other munitions, fires two incendiary rounds at Don, failing to harm him.
Mikey leaps next to Norman and punches him to no avail.
Norman slips away from Mikey and flies to high ground, blasting him twice and receiving a wound. Dredd moves north and fires two Ricochet rounds at Mikey - the first misses wildly, but the second inflicts a wound and ricochets towards Don, who blocks it.
Raph and Leo advance.
Norman blasts Mikey twice more, blowing him away. Dredd fires two High-Ex shots at Leonardo and Donatello, killing Don and inflicting two wounds on Mikey.
Round Two
Norman claims the initiative and Conan advances. Norman blasts Leo twice, but to no avail.
Leo commands Raph to charge Dredd, striking twice from low ground to no avail. Leo leaps up and strikes Norman twice, inflicting three wounds.
Norm punches Leo twice, to no avail.
Leo commands Raph to leap to equal ground with Dredd and strike him twice in the back, inflicting two wounds. Leo decapitates Norman, eliminating the rest of the round.
Round Three
The Turtles claim the initiative. Raph strikes Dredd twice, but Dredd blocks. Leo charges Dredd and strikes him twice from low ground, inflicting a wound.
Dredd punches Leo, inflicting a wound.
Raph strikes Dredd twice, inflicting a wound. Leo strikes Dredd twice to no avail.
Dredd blows Leo’s brains out with a lucky, all-skull incendiary round, before turning around and firing one at Raph to no avail.
Conan charges Raph and strikes him from height with an attack of 7, but his savage five skull blow is blocked deftly by the turtle.
Round Four
Conan claims the initiative and delivers a weak and easily blocked blow to Raph.
Raph knocks out Dredd.
Conan brings his axe down on Raph, inflicting a wound.
Raph leaps to height and strikes Conan twice - his first blow is devastating, inflicting three wounds, and his second blow would inflict two more, but only inflicts one since Conan is Battle Hardened.
Conan lays into Raph with a Barrage of Blades, inflicting two wounds.
Raph strikes Conan, inflicting a wound.
Round Five
Conan claims the initiative and splits Raph right down the middle.
Norman’s Team victorious - Conan 5 wounds.
Overview: He’s feeling good! That last Incendiary bullet was ridiculously lucky, but High-Ex is actually still really good if you catch some enemy’s grouped. He’s feeling more cost-effective now.
Army Test 2
Map: Blacktop (No Glyphs) Armies;
Judge Dredd (210), Judge Anderson, 2x Brit-Cit Judges (510 points) vs.
Batman (Bruce Wayne) (vI), Robin (Tim Drake), Black Canary (510 points)
Spoiler Alert!
Overview of Judge Dredd’s performance:
Damage inflicted throuh normal attacks: None
Bonus attacks through I Am The Law!: Seven
Times Ricochet used: Never
Wounds inflicted with Ricochet: None
Times Incendiary used: Four
Wounds inflicted with Incendiary normally: 2 on Batman, 2 on Black Canary
Wounds inflicted with Incendiary’s burn damage: 1 on Batman, 1 on Black Canary
Times High-Ex used: Ten
Wounds inflicted with High-Ex: 4 on Robin, 1 on Batman, 1 wound on Black Canary
Wounds inflicted thanks to I Am The Law!'s defence subtraction: 2 on Batman
Round One
The Vigilantes claim the initiative. Batman and Robin grapple forwards.
Anderson advances and fires a shot at Robin, but he defends.
Batman charges Anderson and punches her from low ground, inflicting a wound and allowing himself to be Judged. Robin runs up and throws a batarange at Anderson, but she blocks.
Dredd advances and fires two High-Ex rounds at Batman and Robin, inflicting two wounds on Robin and blowing up a rocky outcrop, though it fails to harm Robin as it crumbles.
Batman moves to equal height with Anderson, taking her by surprise and punching her, inflicting a wound. Robin charges her and strikes from low ground, but she receives a Psi-Flash and evades, slipping away into the shadow that Robin struck from.
Dredd advances to high ground and fires two High-Ex shots at Batman and Robin. Batman evades the first and throws a batarang at Dredd in response, cutting the Judge above the eye and inflicting a wound, but Robin receives a wound from the explosion. The second shot blows Robin away and inflicts a wound on Batman.
Round Two
Batman claims the initiative and strikes Dredd with a deadly blow, but Anderson receives a Psi-Flash and transmits it to Dredd, allowing him to evade the blow and move to higher ground.
Dredd fires two more High-Ex rounds at Batman - one misses wildy, while another is blocked.
Batman charges Dredd and punches him, inflicting two wounds.
Dredd fires two Incendiary rounds at Batman. Batman dodges the first and delivers a hook to Dredd’s face, inflicting a wound, before Dredd recovers and fires the second, straight into Batman’s chest, taking him completely by surprise. The round itself inflicts two wounds, and the incendiary damage burns Batman alive, taking out the Vigilantes’ last turn.
Dredd advances slightly and fires two Incendiary rounds at Black Canary - the first is blocked, but she blanks against the second, receiving two wounds normally and a wound of fire damage.
Round Three
Black Canary claims the initiative, runs forwards and unleashes a Canary Cry at Judge Dredd - unfortunately, she had a hard night and has apparently lost her voice, rolling only one skull. Dredd shrugs it off stoically.
Anderson moves to higher ground and blasts Black Canary, but her aim is poor, and Dinah blocks.
Black Canary advances, regains her voice and is about to let loose an earth-shattering Canary Cry - but Anderson shuts her down before she can, and allows a Brit-Cit Judge to advance.
Dredd fires two High-Ex rounds at Black Canary, inflicting a wound with one of them.
Dinah moves to higher ground and unleashes an earth-shattering Canary Cry, knocking both Judge Dredd and Judge Anderson out in a single scream, eliminating the Justice Department’s final turn. As a result, she has been Judged by the surviving Judges.
Round Four
Black Canary claims the initiative, charging the Brit-Cit on the front lines, delivering two blows in quick succession and knocking him out, eliminating the Justice Department’s first turn.
Dinah charges the final Judge and strikes him twice, inflicting a wound with each blow.
The Brit-Cit Judge claims height and executes Dinah Lance with a point blank shot to the head from his Lawgiver.
Justice Department Victorious, 1 Brit-Cit Judge 2 wounds.
Overview: OMG Dredd was bloody awesome here! Combine the point drop with Judge synergy and he really does start to feel like the badass flagship character he should be! Anderson helps a lot here - he lasted a bit longer thanks to her, and he did get some amazing luck against Batman and particularly Dinah. But then, he got hit by a couple of unlucky Evasive Strikes and a pretty savage blow from Batman, and Dinah went on a killing spree at the end there. I think this was just a case of most of the characters being awesome, which is great to see.
Thoughts On The Tested Unit's Cost, Balance, & Draftibility:
I know I suggested boosting his SAs instead, but honestly, as someone who admittedly isn’t familiar with the source material, he’s feeling pretty much perfect now - he’s actually pretty badass and threatening, around a similar level to the likes of Conan, Batman etc.. I love him.
Quote:
Originally Posted by IAmBatman
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: JUDGE DREDD (REEVAL AT 210)
Army Test
Map: Custom
Units: Judge Dredd (210), Captain America (240), Oracle (110), Jean Grey (180), Zombie (120), Wonder Girl (Donna Troy) (140) (1,000) vs Fantastic Four (1,000)
Spoiler Alert!
Round 1: Initiative Fan Four. Mister Fantastic moves up Thing and Invisible Woman and then advances. Zombie advances.
Cap charges forward.
Mister Fantastic moves up Thing and Human Torch and then advances. Zombie advances.
Jean moves up and throws Judge Dredd nearby her.
Mister Fantastic nails his leadership roll. His whole crew moves up and he follows. Zombie advances.
Judge Dredd moves up, fails two shots on Mister Fantastic with his Inendiary Special Attack, then moves Zombie up.
Round 2: Initiative Lawvengers. Cap advances and fails to hit all three targets with his shield.
Mister Fantastic has Human Torch blast Cap from height for three wounds. Mister Fantastic Rubber Wraps Cap, but can't hit him. Zombie advances.
Jean throws Mister Fantastic outside of Invisible Woman's aura, wounds him, then wounds him again with her attack.
Mister Fantastic leads poorly and goes solo, but can't hit Jean. Zombie is Rubber Wrapped and can't move.
Judge Dredd executes Cap with his normal attack from height, boosted by Cap, removing OM3 from the Fan Four. Zombie advances and pops Human Torch, following the Secret Attack Plan, for two wounds.
Round 3: Initiative Fantastic Four. Human Torch Flames On Zombie for a wound, taking a swipe himself, then goes Supernova and puts one wound on Cap, two wounds on Judge Dredd (sending the Amulet of Damballah flying), and three wounds on Zombie. Zombie avoids a swipe and hits Thing with a Walking Dead wound.
Cap goes. He KO's Human Torch with a big normal attack.
Thing goes. He picks up the Amulet of Damballah, hits Zombie for a wound, then has Zombie turn and attack Cap for the killing blow. Zombie advances and hits Invisible Woman with a Walking Dead wound.
Judge Dredd goes. He engages Thing, following the Secret Attack Plan, but can't score wound with his normal attack.
Thing goes. He KO's Zombie.
Judge Dredd goes. He circles Thing and attacks Invisible Woman twice with his Incenidary Special Attack for one wound. The unblockable roll fails to hit her for extra.
Round 4: Initiative Lawvengers. Judge Dredd uses his Incendiary Special Attack against Invisible Woman twice more for one wound. The unblockable roll fails again.
Invisible Woman goes. She moves to height but fails to hit Dredd.
Dredd goes again. He takes a swipe from Thing in order to back off and use his High Explosive attack twice on the remaining Fan Four duo. He rolls terribly (1 skull each time) but puts a fourth wound on Sue.
Thing easily KO's Dredd with a fully charged up Clobberin' Time attack.
Jean tosses Invisible Woman for the KO, then follows the Secret Attack Plan to hit Thing for two wounds.
Thing is Psionic Gripped and can't move to end the round.
Round 5: Initiative Lawvengers. Jean can't throw Thing, but follows the Secret Attack Plan to hit him for two wounds from height.
Thing is Psionic Gripped and helpless.
Jean fails to finish Thing off.
Thing is Psionic Gripped and helpless.
Wonder Girl advances.
Thing is Psionic Gripped and helpless.
Round 6: Initiative Thing. He engages Jean and hits her for two wounds.
Jean can't throw Thing, but manages to follow the Secret Attack Plan and just get in the one wound needed to KO him.
Unit Summary: Workman like effort here by Judge Dredd. All the pieces were put around him to puff him up and his special attacks still felt fairly lackluster. He slipped in a few wounds, but Jean's hot D20 was the bane of the Fantastic Four here, and the true reason for the large victory.
Damage Done (Normal Attack): (3) Wounds on Mister Fantastic.
INCENDIARY SA: Used (6) times for (2) wounds on Invisible Woman.
RICOCHET SA: Never used.
HIGH EXPLOSIVE SA: Used (2) times for (1) wound on Invisible Woman.
Damage Taken: KO'd near the end of round 4.
Who won? List figures remaining in the winning army (include life remaining for heroes): Jean Grey with 2/4 Life and Oracle and Wonder Girl each with Full Life win.
Army Test
Map: Custom
Units: Judge Dredd (210), Brit-Cit Judge (x2) (110), Judge Anderson (190), Oracle (110), Shadowcat (I)(80) (700) vs TMNT (700)
Spoiler Alert!
Round 1: Initiative Lawgivers. Anderson advances.
Mikey advances.
Dredd advances.
Leo goes and Turtle Powers so he, Raph, and Donnie advance.
Dredd advances.
Round 2: Initiative Turtles. Mikey Cowabungas his way to the middle of the map.
Anderson advances.
Leo Turtle Powers so he, Raph, and Donnie advance.
Dredd goes twice. He fails to hit Mikey on four straight special attacks.
Round 3: Initiative Lawgivers. Dredd tries two more specials on Mikey and finally hits, then hits his unblockable with Incendiary.
Leo engages Dredd and swings his first attack, but Psi-Flash cancels it out.
Dredd fails two special attacks on Mikey.
Mikey takes even height with Dredd and fails to hit him or Cowabunga.
Dredd can't hit Leo with a normal attack from height.
Donatello hits Dredd for a wound from height disadvantage and Brit-Cit A Judges him.
Round 4: Initiative Lawgivers. Dredd fails two Incendiary attacks on Mikey.
Mikey hits Dredd for a wound, but can't Cowabunga.
Dredd fails to hit Mikey on an Incendiary attack, then rolls all skulls on a High Explosive and hits Leo for three wounds, Donnie for one wound, and himself for three wounds to KO himself. Oracle's Contingency Plan moves OM3 to Judge Anderson.
Leonardo goes, grabs Donnie's Anti-Grave Gauntlet, engages Anderson from height, attacks, and has it cancelled by Psi-Flash.
Anderson hits Leo for a wound and the Anti-Grav Gauntlet goes flying.
Raph is Self-Important enough to express his Wrath and on his second turn and first of two attacks hits Anderson for two wounds to end the round. Brit-Cit B Judges Raph.
Round 5: Initiative Lawgivers. Anderson KO's Leonardo and steals OM1 from him.
Anderson hits Raph for two wounds.
Mikey has his attack blocked by Psi-Flash.
Anderson KO's Raph, stealing OM3.
Round 6: Initiative Lawgivers. Anderson fails to hit Mikey.
Mikey has his attack blocked by Psi-Flash.
Anderson hits a whiffing Mikey for one wound.
Mikey KO's Anderson, but can't Cowabunga.
Contingency Plan shifts OM3 to Shadowcat, who advances.
Donatello advances.
Round 7: Initiative Turtles. Mikey hits Shadowcat for one wound.
Shadowcat follows the Secret Attack Plan and fails to hit Mikey.
Donatello Staff Vaults into engagement with Kitty, but can't hit her in two Bo Staff attacks.
Shadowcat KO's Mikey, sending the Anti-Grav Gauntlet flying.
Donatello can't hit Shadowcat.
Shadowcat hits Donatello for one.
Round 8: Initiative Donatello. It goes back and forth with Donatello getting Shadowcat down to two life and Kitty finally KO'ing Donatello on the last turn of the round.
Unit Summary: A big suicidal Explosive Attack helped swing things as it put Leonardo in a vulnerable enough position for Anderson to finish him and Raphael off. At that point it was fairly easy mop up duty for the rest of the gang. Brit-Cits subtracting some defense helped of course. The biggest factor was Psi-Flash essentially shutting down Turtle Power in this match by ending would-be Turtle Power turns after Leonardo's first attack. Without Turtle Power, the Turtles just aren't up to snuff, but that's thanks to Anderson, not Dredd.
Damage Done (Normal Attack): None.
INCENDIARY SA: Used (10) times for (2) Wounds on Michelangelo.
RICOCHET SA: Used (0) times for (0) Wounds.
HIGH EXPLOSIVE SA: Used (2) times for (3) Wounds on Leonardo, (1) Wound on Donatello, and (3) Wounds on himself.
Damage Taken: KO'ed in Round 4 by his own High Explosive round.
Who won? List figures remaining in the winning army (include life remaining for heroes): Shadowcat with 2/4 Life and Oracle and Brit-Cit Judge (x2) all with Full Life win.
Just need a card update or the card file from
@Scapemage
here and we can be done with this re-evaluation.
I may have his file. If so I can grab it tonight.
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.
Crap. I dropped the ball here. It’s my sons birthday today but I’ll look after he goes to bed.
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.
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.
@A3n
I don't have this one. Do you have the file that you can upload for me or do I need to recreate this one?
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.