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.
Re: The Book of Orange Lantern (Lex Luthor) - Playtesting
With the direction the [redacted] have gone in, would we be open to considering another class here at all? I fear the combo might be more powerful than we'd prefer.
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.
Last edited by IAmBatman; July 28th, 2013 at 08:47 PM.
Re: The Book of Orange Lantern (Lex Luthor) - Playtesting
I think Thief is a bit TOO perfect for Larfleeze (and not a major concern since his biggest power is Order Marker contingent)... but for Lex, I think something like "Antagonist" would work. His role in Blackest Night is pretty much just greedy all-around jerkface so, yeah.
Re: The Book of Orange Lantern (Lex Luthor) - Playtesting
Quote:
Originally Posted by quozl
What do you think about Kleptomaniac for the OL's?
I'd be OK with that.
Quote:
Originally Posted by johnny139
I think Thief is a bit TOO perfect for Larfleeze (and not a major concern since his biggest power is Order Marker contingent)... but for Lex, I think something like "Antagonist" would work. His role in Blackest Night is pretty much just greedy all-around jerkface so, yeah.
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 Orange Lantern (Lex Luthor) - Playtesting
We interrupt this class discussion to bring you the 1st public playtest:
Quote:
Originally Posted by ibechief
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT (Orange Lantern Lex Luthor)
- 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. Because his normal attack is boosted by Orange Power Battery 3 and he is able to gain bonuses from height/glyphs/synergy, Orange Lantern can dish out seriously high double attacks against figures that carry permanent glyphs. If the conditions are right the attack dice can climb to 10 dice and you get a second attack!
- 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. But only in large armies where the enemy or player has enough points to draft a few glyph carrying figures. A standard map with only 1 glyph or 2 would not support his cost.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Pass. If the armies contain no figures that start the game with glyphs and the map does not feature a standard glyph Avarice Aggression would not be usable
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass.
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Army Test
- Does it pass, Yes or No? Yes. - What should be the unit's point value? 320-330. - Give a brief overview.Constant trigger of Master Motivator combined with healing from the Cosmic Cube allowed Annihilus, and Orange Lex to run havoc on the opposing army. Multiple Men did the blocking to keep Shadow Theif and the other units designed to steal Glyphs away from Red Skull while the battle raged. Map: Embattled Fen.
Units: Orange Lantern Lex Luthor, Red Skull C3G, Annihilus, Destiny, and 9 x Multiple Man (1255) vs Mandarin, Scarecrow, Ventriloquist, Black Cat, Yellowjacket, Batman II, Vulture, Shadow Thief, and Chronos (1250).
Random Glyph: Glyph of Super Speed
Spoiler Alert!
Round 1: Initiative- Test team won. Turn 1: Red Skull moves 5 over battlement. Cosmic Cube->moves Multiple Man 3 spaces to a road tile. Red Skull attacks Battlement 2 skulls vs 2 shields for 0 wounds on Battlement.
Shadow Thief moves 8 spaces on road tiles and attacks Battlement 2 skulls vs 0 shields for 2 wounds on Battlement. Battlement is destroyed. Shadow Thief uses Dimensiometer and placed on his card. Turn 2: Red Skull moves 2 spaces. Cosmic Cube-> moves Multiple Man 3 spaces adjacent to Red Skull. Red Skull attacks Battlement 0 skulls vs 3 shields for 0 wounds on Battlement.
Scarecrow moves 5 spaces and places Fear Gas Glyph on the a Road Tile. Turn 3: Red Skull moves 2 spaces. Cosmic Cube-> moves Multiple Man 3 spaces to Road Tile. Red Skull attacks Battlement 2 skulls vs 1 shield for 1 wound on Battlement. Battlement is destroyed. Master Motivator -> Annihilus moves 7 spaces towards unknown glyph.
Vulture moves 6 spaces. Vulture Grab-> Ventriloquist placed adjacent. End of round with 2 Battlements destroyed.
Round 2: Initiative- Test team loss. Turn 1: Scarecrow moves 6 spaces and places Fear Gas 5 spaces away adjacent to Annihilus. Scarecrow attacks Battlement 0 skulls vs 1 shield for 0 wounds on Battlement.
Red Skull moves 2 spaces. Cosmic Cube -> moves Multiple Man 3 spaces adjacent to Red Skull. Red Skull attacks Battlement 3 skulls vs 1 shield for 2 wounds on Battlement. Battlement is destroyed. Master Motivator -> Annihilus moves 6 spaces to engage Scarecrow from height. Cosmic Control Rod (5+2) -> on Scarecrow for 1 wound. Annihilus attacks Scarecrow 4 skulls vs 2 shields for 2 wounds on Scarecrow. Annihilus had height advantage. Turn 2: Mandarin moves 5 spaces. ElectroMRing moves Mandarin 3 spaces to within range of Annihilus. MEnergyRing (3) does nothing.
Multiple Man -> Shadow Thief is placed adjacent to Annihilus and steals his Cosmic Control Rod. Multiplicity (5+1) 4 x Multiple Man move (5,5,4) spaces to surround Red Skull. Turn 3: Shadow Thief uses Cosmic Control Rod (3)-> Shadow Thief takes 1 wound. Cosmic Control Rod is placed 5 spaces toward Shadow Thief's Start Zone. Dimensiometer places Shadow Thief back on his Army Card.
Red Skull Cosmic Cube-> moves Multiple Man 3 spaces to adjacent with Red Skull. Red Skull attacks Battlement 1 skull vs 0 shields for 1 wound on Battlement. Battlement is destroyed. Master Motivator Annihilus attacks Scarecrow 3 skulls vs 1 shield for 2 wounds on Scarecrow. Annihilus had height advantage. Scarecrow dies.
Annihilus takes 1 wound from Cosmic Control Rod.
Glyph of Fear Gas is removed. End of round with 2 battlements destroyed, Scarecrow Dead, 1 wound on Shadow Thief, and 1 wound on Annihilus.
Round 3: Initiative Test team loss. Turn 1: Black Cat moves 3 spaces to pick up Cosmic Control Rod.
Annihilus moves 1 space to unrevealed Glyph. Glyph of Super Speed revealed. Turn 2: Vulture moves 6 spaces over swamp. Vulture Grab on Ventriloquist. Vulture attacks Multiple Man 2 skulls vs 2 shields for 0 wounds on Multiple Man. Multiple Man had height advantage.
Red Skull Cosmic Cube-> moves Ventriloquist 3 spaces into swamp water. Red Skull attacks Battlement 4 skulls vs 2 shields for 2 wounds on Battlement. Battlement is destroyed. Master Motivator-> Annihilus moves 7 spaces to engage Vulture and attacks Vulture 3 skulls vs 1 shield for 2 wounds on Vulture. Turn 3: Mandarin moves 5 spaces near Ventriloquist. ElectoMRing moves Ventriloquist 3 spaces to land.
Red Skull Cosmic Cube -> Ventriloquist is moved 3 spaces back into swamp water. Red Skull attacks Battlement 2 skulls vs 1 shield for 1 wound on Battlement. Battlement is destroyed. Master Motivator -> Orange Lex moves 8 spaces to road within range of Madarin. Orange Lex attacks Mandarin 5 skulls vs 1 shield for 4 wounds on Mandarin. 2nd attack 3 skulls vs 1 shield for 2 wounds on Mandarin. Orange Lex had height advantage. Mandarin dies. Orange Lex uses Avarice Aggression to equip Glyph of Makluan Energy Rings. Glyph of Makluan Matter Rings is placed 5 spaces away behind Orange Lex, Glyph of Electromagnetic Rings is placed adjacent to vulture and Annihilus.
Annihilus takes 1 wound from Cosmic Control Rod. End of round with Madarin dead, 2 wounds on Vulture, 1 wound on Annihilus, and 2 Battlements were destroyed.
Round 4: Initiative-Test team won. Turn 1: Red Skull Cosmic Cube -> Annihilus is moved 1 space onto glyph of Malkuan Electromagnetic Rings. Red Skull attacks Battlement 3 skulls vs 0 shields for 3 wounds on Battlement. Battlement is destroyed. Master Motivator -> Annihilus equips glyph of Electromagnetic Rings and moves 1 space. ElectroMRings moves Ventriloquist 3 spaces back to swamp water. Annihilus attacks Vulture 3 skulls vs 2 shields for 1 wound on Vulture.
Ventriloquist moves 5 spaces to high ground and within range of Annihilus. Ventriloquist attacks Annihilus with Scarface's Tommy Gun S/A 1st 1 skull vs 1 shield for 0 wounds on Annihilus. 2nd attack 2 skulls vs 2 shields for 0 wounds on Annihilus. 3rd attack 1 skull vs 1 shield for 0 wounds on Annihilus. You Dummy -> 1 wound on Ventriloquist. Turn 2: Red Skull moves 2 spaces. Cosmic Cube-> Moves 1 wound marker from Annihilus to Vulture. Vulture dies. Red Skull attacks Battlement 2 skulls vs 3 shields for 0 wounds on Battlement.
Ventriloquist moves 5 spaces to close. Ventriloquist uses Scarface's Tommy Gun S/A on Annihilus. 1st attack 0 skulls vs 2 shields for 0 wounds on Annihilis. 2nd attack 1 skull vs 1 shield for 0 wounds on Annihilis. 3rd attack 2 skulls vs 1 shield for 1 wound on Annihilis. Glyph of Electromagnetic Rings is placed adjacent to Ventriloquist but 1 level lower. Turn 3: Multiple Man -> Shadow Thief is placed adjacent to Red Skull and steals his Cosmic Cube. Multiple Man -> Multiplicity (17+1). 8x Multiple Man move (5,5,5,5,7,5,5,5) spaces. 4 engage Shadow Thief, 1 engages Ventriloquist, 1 moves to close on Ventriloquist, and 2 move to close on road tiles. 4 x Multiple Man attack Shadow Thief 1st attack 2 skulls vs 0 shields (2wounds), 2nd 2 skulls vs 1 shield (1wound), 3rd attack 0 skulls vs 2 shields, 4th attack (Shadow Thief had height advantage here) 2 skulls vs 2 shields; for 3 wounds on Shadow Thief. Glyph of Cosmic Cube is placed 2 spaces away adjacent to Red Skull. Shadow Thief dies. 1x Multiple Man attacks Ventriloquist 0 skulls vs 1 shield for 0 wounds on Ventriloquist.
Vulture is dead.
Annihilus takes 1 wound from Cosmic Control Rod. End of round with Vulture dead, Shadow Thief dead, 2 wounds on Annihilis, and 1 Battlement was destroyed.
Round 5: Initiative- Test team Loss. Turn 1: Ventriloquist uses Scarface Tommy Gun S/A. 1st attack on Multiple Man 1 skull vs 0 shields for 1 wound on Multiple Man. Multiple Man dies. 2nd attack on Multiple Man 1 skull vs 1 shield for 0 wounds on Multiple Man. 3rd attack on Multiple Man 0 skulls vs 1 shield for 0 wounds on Multiple Man.
Red Skull moves 1 space to pick up Glyph of Cosmic Cube. Cosmic Cube -> 1 wound removed from Annihilus and given to Batman. Red Skull attacks Battlement 4 skulls vs 0 shields for 4 wounds on Battlement. Battlement is destroyed. Master Motivator -> Annihilus moves 4 spaces to land on Glyph of Electromagnetic Rings and equips them. Annihilus attacks Ventriloquist 3 skulls vs 0 shields for 3 wounds on Ventriloquist. Ventriloquist had height advantage. Ventriloquist dies. Turn 2: Batman moves 7 spaces on road tiles to within range of Orange Lex. Batman attacks Orange Lex w/Bat Shuriken 1st attack 1 skull vs 2 shields, 2nd attack 1 skull vs 0 shields (1wound), 3rd attack 2 skulls vs 2 shields; for 1 wound on Orange Lex. Glyph of Makluan Energy Rings is placed 5 spaces away adjacent to Batman.
Red Skull moves 3 spaces to close on Batman. Cosmic Cube -> removes 1 wound from Orange Lex and places it on Batman. Red Skull attacks Battlement 3 skulls vs 2 shields for 1 wound on Battlement. Battlement is destroyed. Master Motivator -> Orange Lex moves 5 spaces to engage Batman and pickes up Glyph of Energy Rings. Orange Lex attacks Batman 1 skull vs Shadow Strike 15 (1 Success. Batman moves 3 spaces away from Orange Lex. Orange Lex recives 1 wound. Glyph of Energy Rings is placed 5 spaces away from Orange Lex toward Batman's Start Zone. 2nd attack on Batman 2 skulls vs Glyph of Shield Belt (9) FAIL, vs Shadow Strike 15 (20) Success. Batman moves 1 space away from Orange Lex. Orange Lex takes 1 wound. Turn 3: Batman moves 3 spaces to engage Orange Lex and attacks Orange Lex 2 skulls vs 2 shields for 0 wounds on Orange Lex.
Red Skull moves 3 spaces to close on Batman. Cosmic Cube-> removes 1 wound from Orange Lex and places it on Batman. Red Skull attacks Battlement 1 skull vs 0 shields for 1 wound on Battlement. Battlement is destroyed. Master Motivator -> Orange Lex moves 1 space to remain adjacent to Batman and attacks Batman 2 skulls vs Shadow Strike 15 (14) FAIL. vs 3 shields for 0 wounds on Batman. 2nd attack on Batman 2 skulls vs Shadow Strike 15 (3) FAIL. vs 2 shields for 1 wound on Batman. Batman dies. Orange Lex uses Avarice Aggression to equip Glyph of Utility: First Aid Kit. Glyph of Utility: Bat Shuriken is placed 5 spaces away to behind Orange Lex and Adjacent to Red Skull.
Annihilus takes 1 wound. End of round with Batman dead, Ventriloquist dead, 3 wounds on Orange Lex, 1 wound on Annihilus, and 3 Battlements Destroyed.
Round 6: Initiative- Test team Won. Turn 1: Red Skull moves 1 space to close. Cosmic Cube-> removes 1 wound from Orange Lex and places it on Black Cat. Glyph of Cosmic Control Rod is placed 5 spaces away into Swamp Water. Red Skull attacks Battlement 1 skull vs 3 shields for 0 wounds on Battlement. Battlement had height advantage.
Black Cat moves 6 spaces over Battlement to close. Turn 2: Red Skull moves 5 spaces toward Annihilus. Cosmic Cube -> moves Multiple Man 3 spaces to close. Red Skull attacks Battlement 4 skulls vs 0 shields for 4 wounds on Battlement. Battlement is destroyed. Master Motivator -> Orange Lex moves 8 spaces to pick up Glyph of Energy Rings. Orange Lex drops Glyph of First Aid Kit at original location. Orange Lex attacks Yellowjacket 4 skulls vs 1 shield for 3 wounds on Yellowjacket. Glyph of Shrink Ray Gun is placed 5 spaces adjacent to Black Cat. MEnergyRings -> Yellowjacket (3) Nothing happens.
Black Cat moves 5 spaces to engage Orange Lex. Black Cat uses Cat Burglar to steal MEnergyRings from Orange Lex. Black Cat attacks Orange Lex 2 skulls vs 3 shields for 0 wounds on Orange Lex. MEnergyRings -> (1 Orange Lex takes 2 wounds, Black Cat takes 1 wound, Yellowjacket takes 1 wound. Yellowjacket dies. Glyph of MEnergyRings is placed 1 space away adjacent to Orange Lex. Turn 3: Red Skull moves 5 spaces to within range of Annihilus. Cosmic Cube -> 1 wound removed from Annihilus and placed on Black Cat. Red Skull attacks Multiple Man 4 skulls vs 1 shield for 3 wound on Multiple Man. Red Skull had height advantage. Dupes 17 (5+1) FAIL. Multiple Man dies. Master Motivator -> Orange Lex moves 1 space to land on and equip MEnergyRings. Orange Lex attacks Black Cat 5 skulls vs Bad Luck Aura (10) FAIL. vs 1 shield for 4 wounds on Black Cat. Black Cat dies. MEnergy Rings -> Chronos (4) nothing happens.
Yellowjacket is dead.
Annihilus takes 1 wound from Cosmic Control Rod. End of round with 1x Multiple Man dead, Yellowjacket Dead, Black Cat dead, 2 wounds on Orange Lex, 1 wound on Annihilus, and 1 Battlement was destroyed. Round 7: Initiative- Test team won. Turn 1: Red Skull moves 1 space to close on Annihilus. Cosmic Cube -> removes 1 wound from Annihilus and places it on Chronos. 2 x Glyph of Temporal Displacement placed 2 spaces away adjacent to Orange Lex. Red Skull attacks Multiple Man 1 skull vs 0 shields for 1 wound on Multiple Man. Dupes 17 (4+1) FAIL. Multiple Man dies. Master Motivator -> Orange Lex moves 1 space and attacks Chronos 3 skulls vs 0 shields for 3 wounds on Chronos. Chronos dies. End of round with 1x Multiple man Dead, and Chronos Dead.
End of Game with Annihilus (2 wound Markers and Glyph of Makluan Electromagnetic Rings), Orange Lantern Lex Luthor (2 wounds and Glyph of Makluan Energy Rings), Red Skull (full life and Glyph of Cosmic Cube), Destiny (full life), and Multiple Man x 6.
I wanted this first test to show how Orange Lex works as a design when there is no shortage of glyphs and lots of allies to keep the attention of enemy figures while he waits for the proper time to attack. Orange Lex with full battery markers and height has a devastating attack that when used properly against a defending figure with glyphs can feel overpowering. However I did notice that his second attack is rarely utilized. If he scores even 1 wound on the first attack the Glyph is removed and the second attack's condition trigger is no longer met. So he is only ever going to get the second attack when fighting figures with permanent glyph abilities or those figures who do not lose glyphs from wounds (in most cases). This makes him worth much less in this aspect.
This battle was a blowout. Running Multiple Men as blockers and using Red Skull to Motivate allowed Orange Lex's army way more activations that it knew what to do with. Cosmic Cube kept them all healed up and the number of Glyphs present were so in favor is Orange Lex it was not even funny. He one shot Mandarin and after that the game was done. Clever use of designs robbed Annihilus of his Control Rod early on but the Cube kept him up. Fighting an army like this was an Orange Lex fantasy. Now that I know what the best of the best is I'll test him with no glyphs on the field. See if he lives up to those points.
Who won and how many wounds did they have?with Annihilus (2 wound Markers and Glyph of Makluan Electromagnetic Rings), Orange Lantern Lex Luthor (2 wounds and Glyph of Makluan Energy Rings), Red Skull (full life and Glyph of Cosmic Cube), Destiny (full life), and Multiple Man x 6.
Army Test
- Does it pass, Yes or No? Yes. In a battle with no glyphs I feel like this design doesn't earn his points. - What should be the unit's point value? 320. - Give a brief overview.Orange Lex and Wizard battle out against Deadpool and his trusty fanboy Bob, while their temporary ally Punisher scours the map for people on his hit list. Punisher goes down like a brick. Bob and Wizard die off leaving Deadpool and Orange Lex at full life to face it off. Deadpool takes the easy win finishing the fight with full life left. Map: Embattled Fen.
Units: Orange Lantern Lex Luthor, Wizard (490) vs Deadpool, Bob, Punisher (490).
Spoiler Alert!
Round 1: Initiative- Test team loss. Turn 1: Deadpool moves 5 spaces to close.
Wizard moves 5 spaces to swamp. Turn 2: Punisher moves 8 spaces on road tiles to close
Wizard moves 5 spaces to road tile and within range of Punisher. Wizard attacks Punisher 3 skulls vs 2 shields for 1 wound on Punisher. 2nd attack on Punisher 0 skulls vs 2 shields for 0 wounds on Punisher. Turn 3: Bob moves 6 spaces to road tile and within range of Wizard. Bob attacks Wizard 1 skull vs 2 shields for 0 wounds on Wizard.
Orange Lex moves 8 spaces on road tiles to within range of Punisher. Orange Lex attacks Punisher 4 skulls vs 0 shields for 4 wounds on Punisher. Punisher dies. End of round with Punisher dead.
Round 2: Initiative- Test team won. Turn 1: Wizard moves 4 spaces to higher ground and attacks Bob 1 skull vs 1 shield for 0 wounds on Bob. 2nd attack on Bob 3 skulls vs 2 shields for 1 wound on Bob. Wizard had height advantage.
Deadpool moves 5 spaces to engage Wizard. Deadpool attacks Wizard 4 skulls vs -> Force Field X for 0 wounds on Wizard. 2nd attack on Wizard 3 skulls vs 4 shields for 0 wounds on Wizard. Turn 2:Wizard attacks Deadpool 2 skulls vs 0 shields for 2 wounds on Deadpool. Wizard had height advantage. Deadpool's #1 Fan -> moves Bob 2 spaces to close (14) success, Wizard takes 1 wound.
Deadpool moves 4 spaces over Battlement while remaining engaged to Wizard. Deadpool attacks Wizard 3 skulls vs 1 shield for 2 wounds on Wizard. 2nd attack on Wizard 2 skulls vs 0 shields for 2 wounds on Wizard. Wizard dies. Healing Factor X removes 1 wound from Deadpool. Turn 3: Orange Lex moves 8 spaces to behind Bob and attacks Bob 2 skulls vs 2 shields for 0 wounds on Bob.
Bob moves 6 spaces and attacks Orange Lex 1 skull vs 2 shields for 0 wounds on Orange Lex. Bob had height advantage. End of round with Wizard dead, 2 wounds on Deadpool, 1 wound on Bob, and 1 wound healed on Deadpool.
Round 3: Initiative Test team won. Turn 1: Orange Lex moves 8 spaces to other side of Bob and attacks Bob 2 skulls vs 0 shields for 2 wounds on Bob. Bob had height advantage. Bob dies.
Deadpool attacks Orange Lex 1 skull vs 3 shield for 0 wound on Orange Lex. 2nd attack on Orange Lex 3 skulls vs 4 shields for 0 wounds on Orange Lex. Deadpool had height advantage. Healing Factor X removes 1 wound from Deadpool. Turn 2: Orange Lex moves 4 spaces to engage Deadpool. Orange Lex attacks Deadpool 3 skulls vs 1 shield for 2 wounds on Deadpool.
Deadpool attacks Orange Lex 4 skulls vs Orange Shield Reflection for 0 wounds on Orange Lex and 1 wound on Deadpool. 2nd attack on Orange Lex 3 skulls vs 3 shield for 0 wounds on Orange Lex. Healing Factor X removes 1 wound from Deadpool. Turn 3: Orange Lex attacks Deadpool 4 skulls vs 2 shields for 2 wounds on Deadpool.
Deadpool does nothing. Healing Factor X heals 2 wounds from Deadpool. End of round with 5 wound healed on Deadpool, 5 wounds on Deadpool, and Bob died. Round 4: Initiative-Test team loss. Turn 1: Deadpool attacks Orange Lex 1 skull vs 1 shield for 0 wound on Orange Lex. 2nd attack on Orange Lex 1 skull vs 1 shield for 0 wounds on Orange Lex. Healing Factor X removes 1 wound from Deadpool.
Orange Lex attacks Deadpool 0 skulls vs 2 shields for 0 wounds on Deadpool. Turn 2: Deadpool attacks Orange Lex 4 skulls vs Orange Shield Reflection for 0 wounds on Orange Lex and 1 wound on Deadpool. 2nd attack on Orange Lex 1 skull vs 2 shields for 0 wounds on Orange Lex. Healing Factor X removes 1 wound from Deadpool.
Orange Lex attacks Deadpool 1 skull vs 2 shields for 0 wounds on Deadpool. Turn 3: Deadpool attacks Orange Lex 2 skulls vs 2 shields for 0 wounds on Orange Lex. 2nd attack on Orange Lex 3 skulls vs 2 shields for 1 wound on Orange Lex. Healing Factor X removes 1 wound from Deadpool.
Orange Lex attacks Deadpool 2 skulls vs 2 shields for 0 wounds on Deadpool. End of round with 1 wound on Orange Lex, 1 wound on Deadpool, and 3 wound healed on Deadpool.
Round 5: Initiative- Test team won. Turn 1: Orange Lex attacks Deadpool 2 skulls vs 2 shields for 0 wounds on Deadpool.
Deadpool attacks Orange Lex 2 skulls vs 1 shield for 1 wound on Orange Lex. 2nd attack on Orange Lex 2 skulls vs Orange Shield Reflection for 0 wounds on Orange Lex and 1 wound on Deadpool. Healing Factor X removes 1 wound from Deadpool. Turn 2: Orange Lex attacks Deadpool 2 skulls vs 3 shields for 0 wounds on Deadpool.
Deadpool attacks Orange Lex 4 skulls vs 2 shields for 2 wounds on Orange Lex. Orange Lex dies. End of round with Orange Lex dead, 1 wound on Deadpool, and 1 wound healed on Deadpool.
End of Game with Deadpool (full life).
This is a test to see the result of a situation that is less than optimal for Orange Lantern Lex Luthor. There are no glyphs on the board and no member of either army starts the game with glyphs. The figures are all ranged, most with double attacks. The double attacks force Orange Lex to sacrifice his Markers for Reflection to survive would be devastating assaults. Like all lantern designs this eventually lowers his defense and offense below survivable levels. In this particular battle high was maintained by both armies for equal amounts of time. Wizard and Bob lasted a while and did some wounds but ultimately the field was only populated with a full life Deadpool and a full life Orange Lantern Lex. Deadpool easily defeated Orange Lantern Lex by forcing Marker removal during double attacks. Lex almost killed Deadpool once but had to use a Reflective Marker to drop him to that 1 last hit point. Since many battlefields will have little to no glyphs rolling about I think Orange Lantern Lex, while providing lots of strategy, is just not worth his points. I would like to see him lowered to 320-330. Hal Jordan has an extra Green power maker giving him +1 range, move, attack, and defense. While Orange Shield Reflection is effective against low life figures and hard to hit units I do not think it could be used to well strategically since you lose so much in the form of statistics for each use. Avarice Aggression is just way to hit or miss to be of much consideration as well. Making his comparison to Hal Jordan for points way off. Very fun to play though with lots of options. This design really makes you bit your lip when you pick to roll or drop a marker, and when you do get to use Avarice aggression you feel like a god among children.
Who won and how many wounds did they have?Deadpool with full life.
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 Orange Lantern (Lex Luthor) - Playtesting
Well if he's only coming in at 10 points under when there are no glyphs on the battlefield, that's much less situational than some figures we have. I'd still consider that highly draftable.
Edit: Are we sticking with Thief here, or switching to Antagonist? If it's the former, I'll run a couple of army tests with the [redacted] this weekend.
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.
Last edited by IAmBatman; July 28th, 2013 at 08:46 PM.