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Misc Customs Project Forum A subforum for all project based customs that generate numerous threads related to the same project. |
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#25
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Re: Historyscape Playtesting/Feedback Thread
That was kinda my point :P for the time being, it's not an overly useful power. Perhaps it's a note that this class is underdeveloped and could use with some expansion from us.
Otherwise, I don't really see the point in it when it only actually applies to one special ability |
#26
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Re: Historyscape Playtesting/Feedback Thread
Hey, McHotcakes? I hate to say it, but The Tsarina's Gratitude only works on small/medium figures, so it can't be used on Krug, and it doesn't work on Undead, so Marcu is safe too.
LoganTO, let me give you a couple pieces of advice about playtesting: PROXY what you don't have. I've proxied Knights of Weston, Braxas, Cathar Spearmen, Romans, and many others. When you're building an army for playtesting, there is absolutely no reason why you should only have one copy of a common squad. Especially when they are the primary source of a synergy. And some general guidelines: Units should be priced according to their optimal conditions. This means testing Rasputin against Hero-heavy armies. Testing him on a water-heavy map against an army with only one Filler Hero in it will not help us at all. (No offense, McHotcakes) You should build the Army of the playtest unit first, then build the other army, giving the advantage to the test unit. That doesn't mean run Jim Bridger against Nagrubs without a Hivelord, but at the same time, don't run Rasputin against a 'Trons army. Finally, try to limit the use of filler units in the army with the unit you're testing. |
#27
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Re: Historyscape Playtesting/Feedback Thread
Sir Yeshua, could you tell that was my 2nd play test ever? XD
I have proxied mostly just doing online Scape matches for playtests. However, my background in RotV... I forgot that "common" squads existed :P It was a mistake on my part, and I will ensure that I don't screw up again in the future |
#28
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Re: Historyscape Playtesting/Feedback Thread
All the same though, I stand by my statement that we should have more tribesmen synergy
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#29
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Re: Historyscape Playtesting/Feedback Thread
Quote:
True I forgot about that when I was writing my report. The scenario actually didn't come up when I was playtesting though. I was just listing potential ways for The Tsarina's Gratitude to be used effectively. Guess that's one less strategy for him out the window Quote:
I always try and playtest a figure in both their best conditions, for Rasputin it would be a water free map against an army of unique heroes with high life totals, and their worst, which was the playtest I posted. Last edited by McHotcakes; July 20th, 2013 at 08:40 PM. |
#30
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Re: Historyscape Playtesting/Feedback Thread
Quote:
Also, I don't see why the Russian guy can't mind control large figures, isn't the whole point of a mind control unit to take control of giant monsters? |
#31
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Re: Historyscape Playtesting/Feedback Thread
I think it's more historic accuracy, but I wouldn't be opposed to changing it if it would help balance him out a bit
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#32
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Re: Historyscape Playtesting/Feedback Thread
Quote:
Quote:
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#33
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Because I can finally get back to doing some of this now...
Great Armies that I've found for playtesting (regardless of unit):
Einar Imperium x2, Tagawa Samurai Archers x2, Empress Kiova (500) High cost squads who can dish out damage, range, and a buuffer unit who isn't Raelin. Taelord, Minions of Utgar x2 (400) Small, but definately powerful. Add in Krav if you need to bring this up to 500. Warriors of Ashra x4, Aubrien Archers x4 (480) A full 24 hex army that gives your unit the challenge of a screening army that isn't obligerantly OP. Sacred Band x5, Parmenio, Valguard, Marcus Decmus Gallas (550) Another very tough army that utilizes heroes quite a bit. ~~Needs to get on the ball with some testing. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#34
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Re: Historyscape Playtesting/Feedback Thread
Name of the Unit Being tested: Jim Bridger
Name of the Sub-Project it is a part of (era/army): Old West Historic Accuracy: Does the test unit's stats and abilities make sense for the time period, geographical region, and army that it was a part of? Do any of its abilities, weapons, card details, etc. seem out of place for that time/place in history? PASS Enjoyability: Was the unit fun to play? PASS Annoyance: Was there anything that made the character unnaturally unbalanced and caused strife to play against? No, but he really can have an impact on the game when allowed to do so. Thought-out: Does this Unit display signs of some sort of historic research, or does it too easily fit into stereotypes and fallacies? PASS Usability: Did you get an opportunity to use/see all of the abilities of the unit? (Whether or not they were used is inconsequential: it is a matter of whether or not you COULD use them). PASS Strategy: Are you able to incorporate this unit into effective strategic or tactical manoeuvres? Does it give rise to any new strategies that might not be common or possible without this unit. Yes, I feel that Bridger really pulls his weight and brings strategy to a fun army that just didn't have many options. Bonding: Do any bonding loops occur between this unit and others with bonding abilities that might "break" the game, should this not be rectified? NO Synergy: Could any synergy strategies currently in the game be used to incorporate this card? If so, would this card alter the strategy to make any unit too powerful or too weak? He is very useful to the MRT in keeping their War Cry bonding active by moving up more MRT, but this costs them a more aggressive turn with Brave Arrow or an allied lawman. Power: When taking into account the all other existing units (custom or otherwise) and all glyphs, is there any power that becomes too great that the game is no longer fair? All instances of this should be documented separately, along with where the pairing unit exists (custom or classic, etc). NO Drafting: Could a player see value in drafting this unit into their army? I stand by my opinion that he would be usable in a draft situation, but he will only ever shine in a MRT build UNIT SUM-UP Damage: Bridger lived to the end of the game and personally killed one Phantom Knight in melee during cleanup. Power Usage/Effectiveness:Bringer absolutely pulled his weight in this game, with only one order marker in the first round he was still activated 7 times throughout the game (all but two of which he used mountain guide rather than attacking). In addition to Bridger's turns I used Brave Arrow twice and James Murphy once before they were destroyed. Seeing Double: If the unit would face itself, would it cause any feedback loops that would stop the game's playability? NO ARMY TEST Did the unit play well? Do you agree with the given point value? Would you suggest a new point value? Give a brief summary. As I stated above, Bridger shined in this game. His point value is just right at 70. I still think that he could stand a bump in attack to 3, but I am not sure it is necessary or thematic with the powers we have already given him. Map: The same small map I described in my previous battle report. Units: Army 1: Jim Bridger, Brave Arrow, James Murphy, MRT x4 (475 Points) VS Army 2: Phantom Knights x5, Torin (470 Points) Result:Army one wins with 4 MRT and Bridger with two wounds remaining. "I always have a jelly. I'm always the one that says 'let's have a jelly in the mix.'" -Rupert Giles |
#35
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Re: Historyscape Playtesting/Feedback Thread
The Revised Rasputin Is Up For Playtesting
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#36
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Re: Historyscape Playtesting/Feedback Thread
NOTE: His card currently does not match the changes (we'll do that bit later)
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