|
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. |
|
Thread Tools | Search this Thread | Display Modes |
|
#1
|
||||
|
||||
The Book of Bungalow (Exterior Play)
The Book of Bungalow (Exterior Play) _________________________________________________________________C3G HOME SWEET HOME Base Map PDF The Bungalow is a terrain feature. Model: Plasticville U.S.A.® Classic Kits Cape Cod House pkg(2) - O scale- #45608 * You can also print your own with these 3D files. The Bungalow uses the C3G Building rules. The Bungalow(Exterior) is an Enclosed Structure and has a Transit number of 4 and allows single spaced figures with a Height of 7 or less to travel through it from one Exit (denoted by the door symbols) to another using the Transit Rules. Character Bio - A friendly little bungalow off of Cape Cod. _________________________________________________________________ -Rulings and Clarifications-
-Combinations and Synergies- Incoming Synergy:
-Strategy, Tactics and Tips-
Last edited by Tornado; August 2nd, 2022 at 09:53 AM. |
#2
|
||||
|
||||
Re: The Book of Small House (Playtesting)
Base map (A3n pdf) to scale, no 'entrance/exits spaces' noted
Here is an early attempt to show exits(actually Entrance spaces). I think it could work, using the arrows to point to the corresponding Door. The big problem is the front Door. There is going to have to be wording that tells you to count that space(which is bisected by the Door) when moving and not to count it twice as two Half Spaces. Last edited by Tornado; May 16th, 2020 at 05:36 PM. |
#3
|
||||
|
||||
Re: The Book of Small House (Playtesting)
TERRAIN PLAYTEST: SMALL HOUSE
Size: The Small House is an interior access structure. The Small House, allows Tiny, Small, Medium, and Large figures, up to Height 7, to occupy available spaces in its interior. Unit types positively affected: Ranged units are able to fire from and into the Small House with relative ease. Disengage figures are able to enter the front door which bisects a hex making it not legal for placement but does allow for movement through as long as it does not cause engagement. Unit types negatively affected: Range 1. The Small House offers some challenges for hand to hand types as they may be forced to attack from the doorways. Luckily with three doors there are options and multiple points of attacks. Tiny units like the Rat Swarms may find it difficult to maintain LoS with their leader(Vermin). Huge figures are stuck on the outside and if they lack range and their enemy has range, they are pretty much hosed. Key areas on the Map: Between the windows on the side with no doors. This is the best hiding spot! Army Test 1 Map: Two cabins set between a gently lapping crystal clear lake and small hills leading to a forest. (Basically Island Plane Crash stripped down to Level 2 with two Small Houses by the water). Units: Jason(180), Rocket Racoon(175), Baron Zemo(170), Angel(90) & Atom(50)[665] vs. Hawkman(225),Hawkgirl(225) & Hawkmen(x2)(100)[650] .
Spoiler Alert!
This could have easily gone the other way. I have never seen Hawkgirl completely fail before and this just made things bad for Team Hawk. Jason struggled to hide due to the Hawks spreading out and all the open doors and windows. He did return from the dead and managed to inflict 3wounds vs SS. ___________________________________________________________ Army Test 2 Map: Two cabins with boarded up windows, set between a gently lapping crystal clear lake and small hills leading to a forest. Units: Jason(180), Kraven(200), Meteorite(210) & Graviton(400)[990] vs. Nick Fury(220), Iron Man(270), Banshee(160) & Agents of Shield(x3)(110)[980].
Spoiler Alert!
Graviton dominates. Map works against Agents. Boarded windows help Jason. ___________________________________________________________ Army Test 3 Map: Two cabins with boarded up windows, set between a gently lapping crystal clear lake and small hills leading to a forest. Units: Jason(180), Starlord(220), Baron Zemo(170), Sandman(210) & Jean Grey(180)[990] vs. F4[1000].
Spoiler Alert!
Army Test 4 Map: Flat map with a lake to one side, a forest on the other, two Small Houses in the center. Units: Vermin[150], Rat Swarm(x16)[160], Starlord[250], Archangel[260] & Punisher[180] vs Fantastic 4{1000 each}.
Spoiler Alert!
___________________________________________________________ Army Test 5 Map: Flat map with a lake to one side, a forest on the other, two Small Houses in the center. Units: Vermin[150], Rat Swarms(x13)[130], Invisible Woman[215] & Angel[90]{585} vs. Luke Cage[190], Shang-Chi[230] & Swordsman[160]{580}.
Spoiler Alert!
___________________________________________________________ Army Test 6 Map: Flat map with a lake to one side, a forest on the other, two Small Houses in the center. Units: Vermin[150], Rat Swarms(x12)[120], Cyclops[190], Jean Grey[180] & Blob[165]{805} vs. Wrecking Crew{800}.
Spoiler Alert!
-------------------------------------------------------------------------- Army Test 7 - Does it pass, Yes or No? Yes. - What should be the unit's point value? 195 - Give a brief overview. Dark Judges vs. Wrecking Crew, no holds barred. Map: Stripped down Island Plane Crash with two Small Houses. Units: Judge Fire[195], Judge Death[295], Judge Mortis[165] & Judge Fear[145]{800} vs. Wrecker[230], Piledriver[190], Bulldozer[190] & Thunderball[190]{800}. Summary:
Spoiler Alert!
_____________________________________________________________ Army Test 8 - Does it pass, Yes or No? Yes. - What should be the unit's point value? 195 - Give a brief overview. Re-Match DJs vs. Crew. Map: Stripped down Island Plane Crash with two Small Houses. Units: Dark Judges vs. Wrecking Crew{800 apiece}. Damage Done: normal: 1 vs. Bulldozer. PTS: 1. Summary:
Spoiler Alert!
This one went completely the other way with the Wrecking Crew stringing together turns effectively. Piledriver proved to be the best option for OMs and tore the Dark Judges a new one. _____________________________________________________________ Army Test 9 - Does it pass, Yes or No? Yes. - What should be the unit's point value? 195 - Give a brief overview. Re-Match #2. Map: Stripped down Island Plane Crash with two Small Houses. Units: DJs vs Crew{800 apiece}. Damage Done: normal: 3 vs Piledriver(2 from Face of Fear). PTS: 5. Summary:
Spoiler Alert!
Pretty close. Both teams were getting better feel how to handle and counter the other. Fire had a really nice game but the Crew are just a cut above the DJs. _____________________________________________________________ Army Test 10 - Does it pass, Yes or No? Yes. - What should be the unit's point value? 195 - Give a brief overview. DJs vs F4. Map: Stripped down Island Plane Crash with two Small Houses. Units: Judge Fire[195], Judge Death[295], Judge Mortis[165], Judge Fear[145] & Jason vs. Mr. Fantastic, Invisible Woman, Human Torch & Thing{1000}. Damage Done: normal: 2 vs. Human Torch. PTS: 2. Summary:
Spoiler Alert!
Much like the first Wrecking Crew battle, I failed to utilize the opponents of the Dark Judges. Thing could not get it together and slowly got ground down by auto-wounds. _____________________________________________________________ Army Test 11 - Does it pass, Yes or No? Yes. - What should be the unit's point value? 195 - Give a brief overview. Re-Match with F4. Map: Stripped down Island Plane Crash with two Small Houses. Units: DJs & Jason vs. F4. Damage Done: normal: none. PTS: 3. Summary:
Spoiler Alert!
This was a blood bath and the F4 showed what they are all about, smashing in the faces of the DJs boldly without fear. I changed strategy here and destroyed Fear and Death first. It left Fire and Mortis with their auto-wounding power but they were diminished by the loss of their brothers and did not stand a chance against the brutality of Thing. _____________________________________________________________ Army Test 12 - Does it pass, Yes or No? Yes. - What should be the unit's point value? 195. - Give a brief overview. Dark Judges stomp team Cap. Map: Stripped down Island Plane Crash with two Small Houses. Units: Judge Fire[195], Judge Death[295], Judge Fear[135], Judge Mortis[165], Jocasta[180] & Fire Ant Swarms(x2)[20]{1000} vs Cap[240], Bucky[60], Ms. Marvel[350] & Wendigo[350]{1000}. Power Summary. Damage Done: Normal: none. [PTS]: 1 vs. Cap Purge the Sinners 11: 6 moves, 1 for 6 on d20 rolls Lava Resistant: not used Dimensional Teleport: twice Summary:
Spoiler Alert!
Once again the Dark Judges surprise by winning the first battle against new opponents. For some reason the DJs must get underestimated. Once again they rolled very good defense vs. poor attacks early that allowed the group to function at near prime capacity. Judge Fire was lackluster at best but Purge the Sinners kept the other DJs in position to succeed. Jocasta was a very nice addition to the group able to engage the enemy and establish a position for the DJs to teleport into and then does defensive thing. The one negative though is leaving an empty space she can move into depending on the terrain. _____________________________________________________________ Army Test 13 - Does it pass, Yes or No? Yes. - What should be the unit's point value? 195. - Give a brief overview. Re-match. DJs get slaughtered. Map: Stripped down Island Plane Crash with two Small Houses. Units: Judge Fire[195], Judge Death[295], Judge Fear[135], Judge Mortis[165], Jocasta[180] & Fire Ant Swarms(x2)[20]{1000} vs Cap[240], Bucky[60], Ms. Marvel[350] & Wendigo[350]{1000}. Power Summary. Damage Done: Normal: 2 vs Wendigo. [PTS]: 1 vs. Wendigo Purge the Sinners 11: 1 move, 1 for 1 on d20 rolls Lava Resistant: not used Dimensional Teleport: once Summary:
Spoiler Alert!
FINAL THOUGHTS: Before my first impromptu test I thought these Small House tests were just something I would have to dredge through to get to foam core built buildings and ruins. However I found them to add an incredibly awesome layer of strategy to the game that I absolutely enjoyed. Shooting through windows and doors was a blast. {My only complaint is a little too much visibility but I think we can reduce that with DO Curtains in the future if we want. I used this Curtain set up in a Jason test and it certainly was nice for him and his movement and resurrection powers.} Last edited by Tornado; April 19th, 2020 at 05:10 PM. |
#4
|
||||
|
||||
Re: The Book of Small House (Playtesting)
I am a bit unsure how this Book should look.
I will get a a pic for the OP with the doors on. We still need some work on the base maps. We will have one to be printed out and another that shows to the entrances and exits. I will post what we have so far in the SP. Still need a little work on the wording(and maybe mechanics?) of the Entrance/Exit hex rules. 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; April 29th, 2016 at 06:02 PM. |
#5
|
||||
|
||||
Re: The Book of Small House (Playtesting)
Quote:
I mean, it shouldn't be too easy, so it will still hurt them (which is fine, IMO), but it should make it so that camping Green Arrow in a small house isn't just an auto win vs Satanus. |
#6
|
||||
|
||||
Re: The Book of Small House (Playtesting)
Quote:
".... 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" |
#7
|
||||
|
||||
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. |
#8
|
||||
|
||||
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" |
#9
|
||||
|
||||
Re: The Book of Small House (Playtesting)
Quote:
|
#10
|
||||
|
||||
Re: The Book of Small House (Playtesting)
Occupying Interior Access Structures
The Book of each Interior Access Structure specifies what size and height figure can occupy that structure. Most Interior Access Structures permit Tiny, Small, Medium, and Large figures, up to Height 7, to occupy them, as long as those figures can fit normally into available spaces within those structures. The Small House, for example, allows Tiny, Small, Medium, and Large figures, up to Height 7, to occupy available spaces in its interior. Entering Interior Access Structures Each interior access structure has Entrance spaces marked in its Book. Any figure that can occupy an interior access structure can enter that same interior access structure, so long as that figure follows all of the normal rules of movement and engagement in the process. Figures entering must be placed on an Exit space. I think this covers having the doors on. We just need to have a graphic that clearly labels where the Entrances are but also the Exit hexes and this rule. Exiting Interior Access Structures Each interior access structure has Exit spaces marked in its Book. Any figure that can occupies an Exit space of an interior access structure can exit that same interior access structure, so long as that figure follows all of the normal rules of movement and engagement in the process. Figures exiting must be placed on an Entrance space. I think we need the bolded part in there but I am not entirely sure and I do not think it is quite worded properly as it should probably say something about corresponding entrance/exit space. I was going to say adjacent but that does not work with the front door. 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; April 29th, 2016 at 05:58 PM. |
#11
|
||||
|
||||
Re: The Book of Small House (Playtesting)
All fixed now
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. |
#12
|
||||
|
||||
Re: The Book of Small House (Playtesting)
Since I own them I can help with play testing. Just let me know what you need to see from play testing.
|
|
Thread Tools | Search this Thread |
Display Modes | |
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
How Would You Play Them? | kolakoski | Heroscape Strategy Articles | 8 | November 12th, 2015 01:03 PM |
480 Smack Down army thread: What to play, what to play? | Schulzy | Competitive Armies Discussion | 1 | May 25th, 2010 12:04 PM |
My Game - Play By Play | jasonorme666 | Other Customization & HS Additions | 17 | October 31st, 2006 05:58 AM |
anyone from RI play? | matty420 | Meet Other Scapers | 1 | August 1st, 2006 01:31 PM |