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C3V Public Playtesting Forum for discussion of C3V public playtests. Only C3V members can create new threads, but all others can post to those threads.


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  #1  
Old November 24th, 2019, 11:22 PM
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Children of the Dark Star Public Playtesting

IMAGE INCORRECT: Please test with move of 6


-squad of 3

Figure photos
Spoiler Alert!


text version of the card
Spoiler Alert!


-Rulings and Clarifications-

Suggested R&Cs:
Quote:
Q: If more than one player's army has Children of the Dark Star, can Otherworldly Stench be triggered multiple times to reduce a figure's defense by more than 1?
A: No. The power triggers when a figure is next to a Child of the Dark Star from any army, but it only triggers once.

Q: Would the Fortress Door roll fewer defense dice if adjacent to a Child of the Dark Star?
A: No, Otherworldy Stench is not an attack nor a power that causes wounds, so it does not affect destructible objects.

-Combinations and Synergies-


Unique Outsiders
Z'Thoth, Mouth of the Abyss

Last edited by kevindola; December 4th, 2019 at 12:17 PM.
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  #2  
Old November 30th, 2019, 08:05 PM
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Re: Children of the Dark Star Public Playtesting

I got these guys up on the unreleased figures sheet for easier playtesting

customs/maps/c3v/sov

how to:
make a card/post your maps

google sheets:
ohs link generator/attack outcomes

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  #3  
Old December 4th, 2019, 12:09 PM
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kevindola kevindola is offline
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Re: Children of the Dark Star Public Playtesting

Design change on these guys to a move of 6.

I will update the OP when I get a chance, but please test with the move change
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Old December 7th, 2019, 09:23 PM
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Re: Children of the Dark Star Public Playtesting

Map: Ruins of Rennoc
Glyph: Gerda

Army 1: CotDS x5, Z'Thoth (440)
Army 2: Microcorp Troopers x4, Kaemon Awa (440)

Final: Outsiders win with 4 Children and 4 life Z'Thoth remaining.

Game Summary: The Children massed along the left while Z'Thoth approached from the right. The Microcorp's shots weren't terribly effective at slowing down the Children, who were able to rush into engagements early and often. The Three turns of 4 followed by 2 turns of 5 in rounds 2 and 3 were particularly brutal, and ended with the Children occupying Gerda with the Microcorp fairly well thinned out. 6 move was very useful in accomplishing this and a lot of 2-shield defense rolls helped as well.

Afterwards, Z'Thoth saw most of the action, apart from a single OM used to send the Children towards Kaemon. Maddening Visage was incredibly useful in their skirmish, forcing Kaemon to defend from low ground against the two attacks that killed him. Plenty of times, it would have caused either a bad position or an LEA even on a roll of 1-10, but apart from a fairly inconsequential usage in round 1 Z'Thoth rolled 11+ every time. Spirits of the Void was never used or needed.

Unit Summary: Sign of the Elder Gods: 2 turns with 5 R1, 3 turns with 4 R2, 2 turns with 5 R3, 1 turn with 6 R4

Otherwordly Stench: Effective for all Children attacks and one Z'Thoth attack against Kaemon.

Spirits of the Void: Never used.

Damage Dealt: 12 Microcorp.

Thoughts: The Children were a ton of fun to play this game. Moving 5 figures two times a round is very strong, but moving 4 3 times will often be better for development and board control. Sign of the Elder Gods is such a fun power, to the point where I'd be willing to play these guys if it was the only thing they had. I also like Spirits of the Void conceptually though, and it seems like a lot of fun in armies with 2 or more outsiders or an outsider that benefits more from it.

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Old January 9th, 2020, 12:24 AM
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Re: Children of the Dark Star Public Playtesting

Map: Cage Match by Dignan (glyphs of Astrid and Thorian, 2 random power glyphs, and 2 random treasure glyphs)

Army 1: Z'thoth, Children of the Dark Star x3, Raelin RotV(400)
Army 2: Roman Legionnaires x3, Marcus Decimus Gallus, Me-Burq-Sa, Ne-Gok-Sa (390 points)

Which units survived?
1 Legionnaire, MDG with 3 wounds, NGS with 2 wounds

General Battle Report
Close game. Raelin camped out on the road with the glyph of Thorian in 4 spaces, while Me-Burq-Sa charged up on the hill to get a shot at her. The position was quickly assaulted by waves of the Children, while the Romans moved up to protect MBS. The Outsiders grabbed both the glyphs of Thorian and Astrid to great effect and did a number on the Romans, and at points it was looking bleak for the Romans. But after a couple rounds the numbers of the aliens started to dwindle and the Romans wrested control of the glyph and the position away from them.

But then Z'Thoth took over. Raelin croaked pretty quick but between the big bad guy's defense and ability to move people around he pretty quickly started dominating things, mowing down Romans and scrambling MBS's brains. Z'Thoth couldn't quite make it to the top of the hill before NGS though, and although the Outsider kept pushing NGS off the hill and forcing him to disengage, NGS kept climbing back up. The LEAs weren't landing and although this went on for 2 full turns NGS ended up the victor.

How useful were playtesting units' powers and how often did they come into play?
This unit's has some pretty impactful powers that I utilized a lot. I took six turns with the Children, 2 per round. Using 5 per turn can be pretty devastating, especially because they're nasty little boogers (even with just attack!) because of Otherworldly Stench. But, I do think I would have been better served taking 3 turns with 4 figures, during the second round at least. It was also nice loading them up on Z'Thoth's card to let the big monster re-roll if needed. Thinking about it now, does Spirits of the Void work if all of your Children are destroyed? I'm not sure, I'm not a rules guy, but there seems like there's some potential for some rules weirdness with SotV. But I'm sure VC will be able to navigate that no problem, if it's necessary at all.

Z'Thoth was a brute. Z'thoth killed 5 Romans, put 2 wounds on NGS, 2 wounds on MDG, destroyed MBS, and had a chance to take the game. Maddening Visage was beastly, especially with the Spirits helping it out. I re-rolled 3 times, and only failed twice on one occasion. Highlights included forcing a Roman off the attack glyph for a disengage kill before mind blasting a pair of Romans behind a pillar, pushing Ne-Gok-Sa down into some water, and on multiple occasions pushing Ne-Gok-Sa off the hill and forcing him to disengage (though it only yield 2 wounds out of the 5 attempts). Shatter Minds was also pretty cool, picking off two pairs of Romans and putting wounds on MDG and MBS.

I thought the powers were all really cool. I really enjoyed Sign of the Outer Gods, and combining it with Otherworldly Stench is cool. Makes for a wave of nasty invaders in-game, I think it works with the theme well. Spirits of the Void is also a neat mechanic, I think allowing a re-roll is under-utilized and a nice little bonus. Z'Thoth's powers are also cool. I do feel like there was a bit much though. Z'Thoth slithers, but has wings, and no other powers that indicate a water-y type monster. Children of the Dark Star is a great name for a NWOBHM song title but feels like a mouthful for a Heroscape card. Also, their 3 powers let them do a bunch of different things, maybe a little too much? Not sure what I think of the species of "Outsider", it doesn't quite feel right to me either. Doesn't entirely all work for me, but that could be just me.

Balance-wise, everything feels like it has the potential to be pretty powerful. The children might prove to be a little on the cheap side, though they were facing a mostly melee force on a map with the Thorian glyph. Being able to use 5 figures a turn is no joke, especially with 6 move and an ability decreasing defense. Z'Thoth also had a commanding presence, although once again that was just against melee forces that are going to suffer a bit more from Maddening Visage.

The beatings will continue until morale improves!

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