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.
Army Test 2 Map: Infected Glade by Panopticon (no glyphs) Armies;
Frankenstein, Morbius, Leatherhead (230) (700 points) vs.
Leonardo, Raphael, Donatello, Michelangelo (700 points)
Spoiler Alert!
Overview of Leatherhead’s performance:
Damage inflicted through normal attacks: 4 wounds on Leonardo, 2 wounds on Michelangelo, 1 wound on Donatello
Turns taken with one Rage Marker: Three
Turns taken with two Rage Markers: Two
Extra attacks from one Rage Marker: One on Leonardo
Extra attacks from two Rage Markers: One on Michelangelo
LEAs avoided with Swamp Creature: None
Times moved with Swamp Creature: One
Water spaces moved through without stopping: One
Round One
The Turtles claim the initiative, and Don advances before throwing Mikey forwards.
Morbius flies forwards.
Mikey charges Morbius, striking him from low ground for a wound, before yelling ‘Cowabunga!', leaping up behind him to equal ground and striking him again for another wound.
Morbius retaliates, striking Mikey for a wound and draining his plasma.
Raphael and Leonardo advance.
Frankenstein advances and shoots Raphael for a wound.
Round Two
The Creatures claim the initiative. Frankenstein charges Raph, striking him for three wounds, leaving him near death. Leatherhead slips into the water and appears next to Raph and Don, striking Raph from low ground but failing to harm him.
Leo activates OM3 on Raph, who leaps to height and strikes Frank twice, inflicting a wound and enraging Leatherhead. He then activates the X on Don, who slips away from Leatherhead and vaults to height, where he strikes Frankenstein four times with an attack of three, inflicting another wound and enraging Leatherhead more. Mikey strikes Morbius for a wound before yelling ‘Cowabunga!' and striking him again, inflicting three more wounds and leaving Morbius close to death. Leonardo charges Frankenstein and stabs him twice, inflicting a wound with each blow.
Frankenstein strikes Raphael, but the blow is weak and easily parried. Morbius strikes Mikey for a wound, healing himself in the process.
Frankenstein stabs Raphael, but fails to harm him. Morbius flies towards Raphael, striking him from low ground, feeding on him and killing him.
Leatherhead calms down, partially.
Round Three
The Turtles claim the initative. Leo activates the X on Don, who strikes Frank with three attacks of three from height, inflicting two wounds and enraging Leatherhead. He then activates the 3 on Mikey, who runs south. Leo then decapitates Frank, eliminating the creatures’ first turn, before striking Leatherhead to no avail.
Leonardo strikes Leatherhead twice, inflicting two wounds.
Leatherhead lashes out at Leo, but his blow misses completely before calming down.
Leatherhead moves to equal ground with him and strikes him twice, inflicting three wounds in his rage, before calming down completely.
Round Four
The Turtles claim the initiative. Leo activates the 3 on Mikey, who runs towards his brothers before yelling Cowabunga!, leaping to height and striking Leatherhead from height to no avail. Leo activates the X on Don, who strikes Morbius twice with his bő staff, inflicting a wound and enraging Leatherhead. Leo claims height on Leatherhead, striking him twice and inflicting three wounds, leaving him close to death and sending him into a full-on rage.
Leatherhead lashes out wildly at Leo and Mikey, killing Mikey with his second blow and eliminating the Turtles’ second turn, but failing to harm Leo, before calming down to tranquil fury.
Leatherhead moves to high equal ground with Leonardo, striking him with a powerful blow - Leo blocks it, but is thrown backwards into the swamp, meaning Leatherhead has no one nearby for his second blow. Leatherhead calms down completely.
Leatherhead charges Leonardo and strikes him from height, inflicting a wound and leaving him close to death.
Round Five
The Creatures claim the initiative. Morbius flies towards Leonardo, killing him and draining him, eliminating the Turtles’ first turn.
Morbius flies up to Don, striking him from height and inflicting a wound, healing one and causing him to drop his gauntlet.
Don runs away, taking a blow to the back, before vaulting towards Morbius and striking him twice, inflicting a wound with each blow and enraging Leatherhead.
Morbius strikes Don, but Don blocks his blow. Desperate, Morbius begins to starve, enraging Leatherhead, and flies into a frenzy, desperate for plasma, striking Don again. The second blow inflicts a wound, and Morbius feeds.
Don knocks Morbius out.
Leatherhead calms down to a tranquil fury.
Round Six
Leatherhead claims the initiative and charges Don, taking him out with a single blow.
Creatures victorious, Leatherhead 6 wounds.
Overview: Well, that was a close one! Leatherhead's feeling just right - potentially terrifying, but difficult to predict or control and not too high level (he'll be a terror for mid-level heroes, but he's not even close to hitting titan levels, as he shouldn't). All in all, I'm really happy with how he's going. The Creatures got some good luck at times there, including Frankenstein's devastating blow against Raph, but then again, they also had bad luck at times, like when Frank was utterly slaughtered.
- Theme Test - Pass - Between his ability to swim under the water and come out again with Swamp Creature and his erratically fluctuating temper, he feels just like Leatherhead to me. - Mirror Test - Pass
- Bonding Test - Pass - Frank has stronger Creatures to play with. - Synergies Test - Pass - See above. - Power Check - Pass - He can be really scary, but nothing out of line and he's also quite hard to plan around, so no issues. - Fun Test - Definite Pass! - His rages are loads of fun to play with. - Fun Competitive Test - Pass - His rages can be fun to try to manipulate. - Drafting Test - Pass - Absolutely. - Usage Test - Tentative Pass - I didn't make too much use of Lockdown, and I wouldn't really mind dropping it, but it has some uses. - Strategy Test - Pass - Working around his fluctuating levels of anger to make the most of him is actually really strategic, for his commander and his opponent. Swamp Creature adds a new wrinkle on the right maps.
Name Of The Playtest Units: Leatherhead
Army Test 1 Map: Avernus by Typhon2222 (no glyphs) Armies:
Frankenstein, Leatherhead (230) (550 points) vs.
Ms. Marvel, Conan (550 points)
Spoiler Alert!
Overview of Leatherhead’s performance:
Damage inflicted through normal attacks: 3 wounds on Conan, 1 wound on Ms. Marvel, 1 wound on Frankenstein
Turns taken with one Rage Marker: One
Turns taken with two Rage Markers: One
Extra attacks from one Rage Marker: One on Ms. Marvel
Extra attacks from two Rage Markers: One on Frankenstein
LEAs avoided with Swamp Creature: None
Times moved with Swamp Creature
Round One
The Creatures claim the initiative, and Leatherhead advances.
Conan advances.
Frankenstein advances and fires a shot at Conan, inflicting a wound.
Ms. Marvel flies forwards, and blasts Leatherhead for two wounds.
Frankenstein charges Ms. Marvel, and strikes her, inflicting a wound as she strikes back with The Best Defence. Leatherhead charges Conan, inflicting a wound and knocking him backwards before striking Carol, inflicting a wound normally and one wound from knockback damage caused by Lockdown. Leatherhead calms down.
Ms. Marvel strikes Leatherhead, inflicting two wounds and enraging him. Conan charges Leatherhead and lays into him with a barrage of blades, but fails to harm him.
Leatherhead calms down at the end of the round.
Round Two
The Creatures claim the initiative. Frankenstein strikes Ms. Marvel, but she blocks. Leatherhead strikes Conan for a wound.
Carol flies away, taking a blow on the way out, before blasting Frankenstein for a wound, enraging Leatherhead. Conan charges Frankenstein, laying into him with a barrage of blades, inflicting two wounds and enraging Leatherhead.
Frankenstein strikes Conan for a wound. Leatherhead flies into a rage, lashing out at Conan and Frankenstein, inflicting a wound on each before calming down.
Ms. Marvel blasts Frankenstein, just inflicting enough damage to finish him off thanks to Leatherhead’s blow and, in doing so, eliminating the remainder of the enemy round, before Conan decapitates Leatherhead.
Avengers victorious - Ms. Marvel 4 wounds, Conan 4 wounds
Overview: Leatherhead's really interesting. He's scary, but eratic, just as he should be. Generally, he'll work more for you than against you, but man, his rage is a delicate balancing act - you'll want to keep him angry (1 Marker) as much as possible, as in that case he's easy to control and lethal - there's no situation in which two attacks of 6 aren't pretty damn scary. When he's calm (0 Markers) he's a bit disappointing - a single attack of 5 is respectable, but nothing to really write home about at this level. Then there are the times when he's completely out of control (2 Markers) which is where it becomes interesting. For his commander, there are times when this will be good (i.e. he's surrounded by more than two enemies), but mostly, it's not great - it makes him harder to control, he can't reposition if he's in combat and he can't focus two attacks on the same target. Hell, if only adjacent to one target, he can only hit once. It nicely represents him being so angry he can't think straight - at one marker, he's angry, but he's still thinking somewhat rationally, and is rational enough to actually focus on breaking the threat as quickly, efficiently and brutally as possible. At 2 Markers, he's just lashing out at anything nearby, and is arguably less of a threat than if he's consciously coming after you. Not to mention he'll even lash out at his allies if they're close-by when he's like this, 2 Markers isn't a great effect for the person controlling him - and that's what makes me like this card so much.
He's erratic, but you can try to plan around it - as his commander, you can try to keep him at 1 Marker as much as possible, and as his opponent, you can to try to manipulate things so that he's either calm or out of control, depending on what's most achievable and what will be more useful to you. Doing either of these reliably, though, is extremely difficult - he gains and looses markers so quickly that he's exceptionally difficult to predict. He's a hard to control wild-card either side can attempt to manipulate and plan around who's scary enough to be worth using, but whose mood you can't really rely on. That feels perfect for Leatherhead as I know him, and fairly unique, so I'm really, really happy with what we've got here.
Army Test 2 Map: Infected Glade by Panopticon (no glyphs) Armies;
Frankenstein, Morbius, Leatherhead (230) (700 points) vs.
Leonardo, Raphael, Donatello, Michelangelo (700 points)
Spoiler Alert!
Overview of Leatherhead’s performance:
Damage inflicted through normal attacks: 4 wounds on Leonardo, 2 wounds on Michelangelo, 1 wound on Donatello
Turns taken with one Rage Marker: Three
Turns taken with two Rage Markers: Two
Extra attacks from one Rage Marker: One on Leonardo
Extra attacks from two Rage Markers: One on Michelangelo
LEAs avoided with Swamp Creature: None
Times moved with Swamp Creature: One
Water spaces moved through without stopping: One
Round One
The Turtles claim the initiative, and Don advances before throwing Mikey forwards.
Morbius flies forwards.
Mikey charges Morbius, striking him from low ground for a wound, before yelling ‘Cowabunga!', leaping up behind him to equal ground and striking him again for another wound.
Morbius retaliates, striking Mikey for a wound and draining his plasma.
Raphael and Leonardo advance.
Frankenstein advances and shoots Raphael for a wound.
Round Two
The Creatures claim the initiative. Frankenstein charges Raph, striking him for three wounds, leaving him near death. Leatherhead slips into the water and appears next to Raph and Don, striking Raph from low ground but failing to harm him.
Leo activates OM3 on Raph, who leaps to height and strikes Frank twice, inflicting a wound and enraging Leatherhead. He then activates the X on Don, who slips away from Leatherhead and vaults to height, where he strikes Frankenstein four times with an attack of three, inflicting another wound and enraging Leatherhead more. Mikey strikes Morbius for a wound before yelling ‘Cowabunga!' and striking him again, inflicting three more wounds and leaving Morbius close to death. Leonardo charges Frankenstein and stabs him twice, inflicting a wound with each blow.
Frankenstein strikes Raphael, but the blow is weak and easily parried. Morbius strikes Mikey for a wound, healing himself in the process.
Frankenstein stabs Raphael, but fails to harm him. Morbius flies towards Raphael, striking him from low ground, feeding on him and killing him.
Leatherhead calms down, partially.
Round Three
The Turtles claim the initative. Leo activates the X on Don, who strikes Frank with three attacks of three from height, inflicting two wounds and enraging Leatherhead. He then activates the 3 on Mikey, who runs south. Leo then decapitates Frank, eliminating the creatures’ first turn, before striking Leatherhead to no avail.
Leonardo strikes Leatherhead twice, inflicting two wounds.
Leatherhead lashes out at Leo, but his blow misses completely before calming down.
Leatherhead moves to equal ground with him and strikes him twice, inflicting three wounds in his rage, before calming down completely.
Round Four
The Turtles claim the initiative. Leo activates the 3 on Mikey, who runs towards his brothers before yelling Cowabunga!, leaping to height and striking Leatherhead from height to no avail. Leo activates the X on Don, who strikes Morbius twice with his bő staff, inflicting a wound and enraging Leatherhead. Leo claims height on Leatherhead, striking him twice and inflicting three wounds, leaving him close to death and sending him into a full-on rage.
Leatherhead lashes out wildly at Leo and Mikey, killing Mikey with his second blow and eliminating the Turtles’ second turn, but failing to harm Leo, before calming down to tranquil fury.
Leatherhead moves to high equal ground with Leonardo, striking him with a powerful blow - Leo blocks it, but is thrown backwards into the swamp, meaning Leatherhead has no one nearby for his second blow. Leatherhead calms down completely.
Leatherhead charges Leonardo and strikes him from height, inflicting a wound and leaving him close to death.
Round Five
The Creatures claim the initiative. Morbius flies towards Leonardo, killing him and draining him, eliminating the Turtles’ first turn.
Morbius flies up to Don, striking him from height and inflicting a wound, healing one and causing him to drop his gauntlet.
Don runs away, taking a blow to the back, before vaulting towards Morbius and striking him twice, inflicting a wound with each blow and enraging Leatherhead.
Morbius strikes Don, but Don blocks his blow. Desperate, Morbius begins to starve, enraging Leatherhead, and flies into a frenzy, desperate for plasma, striking Don again. The second blow inflicts a wound, and Morbius feeds.
Don knocks Morbius out.
Leatherhead calms down to a tranquil fury.
Round Six
Leatherhead claims the initiative and charges Don, taking him out with a single blow.
Creatures victorious, Leatherhead 6 wounds.
Overview: Well, that was a close one! Leatherhead's feeling just right - potentially terrifying, but difficult to predict or control and not too high level (he'll be a terror for mid-level heroes, but he's not even close to hitting titan levels, as he shouldn't). All in all, I'm really happy with how he's going. The Creatures got some good luck at times there, including Frankenstein's devastating blow against Raph, but then again, they also had bad luck at times, like when Frank was utterly slaughtered.
Army Test 3
Map: Conflict Chernobyl (no glyphs) Armies;
Master Splinter, Leonardo, Raphael, Donatello, Michelangelo, Leatherhead (215), Casey Jones (1,275 points) vs.
Shredder, Karai, Hun, Scorpion (Hanzo Hasashi), Foot Clan Ninja, 2x Hand Ninja, 2x Street Thugs (1,275 points)
Spoiler Alert!
Overview of Leatherhead’s performance:
Damage inflicted through normal attacks: 2 Foot Clan Ninja killed, 4 wounds on Shredder
Turns taken with one Rage Marker: Two
Turns taken with two Rage Markers: None
Extra attacks from one Rage Marker: One on a Foot Clan Ninja, one on Shredder
Extra attacks from two Rage Markers: None
LEAs avoided with Swamp Creature: Two
Times moved with Swamp Creature: Two
Water spaces moved through without stopping: Two
Round One
The Foot claim the initiative, and three Foot Ninja and three Hand Ninja advance.
Don advances and moves Casey forwards with his gauntlet.
Three Foot advance, one charging in to strike Casey, but he blocks. Three Hand advance and throw shurikens at Casey, one of them inflicting a wound, enraging Leatherhead.
Casey strikes the Foot Ninja who charged him, knocking him out.
Two Foot rush in to strike Casey before retreating, one inflicting a wound, enraging Leatherhead. Three Hand throw shurikens at Casey, one inflicting a wound.
Leo activates the X on Raph, who charges forwards, knocking out a Hand Ninja. Leo runs forwards and knocks out a Hand Ninja.
Leatherhead calms down.
Round Two
The Turtles claim the initiative. Leo activates the X on Raph, commanding him to leap forwards, knocking out a Foot Ninja. He then activates the 3 on Mikey, who runs forwards. Leo leaps forwards and knocks out a Foot Ninja.
Two Foot Ninja emerge from the shadows of their start-zone and advance.
Casey charges the last two Hand Ninja on the front lines, knocking both out.
Hun and four Purple Dragon Street Thugs advance. The four thugs open fire on Raphael, but the shots are harmless.
Hun charges Casey and punches him, but Casey blocks. Two thugs charge Raph, one of them punching him for a wound, while two more advance and open fire, gunning down Casey and only failing to inflict a wound on Leo because he remembers Splinter’s training.
Round Three
The Foot claim the initiative. Hun charges Raphael - his first blow is deadly, but blocked, but he continues with a beatdown, inflicting a wound and inspiring three Hand Ninja and a Foot Ninja to advance. Two Street Thugs punch Raph, but he blocks both blows, while two more charge Leo and he blocks both blows.
Leonardo activates the X on Mikey, who charges Hun, striking him for a wound. He activates the 3 on Raph, who knocks out a Street Thug. He activates the 2 on Don, who runs and vaults towards the thugs engaging Leo, knocking them both out. Leo strikes Hun twice, inflicting three wounds thanks to Splinter’s focus.
Hun punches Raph twice, inflicting two wounds with his second strike, and two Foot Ninja and two Hand Ninja advance. Three Street Thugs advance and four attempt to attack Raph, who blocks all blows.
Hun punches Leo, inflicting two wounds, and two Foot Ninja advance into combat with Leo while one Hand Ninja advances. Hun punches Leo again now the ninja have moved in to allow for a beatdown, but Leonardo blocks.
Round Four
The Foot claim the intiative. Hun decks Leo in one blow, causing Splinter to emerge from the shadows. Three Street Thugs attack Raphael, but he defends.
Splinter charges, knocking out Hun and a Foot Ninja.
Two thugs punch Raph, but he blocks both blows, while two more open fire on Splinter, and neither shot has any effect.
Raph goes berserk, knocking out three thugs.
Scorpion advances and fails to pull Raph. Three Hand Ninja fail to harm Raph.
Raph knocks out a thug and a hand ninja.
Round Five
Raph retreats and takes out a Foot Ninja.
Shredder advances.
Leatherhead runs into the river and swins forwards with Swamp Creature.
Two Foot Ninja emerge from the shadows, and two swoop in to strike Raph, the second stabbing him to death, while the third charges Leatherhead, inflicting two wounds.
Leatherhead crushes two Foot Ninja before calming down.
Scorpion advances and fails to pull Splinter while the last two Hand Ninja throw ineffectual shurikens at Leatherhead.
Round Six
The Turtles claim the initiative, and Leatherhead swims up next to Shredder, striking him from low ground. His first, calm blow inflicts two wounds, but Shredder strikes back, inflicting three wounds, enraging Leatherhead, empowering him to strike again, harder - he inflicts two more wounds, leaving Shredder near death, but is killed for his trouble.
Three Foot Ninja appear from the shadows. All four of them swoop in and strike Splinter - two inflict a wound each, (though one would have inflicted two wounds had Splinter not used his incedible ninjitsu skills to block), but both who inflicted damage sacricficed their balance for the blow, allowing Splinter to knock them out.
Mikey leaps at Shredder, knocking him out.
Scorpion punches Mikey for a wound before teleporting away into the northern river. Two Hand Ninja move to high ground, one striking Mikey with his katana and one throwing a shuriken at him. Both are blocked, and the one with the katana has his arm locked in Mikey’s nunchucks, and Mikey knocks him out.
Mikey charges a Foot Ninja and knocks him out.
Scorpion fails to spear Mikey, because he’s apparently bloody incompetent. The last Hand Ninja charges Don, but fails to hurt him.
Round Seven
The Foot claim the initiative. Two Foot Ninja appear from the shadows. Three Foot Ninja charge Mikey, striking him - two are knocked out, while one draws blood, inflicting a wound.
Don slips away from the last Hand Ninja, before vaulting towards the last Foot Clan Ninja and knocking him out.
Scorpion fails to pull Mikey because COME ON!
Mikey leaps into the water next to Scorpion and strikes him from low ground, inflicting a wound.
Scorpion pulls back from Mikey, taking a blow from him in doing so. He yells Get Over Here!, and spears Mikey, inflicting a wound and pulling him into melee combat and low ground, before uppercutting him and ripping his head off. FATALITY! Master Splinter appears near Scorpion.
Master Splinter charges Scorpion, striking him twice, inflicting two wounds, one of which by getting him off balance.
Round Eight
The Turtles claim the initiative and Splinter knocks Scorpion out, eliminating the Foot Clan’s first turn.
Splinter advances.
Karai charges Splinter - she strikes him and would inflict a wound, but he uses the Art of Ninjitsu to block it. She is unbalanced, and he makes her pay for it. She vaults to higher ground and throws a shuriken at him, but he blocks it with his stick.
Splinter charges Karai - she blocks his blow, but he knocks her off-balance and inflicts a wound.
Karai strikes Splinter twice - he blocks the first blow, but her second stabs him through the heart, killing him.
Round Nine
Donatello claims the initiative. He throws Karai into the water with his gauntlet, but she is unharmed.
Karai climbs to higher ground and looses an arrow at Don, which he dodges.
Don throws Karai into the river again, but she remains unharmed.
Karai climbs back to height and looses another ineffective arrow at Don.
Don fails to throw Karai.
Karai charges Don, striking him to no avail, before leaping behind him to equal ground, before striking him again to no avail.
Round Ten
Karai strikes Don twice, inflicting a wound and causing him to drop his gauntlet.
Don runs from Karai, taking a blow on his way out, before vaulting towards her and kicking her in the face, knocking her out.
Don vaults towards the last ninja and knocks him out.
Don runs and vaults towards the last Purple Dragon, knocking him out. Frantically, he calls April, telling her what’s happened to his brothers and to get here right now.
Overview: Leatherhead's fun. He got a little unlucky here - he took a bad blow from a generic Foot Ninja, and had to tackle Shredder from low ground, getting killed by Ruthless Counter Srike. I also forgot about Antagonising Presence wen he attacked Shredder, which was unfortunate for him. However, I really like the mobility offered by Swamp Creature on certain maps, and, theoretically, he's a decent Turtle ally to go up against Shredder, as he has a nicely big attack, has the life to theoretically absorb Ruthless Counter Strike, and on top of that, if he strikes when calm, Shredder’s Ruthless Counter Strike enrages him enough for a second blow (though it could also deny him his second blow if attacking when already a bit angry). Interesting interaction, actually, that he’ll get with a lot of counter strikers.
Thoughts On The Tested Unit's Cost, Balance, & Draftibility:
I’m really happy with him. He plays well and thematically to the character. I wouldn’t make any changes to him, save potentially dropping Lockdown if other people aren’t making much use of it, and just let his cost fall where it may. I’d probably put him around 220-230, perhaps veering to 220 for how unpredictable he is?
I Propose Moving Leatherhead to Public Playtesting at 220 Points!
So he was 1-1 at 230 and then a game at 215. Not sure why the drop he looked good at 230.
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.
I'm good with 220 for testing if he felt a bit unreliable. We can always tweak it back up if other testers feel different. Those were two close games though, so I wouldn't want to drift too far.