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.
Honestly it would probably be a good standard practice to test every new non-SS design with Enchantress at least once, other synergies or no (barring stuff like Ozy and pure support designs I guess).
I've made this standard practice for myself. It would be a good idea to start asking more from the public as well.
I would be on board with you guys trying to put Enchantress into Reeval, if only for her effect on the meta-game. I am curious what changes you would suggest (feel free to stat a discussion in the CRB Sanctum).
As for testing with competitive figures, I try to avoid anyone currently in Reevaluation, unless I'm seriously worried about how strong combos with one of those units may be. Hopefully we can get the Reeval process moving quicker and make things clearer for competitive combos.
".... 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"
I know this is probably to long I've been reading other playtest to try to get the feel. I just feel like you try to get as much data as you can from these play tests so I try to add as much as I can I'm probably going to have to break this down, well, here it is.
I enjoy playing with Killer Frost, the first game I kept her in her start zone for the majority of the match and make someone try to kill her one on one so she could freeze the opponent then attack that opponent with 5 die from cold strength. The second game I played I was a lot more aggressive, I wanted to see how effective she was as a may-lay masher. She is great to kill squads with her auto wound marker, if you play on a lava Field it makes her a lot scarier opponent. Over all I think Her theme fits perfectly. With the amount of point being a the proper value, I see nothing wrong with her. I could read and understand Frosts powers, non of it seamed glitchy to me. I give the design 2 thumbs up.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Killer Frost
- 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 passYes or NoYesYes - What should be the unit's point value? ~210 - Give a brief overview. [B]Killer Frost, Captain Cold, Enchantress, Magma, and Fire Demons VS Batman(Bruce Wayne#1), Robin(Tim Drake), Alfred Pennyworth, Flash (Berry Allen), Quicksilver, and Ant-Man(Hank Pym) The match is a last man standing and KnockBack rules are in effect.
Map: [B]Sacred Shrine Map( I subbed out the water tile for molten lava and all rock tile are lava tile except the start zone.)
Units: Killer Frost, Magma, Fire Demons, Captain Cold, and Enchantress.(1100)Flash(Berry Allen), Quick Silver, Alfred, Robin(Tim Drake), Batman(#1Bruce Wayne), and Ant-Man(Hank Pym).(1100)
Spoiler Alert!
ROUND 1: 10 to 6 Good Guys. Fire demons place 4 Single Space Lava Hex on the board before initiative.
Batman moves 5 spaces 4 sight spaces away from Robin, activating VIGILANTE SIDEKICK. Robin moves 4 spaces adjacent to Batman.Enchantress moves 5 spaces.Flash moves 11 spaces behind a column. All 4 Fire Demons progress 6 spaces froward.Ant-Man moves 4 spaces.Captain Cold moves 4 spaces.
ROUND SUMMERY: Everyone progress forward.
ROUND 2: 14 to 13 Bad Guys.
Fire Demons all progress forward. 1 moves 6 spaces, 2 move 3 spaces, and 1 moves 4 spaces. The 1st one lands on the GLYPH OF COSMIC SHIELDING. the other 3 are all adjacent to Flash. The 2 Demon attacks Flash with H.A. 3 skulls to 3 shields, 1 KBP. Flash gets knocked back 2 spaces and recives 1 Wound. Flash takes no leaving engagement.Batman moves 5 spaces and is 3 sight spaces activating VIGILANTE SIDEKICK.Robin moves 6 spaces onto the road and attacks a Fire Demon from 4 spaces away. 3 skulls to 2 shields. FIRE DEMON FALLS.Magma moves 5 spaces away and activates ERUPTION. Magma throws a lava tile 3 spaces adjacent to the road. Flash moves 6 spaces, through a Fire Demon, and lands onTHE GLYPH OF TEMPORAL DISPLACEMENT. Flash moves Batman who was 4 sight spaces away, and places Batman adjacent to Flash and a Fire Demon.Enchantress moves 2 spaces, and attacks Robin from 4 spaces away and has H.A.. 2 skull to 1 skull. -1 Robin. He has 3 life left.Quicksilver moves 8 spaces.
ROUND SUMMERY: -1 Robin, -1 Flash, and 1 Fire Demon has fallen and FIRE SPAWNING 13=4 was unsuccessful.
ROUND 3: 18 to 6. Bad Guys.
Enchantress attacks Robin again, and still has H.A. 2 skulls to 1 shield. -1 to Robin. He has 2 life left.Batman attacks a Fire Demon with H.A.. 4 skulls to 2 shields.FIRE DEMON FALLS.1st Fire Demon moves 2 spaces adjacent to Batman and Flash. Fire Demon has H.A. on Flash and attacks Flash. 3 skulls to 3 blanks. Flash activates SPEED DODGE 4.Flash moves 4 spaces onto the road. The 2nd Fire Demon moves 3 spaces adjacent to Robin and attacks. 3 skulls to 3 shields. Robin gets back knocked back 3 spaces, and gets -1 from KBD. Flash moves 1 space adjacent to a Fire Demon, and attacks with FIST FUSILLADE SPECIAL ATTACK. Flash rolls 4 sets of 3 attack die. 2 skulls to 2 shields. 2 skulls to 4 shields. 2 skulls to 1 shield. Fire Demon falls.Magma moves 1 space and activates ERUPTION and throws a molten lava tile 3 spaces away. Robin moves 5 spaces onto the grass by His S.Z..
ROUND 3 SUMMERY: -2 Robin, and 2 Fire Demons have fallen. Fire Demon activates FIRE SPAWNING 13=14. Fire Demon spawns on molten lava tile.
ROUND 4: 8 to 1 Bad Guys.
Enchantress moves back 1 space and attacks Flash with H.A. from 3 spaces away. 2 skulls to 1 shield and 3 KBP. -1 to Flash. He has 2 life left.Batman attacks an adjacent Fire Demon 2 skulls to 1 shield. The last Fire Demon moves 6 spaces onto a molten lava tile closer to His S.Z.. Fire Demons have LAVA RESISTANT.Robin moves 6 spaces back to his start zone adjacent to Alfred. Activating FIELD MEDIC=17. Robin gets +2 life. He has 4 life again.Captain Cold moves 3 spaces 4 sight spaces away from Flash, and attacks with COLD GUN SPECIAL ATTACK. 2 skulls to 0 shields. -2 to Flash. He has fallen.Quicksilver moves 7 spaces, slowing Quicksilver down was Captain Colds FROZEN MOLECULAR FIELD. Quicksilver moves 1 more space from SUPERSPEEDadjacent to Captain Cold, and attack with His normal attack. 1 skull to 4 shields.
ROUND 4 SUMMERY: -3 Flash, 1 Fire Demon died, +2 Robin. FIRE SPAWNING 13=8 was unsuccessful.
Round 5: 17 to 9 Bad Guys.
Enchantress moves back 2 spaces, 4 sight spaces away from Quicksilver with H.A. and attacks. 2 skulls to 3 shields, and 4 KBP.Batman moves 5 spaces onto a Lava Tile, and attacks the last Fire Demon, Batman has a H.A.. 3 skulls to 2 shields. All Fire Demons have fallen.Killer Frost moves 4 spaces.Quicksilver attacks an adjacent Captain Cold. 1 skull to 1 shield.Captain Cold moves 1 Space adjacent to Enchantress and Magma then attacks Quicksilver With [B]COLD GUN SPECIAL ATTACK. 3 skulls to 2 shields. [B]-1 Quicksilver. He has 4 life left. Ant-Man moves 4 spaces. Batman receives -1 from Lava Damage.
ROUND 5 SUMMERY: -1 Quicksilver, the last Fire Demon died, and -1 Batman.
ROUND 6: 11 to 10 Bad Guys.
Enchantress is 2 clear sight spaces away from Magma and activates ENCHANTMENT. Magma moves 1 space adjacent to Quicksilver and attacks. 3 skulls to 2 shields, and 5 KBP. -1 to Quicksilver. He has 3 life left. Batman moves 4 spaces onto the GLYPH OF COSMIC SHIELDING.Captain Cold attacks Quicksilver with COLD GUN SPECIAL ATTACK 1 skull to 2 shields.Quicksilver moves 4 spaces adjacent to Killer Frost with a Hight Advantage. Quicksilver was still slowed down by Captain Colds FROZEN MOLECULAR FIELD. Quicksilvers attack fails. Killer Frost moves 1 space adjacent to Quicksilver and attacks with COLD STRENGTH. Quicksilver gets +2 defense from the GLYPH OF COSMIC SHIELDING.2 skulls to 2 shields.Ant-Man moves 5 spaces with MIGHTY LEAP 5 adjacent to Magma and attacks. 3 skulls to 2 shields. -1 Magma, She has 3 life left.
ROUND 6 SUMMERY: -1 Quicksilver, and -1 Magma.
ROUND 7: 20 to 16 Bad Guys.
Enchantress moves 5 spaces into the Sacred Shrine 4 clear sight spaces way from Batman and attacks with a normal attacks. 3 skulls. Batman successfully uses EVASIVE STRIKE 15=15. -1 Enchantress. She has 6 life left.Batman moves 3 spaces adjacent to Enchantress and attacks with his normal attack. 4 skulls to 1 shield. Enchantress only receives 1 wound from MAGICAL DEFENSE. She has 5 life left.Magma moves 1 space still adjacent to Ant-Man and attacks with a Hight Advantage. 3 skulls to 0 shields. Ant-Man falls.Ant-Man just got taken out the previous turn. Killer Frost uses FROST BITE on Quicksilver, He receives -1 and has a frost bite marker on his card. Quicksilver has 2 life left.Quicksilver is FROST BITEN, and can not do anything.
ROUND 7 SUMMERY: -2 to Enchantress, and -1 Quicksilver.
ROUND 8: 16 to 1 Bad Guys.
Enchantress attacks Batman with a normal attack 1 skull to 1 shield, and 3 KBP. Batman's EVASIVE STRIKE 15 fails.Batman uses BAT-GRAPPLE 3 1 space onto the GLYPH OF BOOM TUBE. Batman Retreats back to his start zone moving 10 sight spaces from the Glyph.Captain Cold attacks Quicksilver with COLD GUN SPECIAL ATTACK. 3 skulls to 1 shield. -2 Quicksilver. He has fallen.Robin moves 6 spaces adjacent to Batman.[B]Killer Frost moves 4 spaces ending her turn on a lava hex activating CRYOKINESIS. She gets +1 Frost Marker back.Alfred moves 5 spaces adjacent to Batman.
ROUND 8 SUMMERY: -2 Quicksilver.
ROUND 9: 9 to 2 Good Guys.
Alfred moves 4 spacesEnchantress moves 5 spaces and attacks Alfred from 4 spaces away. 5 skulls to 2 shields. -3 to Alfred. He has fallen.Alfred has fallen the previous turn.Magma moves 4 spaces and activates ERUPTION. Magma throws her last molten lava tile 1 empty space from her. Batman moves 4 spaces adjacent to Enchantress with a Hight Advantage. 5 skulls to 4 shields. -1 to Enchantress, She has 4 life left. Batman is 4 clear sight spaces from Robin activating VIGILANTE SIDEKICK. Robin moves 4 spaces adjacent to Batman and attacks Enchantress from 2 spaces away with a Hight a Advantage. 4 skulls to 3 shields. -1 to Enchantress. She has 3 life left.Captain Cold moves 5 spaces onto the road.
ROUND 9 SUMMERY: -2 to Enchantress, and -3 Alfred.
ROUND 10: 18 to 6 Good Guys.
Batman moves 1 spaces still adjacent to Enchantress and attacks with a normal attack. Batman still has a Hight Advantage. 4 skulls to 3 shields. -1 Enchantress, She has 2 life left. Robin is 1 space from Robin, He moves 1 space adjacent to Batman using [B]VIGILANTE SIDEKICK. Robin attacks an adjacent to Enchantress with Hight Advantage. 4 skulls to 3 shields.-1 Enchantress. She Has 1 life left. Enchantress attacks Robin because of VIGILANTE PROTECTION, Robin has a Hight Advantage still. 5 skulls to 3 shields and 2 KBP. Robin gets Knocked Back 2 spaces and receives -1 damage from it. -3 to Robin, He has 1 Life Left.Robin activates BAT GRAPPLE 3 and moves 1 spaces adjacent to Enchantress with Hight Advantage, and attacks with his normal attack. 3 skulls to 2 shields. -1 Enchantress. She has fallen.Captain Cold moves 3 spaces and attacks Robin with COLD GUN SPECIAL ATTACK. 3 skulls to 1 shield. -1 Robin. He has fallen.[COLOR]Batman attacks an adjacent Captain Cold with a normal attack, and has Hight Advantage. 4 skulls to 0 shields. -4 Captain Cold. He has fallen.[/COLOR]Magma moves 1 space onto a Molten lava tile, and attacks with LAVA PROJECTILE SPECIAL ATTACK. Batman was unsuccessful with EVASIVE STRIKE 15=8 4 skulls to 1 shield. -3 Batman. He has fallen. BAD GUYS WIN IN 10 ROUNDS.
Spoiler Alert!
END GAME SUMMERY: Killer frost has 4 Life Left. And. Magma has 4 life left.
Army Test
- Does it passYes or NoYesYes - What should be the unit's point value? ~220 - Give a brief overview.Last man or Woman standing. A typical elemental match up with Fire vs. Ice. Who will come out on top.
Map: [B]Sacred Shrine Map( I proxyed out the water tile for molten lava and all rock tile are lava tile except the start zone.)
Units: Killer Frost, Captain Cold, Mister Freeze, Doctor Strange, Juggernaut, and Ant-Man(Eric O'Grady).(1200) Enchantress, Fire Demons, Magma, and Red Hulk. (1170)
Spoiler Alert!
ROUND 1: 17 to 4 Cold team. Fire Demons set 3 lava tile accords the board before initiative.
Doctor Strange moves 5 spaces adjacent to a column.Red Hulk SUPER LEAPS 10 spaces into the Sacred Shrine.Juggernaut moves straight 5 spaces.Enchantress moves 5 spaces.KILLER FROST moves 3 spaces.All 4 Fire Demons progress 6 spaces forward.
ROUND 1 SUMMERY: both teams progress forward.
ROUND 2: 2 to 2. 20 to 4 Team Cold.
Captain Cold moves 4 spaces. Enchantress moves 5 spaces activating the equipment Glyph OF MAKLUAN MATTER RINGS. Juggernaut moves 5 spaces.Red Hulk uses SUPER LEAP, moves 8 spaces adjacent to Killer Frost and Captain Cold. Red Hulk attacks Killer Frost with His normal attack. Red Hulk rolls -3 attack die from Super Leap. Red Hulks attack is ineffective.Mister Freeze moves 3 spaces adjacent to Captain Cold, and attacks Red Hulk with FREEZE RAY GUN SPECIAL ATTACK from 2 spaces away. 1 skull to 1 shield.Magma moves 5 spaces.
ROUND 2 SUMMERY: Attacks were either missed or blocked, everyone else just progress forward. Enchantress obtained the Equipment Glyph.
ROUND 3: 17 to 6 Team Cold.
Doctor Strange attacks Red Hulk from 2 spaces away with Hight Advantage. 2 skulls to 3 shields. Red Hulk moves 1 space adjacent to Captain Cold and Doctor Strange, Res Hulk gets -1 from disengaging with Killer Frost. Red Hulk attacks Captain Cold with a Hight Advantage. 3 skulls to 1 shield, and 1 KBP. Captain Cold can't move . -2 and -1 from Knock Back. Captain Cold has 1 life left. Juggernaut moves 1 space and attacks a Fire Demon. 2 skulls to 2 shields and 4 KBP. 3 Fire Demons move 1 space, all of them are adjacent to Juggernaut and one has Hight Advantage. 2 skulls to 4 shields and 2 KBP. Second attack misses, 1 skull to 1 shield and 1KBP, and the last attack 2 skulls to 1 shield and 4 KBP. - 1 to Juggernaut. He has 6 life left.Killer Frost moves 2 spaces adjacent to Red Hulk and gets Him with FROST BITE. -1 Red Hulk, He has 6 life left.Magma moves 4 spaces and activates ERUPTION. Magma throws a molten lava tile 2 spaces.
ROUND 3 SUMMERY: -2 Red Hulk, and -3 Captain Cold and -1 Juggernaut
ROUND 4: 17 to 16 Team Heat.
All Fire Demons attack Juggernaut, one has Hight Advantage. 2 skulls to 4 shields and 3 KBP. 1 skull to 4 shields and 3 KBP. Third attack fails. 4 skulls to 2 shields and 3 KBP. -2 to the Juggernaut. Juggernaut gets knocked back one space, but does not take damage.Juggernaut moves 1 space and attacks a Fire Demon with Hight Advantage. 2 skulls to 2 shields and 3 KBP.Red Hulk attacks Killer Frost 3 skulls to 2 shields and 1 KBP. -1 to Killer Frost, She gets Knocked Back 2 spaces onto a Molten Lava Tile, it does not affect Killer Frost because she has LAVA RESISTANT. Killer Frost does not take Knock Back Damage, Killer Frost adds a Frost Marker back to her card from landing on a molten lava tile.Killer Frost moves 2 spaces and attacks Magma from 5 spaces away with Hight Advantage. 3 skulls to 1 shield. -2 to Magma, she has 2 life left.Enchantress moves 2 spaces activating the glyph of super speed, and attacks Killer Frost from 4 spaces Away. 1 skull to 0 shields. -1 Killer Frost. She has 3 life left.Doctor Strange takes leaving engagement from Red Hulk, He has 5 life left. Doctor Strange moves 1 space and attacks Enchantress from 4 spaces away with Hight Advantage. 5 skull to 1 shield and 2 KBP. - 4 to Enchantress, she moves back 1 space, and takes Knock Back Damage. Enchantress has 2 life left.
ROUND 4 SUMMERY: -5 Enchantress, -2 Juggernaut, -2 Magma, -1 Killer Frost, and -1 Doctor Strange.
ROUND 5: 17 to 4 Team Heat.
Red Hulk attacks Captain Cold with Hight Advantage. 5 skulls to 3 shields. -2 to Captain Cold. He Falls.Killer Frost moves 4 spaces adjacent to Magma and attacks he with FROST BITE. -1 to Magma, She has 1 life left, and has a Frost Marker on her card.Enchantress moves 3 spaces and attacks Doctor Strange from 3 spaces away, Doctor Strange has Hight. 1 skull to 4 shields.Juggernaut attacks a Fire Demon with Hight. 4 skulls to 1 shield. Fire Demon falls. The first Fire Demon moves 3 spaces onto a lava tile, adjacent to Juggernaut with Hight, and attacks. 3 skulls to 2 shields and 5 KBP.-1 Juggernaut. He has 3 life left. The second Fire Demon moves 3 spaces and attacks an adjacent Juggernaut. 3 skulls to 3 shields and 4 KBP. The Last Fire Demon moves 3 spaces adjacent to Killer Frost and attacks 1 skull to 1 shield and 2 KBP.Doctor Strange moves 2 spaces and attacks a Fire Demon From 3 spaces away with Hight. 4 skulls to 2 shields. Fire Demon falls. At the end of the round the Fire Demons activate [B]FIRE SPAWNING 13=5.[B] it was unsuccessful.
ROUND 5 SUMMERY: 2 Fire Demons die, Captain Cold dies, -1 Juggernaut, and -1 Magma.
ROUND 6: 13 to 2 Team Heat.
Killer Frost activates FROST BITE because she is adjacent to Magma. -1 to Magma, She has Fallen.Red Hulk moves 1 Space and attacks an adjacent Mister Freeze with a normal attack. 6 skulls to 2 shields and 3 KBP. -4 to Mister Freeze, He has fallen.Doctor Strange moves 2 spaces and attacks Enchantress with Hight from 3 spaces away. 3 skulls to 2 shields. -1 Enchantress, She has 1 life left.Magma was destroyed the previous turn.Juggernaut moves 2 spaces onto a Lava Tile and attacks an adjacent Fire Demon with Hight. 4 skulls to 1 shield. It's the end of the round Juggernaut rolls for lava Damage and receives -1. He has 1 life left.Fire Demon does not roll for lava damage because of LAVA RESISTANCE the Fire also rolls for FIRE SPAWNING 13=20. It is successful and 1 Fire Demon is revived and is placed on a Molten Lava Tile.
ROUND 6 SUMMERY: a Fire Demonwas kill but was revived at the end of the round, -1 Magma she has fallen, -4 Mister Freeze He also has fallen,-1 Enchantress, and -1 Juggernaut.
ROUND 7: 5 to 3 Team Heat.
Killer Frost moves 1 space adjacent to a Fire Demon and attacks him with the special attack FROST BITE. The Fire Demon has fallen. Killer Frost has no Frost markers on he card. Red Hulk moves 5 spaces adjacent to Ant-Man.(Eric O'Grady) Red Hulk attacks with his Normal attack. 3 skulls. Ant-Man successfully activates VANISH 6=8. Ant-Man takes no damage and moves 4 spaces.Doctor Strange again attacks Enchantress from 3 spaces away with Hight. 3 skulls to 2 shields. -1 toEnchantress. She has fallen and the GLYPH OF MAKLUAN MATTER RINGS have been destroyed with her.[/COLOLR]Enchantress was just destroyed the previous turn. Juggernaut attacks an adjacent Fire Demon with His normal attack. 2 skulls to 0 shields. The last Fire Demon has Fallen.The Fire Demon was destroyed the pervious turn. Juggernaut rolls for Lava Damage, and receives 1 wound. Juggernaut has fallen.FIRE SPAWNING 13=11 was unsuccessful.
ROUND 7 SUMMERY: 2 Fire Demons died, -1 Enchantress. She died. -1 Juggernaut, He died.[COLOR]
ROUND 8: 16 to 9. Team Heat.Red Hulk moves 4 Spaces adjacent to Ant-Man, and attacks with a normal attack. 7 skulls to 0 shields. Ant-Mans special VANISH 6 was unsuccessful, Ant-Man rolled a 5. -7 to Ant-Man. He has been destroyed. Doctor Strange moves 5 spaces onto the Sacred Shrine road. Red Hulk moves 5 spaces adjacent to Doctor Strange and attacks with His normal attack. 6 skulls to 0 shields and 4 KBP. Doctor Strange only receives on wound because of MAGICAL DEFENSE. Doctor Strange gets Knocked Back 2 spaces and receives Knock Back Damage.Killer Frost moves 1 space onto a Molten Lava Tile, She receives 1 Frost Marker back. She attacks Red Hulk From 2 Spaces Away and gets +1 from COLD STRENGTH. Her attack misses.Red Hulk moves 1 space adjacent to Killer Frost and attacks with his normal attack. 4 skull to 0 shields. Killer Frost has been destroyed.Killer Frost was destroyed the pervious turn.FIRE SPAWNING 13=9 was unsuccessful again.
ROUND 8 SUMMERY: -1 Ant-Man, He was destroyed. -2 Doctor Strange, and -4 Killer Frost She was destroyed.
ROUND 9. 20 to 17. Team Cold.
Doctor Strange moves back 1 space, and attacks Red Hulk from 3 spaces away with Hight. 5 skulls to 2 shields. Doctor Strange uses the EYE OF AGAMOTTO and removes 2 O.M. off Red Hulks card at random, and gives Red Hulk -1 wound. Red Hulk has 5 life left.Red Hulks O.M. Was taken from the eye of agmotto. Doctor Strange moves 3 spaces and attacks Red Hulk from 4 spaces away, Strange still has Hight. 5 skulls to 1 shield. -4 to Red Hulk, He has 1 life left. Red Hulk places 1 Heat Marker on His card. Red Hulk moves 3 spaces adjacent to Doctor Strange, and attacks with his normal attack. 3 skulls to 1 shield, and 3 KBP. -1 to Doctor Strange, because of MAGICAL DEFENSE. He has 1 life left.[COLOR=red] Doctor Strange attacks the adjacent Red Hulk with his normal attack. 4 skulls to 1 shield, and 3 KBP. -3 to Red Hulk. [B]TEAM COLD WINS!
ROUND 8 SUMMERY: -1 Doctor Strange, and -6 Red Hulk.
Here you go. She's a fun unit a little strong for her points. I didn't find Frost Bite that useful otherwise I like her. NAME OF THE TEST UNIT(Killer Frost)
Army Test 1 - Does it pass?Pass - What should be the unit's point value? 220-320 - Give a brief overview.Nick Fury and a squad of S.H.I.E.L.D. Agents drop in front of the other team’s base S.H.I.E.L.D. Agents do some damage before Spider-Woman gets there Killer Frost kills Spider-Woman fast more battling before army 2 wins. Unit Sum-up: Damage: Normal Attack: Killed 2 S.H.I.E.L.D. Agents put 5 wounds on Spider-Woman and 3 wounds to Dugan. Special Power: Killed 1 S.H.I.E.L.D. Agent. Power Usage: Frost Bite: Used 1 times. Cryokinesis: Gaind 1 frost markers.
Map: Dark Dimensions
Units: Army 1: Killer Frost, Enchantress, Magma (770) VS Army 2: Nick Fury, Spider-Woman, Dum Dum Dugan, S.H.I.E.L.D. Sniper, S.H.I.E.L.D. Agents x2 (770)
Spoiler Alert!
First Round:
(Fury and 3 S.H.I.E.L.D. Agents drop)
Initiative goes to Army 1.
ARMY ONE: Enchantment: Frost jumps even with a S.H.I.E.L.D. Agent and kills that S.H.I.E.L.D. Agent
ARMY TWO: Director of S.H.I.E.L.D.: Spider-Woman and a S.H.I.E.L.D. Agent move out and the other S.H.I.E.L.D. Agents fail to do damage.
ARMY ONE: Enchantment: Frost moves even with a S.H.I.E.L.D. Agent and fails to do damage.
ARMY TWO: Director of S.H.I.E.L.D.: Spider-Woman and a S.H.I.E.L.D. Agent move up and the other S.H.I.E.l.D. Agents put 1 wound on Enchantress and 1 wound on Frost.
ARMY ONE: Enchantment: Frost fails to do damage.
ARMY TWO: Spider-Woman moves up and uses venom blast but fails to do damage and the S.H.I.E.l.D. Agents fail to do damage.
Second Round:
Initiative goes to Army 1.
ARMY ONE: Enchantment: Frost kills 1 S.H.I.E.l.D. Agent.
ARMY TWO: Director of S.H.I.E.L.D.: Spider-Woman moves adjacent to Enchantress and puts 1 wound on her and the S.H.I.E.L.D. Agents put 1 wound on Enchantress.
ARMY ONE: Enchantment: Frost puts 1 wound on Spider-Woman.
ARMY TWO: Director of S.H.I.E.L.D.: Spider-Woman puts 1 wound on Enchantress and a S.H.I.E.L.D. Agent puts 1 wound on Enchantress.
ARMY ONE: Enchantment: Frost kills Spider-Woman.
ARMY TWO: Director of S.H.I.E.L.D.: Dugan moves out and the S.H.I.E.L.D. Agents fail to do damage. at the end of the round a S.H.I.E.L.D. Agent dies because of lava field.
Third Round:
Initiative goes to Army 1.
ARMY ONE: Enchantment: frost kills a S.H.I.E.L.D. Agent.
ARMY TWO: Dugan moves up and a S.H.I.E.L.D. Agent fails to do damage.
ARMY ONE: Enchantment: Frost kills a S.H.I.E.L.D. Agent.
ARMY TWO: Director of S.H.I.E.L.D.: Dugan and a S.H.I.E.L.D. Agent move up.
ARMY ONE: Enchantress moves out.
ARMY TWO: Director of S.H.I.E.L.D.: Dugan moves up and puts 1 wound on Enchantress and a S.H.I.E.L.D. Agent moves up.
Fourth Round:
Initiative goes to Army 1.
ARMY ONE: Enchantment: Frost moves adjacent to Dugan and puts 2 wounds on him.
ARMY TWO: Director of S.H.I.E.L.D.: Dugan moves away from Frost and fails to do damage and a S.H.I.E.L.D. Agent puts 2 wounds on Frost.
ARMY ONE: Enchantment: Frost moves adjacent to Dugan and puts 1 wound on him.
ARMY TWO: Director of S.H.I.E.L.D.: Dugan moves away from Frost and kills Enchantress and a S.H.I.E.L.D. Agent kills Frost.
ARMY ONE: Order marker on Frost so turn gets skipped.
ARMY TWO: Director of S.H.I.E.L.D.: Dugan fails to do damage and the S.H.I.E.L.D. Agent puts 1 wound on Magma.
Fifth Round:
Initiative goes to Army 2.
ARMY TWO: Director of S.H.I.E.L.D.: Dugan fails to do damage and the S.H.I.E.L.D. Agent puts 1 wound on Magma.
ARMY ONE: Magma moves adjacent to Dugan and fails to do damage.
ARMY TWO: Dugan moves on height and puts 1 wound on Magma and the S.H.I.E.L.D. Agent kills her.
Army 2 wins with 5 life Nick Fury 1 life Dum Dum Dugan 1 S.H.I.E.L.D. Agent and 1 S.H.I.E.L.D. Sniper
Army Test 2 - Does it pass?Pas - What should be the unit's point value? 220 - Give a brief overview.battling in the middle Ms. Marvel and Frost die in the third round Iron Monger runs around finishing the other team of. this was a weird game bad luck all around. Unit Sum-up: Damage: Normal Attack: #. Special Power: 1 wound to Super-Skrull. Power Usage: Frost Bite: Used 1 times. Cryokinesis: Gaind 0 frost markers.
Map: Dark Dimensions
Units: Army 1: Killer Frost, Ms. Marvel, Iron Monger (800) VS Army 2: Super-Skrull (Kl’rt), Skrull Warriors x4 and Skrull Infiltrator x2 (800)
Spoiler Alert!
First Round: (Ms. Marvel picks Iron Monger and Killer Frost for avenger attack command)
Initiative goes to Army 1.
ARMY ONE: Avenger Attack Command: Frost moves out.
ARMY TWO: Super-Skrull moves out.
ARMY ONE: Ms. Marvel moves out.
ARMY TWO: Skrull Warriors move out.
ARMY ONE: Avenger Attack Command: Frost moves up.
ARMY TWO: Skrull Warriors move up and put 1 wound on Frost.
Second Round:
Initiative goes to Army 1.
ARMY ONE: Ms. Marvel moves up and kills 1 Skrull Warrior.
ARMY TWO: Super-Skrull moves up and puts 2 wounds on Ms. Marvel.
ARMY ONE: Frost uses Frost Bite on Super-Skrull and Ms. Marvel fails to do damage.
ARMY TWO: on Super-Skrull so turn gets skipped because of Frost Bite.
ARMY ONE: Frost attacks Super-Skrull gets bounce back and takes 1 wound Ms. Marvel fails to do damage.
ARMY TWO: a Skrull Warrior moves out and the other one fails to do damage.
Third Round:
Initiative goes to Army 2.
ARMY TWO: Super-Skrull puts 1 wound on Ms. Marvel but takes 1 wound from the best defence.
ARMY ONE: Frost attacks Super-Skrull gets bounce back and takes 1 wound Ms. Marvel fails to do damage.
ARMY TWO: Super-Skrull kills Ms. Marvel.
ARMY ONE: OM on Ms. Marvel so tun gets skipped.
ARMY TWO: Skrull Warriors move up and kill Frost.
ARMY ONE: OM on Ms. Marvel so tun gets skipped.
Fourth Round:
Initiative goes to Army 2.
ARMY TWO: Super-Skrull moves up.
ARMY ONE: Iron Monger jumps on height and kills Super-Skrull.
ARMY TWO: Skull Warriors move up and fail to do damage.
ARMY ONE: Iron Monger fails to do damage.
ARMY TWO: OM on Super-Skrull so tun gets skipped
ARMY ONE: Iron Monger moves adjacent to a Skrull Warrior and kills it.
Fifth Round:
Initiative goes to Army 1.
ARMY ONE: Iron Monger uses Air to Surface Missiles Special Attack and kills a Skrull Infiltrator.
ARMY TWO: a Skrull Warrior moves out and the other one fails to do damage.
ARMY ONE: Iron Monger fails to do damage.
ARMY TWO: Skrull Warriors fail to do damage.
ARMY ONE: Iron Monger moves adjacent to a Skrull Warrior and kills it.
ARMY TWO: Skrull Warriors fail to do damage.
Sixth Round:
Initiative goes to Army 1.
ARMY ONE: Iron Monger moves adjacent to a Skrull Warrior and kills it.
ARMY TWO: Skrull Warriors fail to do damage.
ARMY ONE: Iron Monger moves adjacent to a Skrull Warrior and kills it.
ARMY TWO: Skrull Warriors fail to do damage.
ARMY ONE: Iron Monger moves adjacent to a Skrull Warrior and kills it.
ARMY TWO: Skrull Warriors fail to do damage.
Seventh Round:
Initiative goes to Army 2.
ARMY TWO: Skrull Warriors fail to do damage.
ARMY ONE: Iron Monger uses Air to Surface Missiles Special Attack and kills a Skrull Warrior.
ARMY TWO: the Skrull Warrior jumps on height and puts 1 wound on Iron Monger.
ARMY ONE: Iron Monger moves on height and kills the Skrull Warrior.
ARMY TWO: OM on Skrull Warriors so tun gets skipped
ARMY ONE: Iron Monger kills the Skrull Infiltrator.
Army Test 3 - Does it pass?Pass - What should be the unit's point value? 220-300 - Give a brief overview.Both teams move out battling in the middle and some Fire Demons fall but take out Krypto and Superboy Star Sapphire and Frost move out Frost takes down Eradicator moves over and takes down Kryptanian Soldier. Unit Sum-up: Damage: Normal Attack: 5 wounds to Eradicator and 4 wounds to the Kryptanian Soldier. Special Attack: #. Power Usage: Frost Bite: Used 0 times. Cryokinesis: Gaind 0 frost markers.
Map: Dark Dimensions
Units: Army 1: Killer Frost, Fire Demons and Star Sapphire (Carol Ferris) (810) VS Army 2: Superboy (Kon-el), Krypto, Eradicator and Kryptonian Soldier x1 (800)
Spoiler Alert!
First Round: (Star Sapphire picks Killer Frost to be her beloved)
Initiative goes to Army 2.
ARMY TWO: Eradicator moves out.
ARMY ONE: Fire Demons move out.
ARMY TWO: Superboy and Krypto move out.
ARMY ONE: Fire Demons move up.
ARMY TWO: Superboy and Krypto move adjacent to the Fire Demons and kill 1.
ARMY ONE: Fire Demons put 3 wounds on Superboy.
Second Round:
Initiative goes to Army 1.
ARMY ONE: Fire Demons put 1 wound on Krypto.
ARMY TWO: Superboy kills a Fire Demon.
ARMY ONE: Fire Demons kills Krypto.
ARMY TWO: Superboy fails to do damage.
ARMY ONE: Fire Demons put 1 wound on Superboy.
ARMY TWO: Eradicator uses Solar Radiation Special Attack puts 1 wound on himself to boost his attack and fails to do damage. Superboy heals 1 wound because of Eradicator’s Solar Transference.
Third Round:
Initiative goes to Army 1.
ARMY ONE: Fire Demons kill Superboy.
ARMY TWO: Eradicator kills a Fire Demon.
ARMY ONE: Star Sapphire moves out and fails to do damage.
ARMY TWO: OM on Superboy so turn gets skipped.
ARMY ONE: Frost moves out.
ARMY TWO: OM on Superboy so turn gets skipped. At the end of the round a Fire Demon comes back from Fire Spawning 13.
Fourth Round:
Initiative goes to Army 2.
ARMY TWO: Eradicator fails to do damage.
ARMY ONE: Star Sapphire moves adjacent to Eradicator and fails to do damage and Frost moves up and fails to do damage.
ARMY TWO: Eradicator puts 1 wound on Star Sapphire.
ARMY ONE: Star Sapphire fails to do damage and Frost puts 3 wounds on Eradicator.
ARMY TWO: Eradicator fails to do damage.
ARMY ONE: Frost puts 3 wounds on Eradicator.At the end of the round a Fire Demon comes back from Fire Spawning 13.
Fifth Round:
Initiative goes to Army 1.
ARMY ONE: Frost fails to do damage.
ARMY TWO: Eradicator fails to do damage.
ARMY ONE: Frost puts the last 2 wounds on Eradicator to kill him.
ARMY TWO: OM on Eradicator so turn gets skipped.
ARMY ONE: Frost moves up.
ARMY TWO: Kryptanian Soldier moves out.
Sixth Round:
Initiative goes to Army 2.
ARMY TWO: Kryptanian Soldier moves adjacent to Frost and puts 1 wound on her.
ARMY ONE: Frost moves on height and puts 3 wounds on Kryptanian Soldier.
ARMY TWO: Kryptanian Soldier moves even and fails to do damage.
ARMY ONE: Frost moves on height and kills the Kryptanian Soldier.
otherwise Army 1 wins with 3 life Killer Frost 3 life Star Sapphire and 3 Fire Demons
From the first 2 tests I would say 220 is good maybe a little high with a convincing lose & a tight win, but that last one was a huge victory & really confuses my judgement on price point there.
He also mentions that he didn't get any use out of Frost Bite. My thoughts is that it should be very useful as is. Does he not get its use or am I seeing value that isn't there?
I think it'll be useful enough. If you don't have any way of recharging her it might not be worth burning the marker, but if she can recharge and/or is facing the right opponent, it should be plenty useful.
However, taking another look at Cryokinesis, it isn't very clear when the marker is placed. Based on the current wording I assume the marker is placed immediately (as soon as she takes wounds from the attack or as soon as she moves onto lava field/molten lava), but that gets a little weird with her Move number potentially getting increased in the middle of her movement. Not necessarily a problem, just seems messy to me.
I'm also not clear on the wounding wording in Cryokinesis: is the use of "a wound" supposed to mean it triggers when she takes exactly 1 wound? Or is it supposed to trigger when she takes any number of wounds?
And maybe it's just me, but it seems weird to have Cold Strength and Cryokinesis as separate powers when it pushes her up to 4 powers; seems to me like they could easily be combined in to one power.
Also, the Frost Giant already uses the power name Frost Bite.
CRYOKINESIS
Start the game with 3 white Frost Markers on this card. Add 1 to Killer Frost's Move, Attack, and Defense numbers for each Frost Marker on this card. If Killer Frost moved onto molten lava or lava field or she received a wound from a normal attack from a figure with the Lava Resistant power on its card, replace 1 white Frost Marker on this card. You may only replace 1 Frost Marker per turn and may never have more than 3 Frost Markers on this card.
If not then you need to change the ice Marker reference in the last part to Frost Maker.
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.
Ok so for another name for Frost Bite, how about Frosty Kiss?
Then to join the powers & make the timing clearer;
Quote:
CRYOKINESIS
Start the game with 3 white Frost Markers on this card. Add 1 to Killer Frost's Move, Attack, and Defense numbers for each Frost Marker on this card. At the end of any player's turn where Killer Frost moved onto molten lava or lava field or she received a wound from a normal attack by a figure with the Lava Resistant power on its card, replace 1 white Frost Marker on this card. You may only replace 1 Frost Marker per turn and may never have more than 3 Frost Markers on this card.
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.
CRYOKINESIS
Start the game with 3 white Frost Markers on this card. Add 1 to Killer Frost's Move, Attack, and Defense numbers for each Frost Marker on this card. At the end of any player's turn where Killer Frost moved onto molten lava or lava field or she received a wound from a normal attack by a figure with the Lava Resistant power on its card, replace 1 white Frost Marker on this card. You may only replace 1 Frost Marker per turn and may never have more than 3 Frost Markers on this card.
Looks good, except this doesn't address the "a wound" wording. Also, by switching it to "at the end of the turn" I think you can remove the "may only place 1 per turn" part. Maybe:
Quote:
CRYOKINESIS
Start the game with 3 white Frost Markers on this card. Add 1 to Killer Frost's Move, Attack, and Defense numbers for each Frost Marker on this card. At the end of any player's turn where Killer Frost moved onto molten lava or lava field or received at least 1 wound from a normal attack by a figure with the Lava Resistant power on its card, replace 1 white Frost Marker on this card. You may only replace 1 Frost Marker per turn and may never have more than 3 Frost Markers on this card.