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C3G Legacy Library This 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. |
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#1
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Re: The Book of Mad Hatter
I just went ahead and moved this here before all hell breaks lose on this thread.
Lets try to take GP's findings and fix this writeup as best as we can. |
#2
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Re: The Book of Mad Hatter(Design Phase)
Can we change him to Insane? Then we can drop the Mastermind immunity from the Glyph.
The figure used for this unit is a Heroclix figure from the Hypertime set.
Its model number and name are 46-48/Mad Hatter. The figure used for this unit is a Heroclix figure from the Batman: Alpha set. Its model number and name are 13/Mad Hatter. The figure used for this unit is a Heroclix figure from the Hypertime set. Its model number and name are 136/Jervis Tetch. |
#3
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Re: The Book of Mad Hatter(Design Phase)
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#5
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Re: The Book of Mad Hatter(Design Phase)
Well, he is schizophrenic, so I could see that, and if there are no objections, i'll update that.
Updated OP with mini info, thanks tickle |
#6
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Re: The Book of Mad Hatter(Design Phase)
Hmm...a thought just occured to me. As currently written, if we made him Insane, you could get a turn with up to 6 figures, is this really what we want? If not, we should either, leave him as is, or alter Tea Party.
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#7
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Re: The Book of Mad Hatter(Design Phase)
Well he has to attack, which means he has to be in the action so I am OK with that. It's so difficult to set up it probably won't happen often.
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#8
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Re: The Book of Mad Hatter(Design Phase)
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#9
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Re: The Book of Mad Hatter(Design Phase)
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#10
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Re: The Book of Mad Hatter(Design Phase)
I'd like to see Tea party not able to be used the same turn as Hat Trick.
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#11
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Re: The Book of Mad Hatter(Design Phase)
OP updated
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#12
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Re: The Book of Mad Hatter(Design Phase)
I think there should be some sort of D20 roll added to Hat Trick.
As it is now I would just spend the entire 1st round placing 2/3 glyph's on the other heroes in my army and save 1/2 for my opponents. The only stipulation to taking a turn with the hatted figures for Tea Party is that Mad Hatter has to attack, so in the 2nd round what's to stop me from drafting some sort of tank like Blob and attack him to move up my own hatted figures to provide a screen for Mad Hatter and my opponent that will be trying to kill him. Once my figures get engaged with the enemy hitters I'd move MH to them then place a hat on whoever has the most OM's on them just to take my opponent out of the round. Seems way to powerful at 90 points. Sure the glyph's are equipment glyph's which will break this bonding up with a wound, but the bonding will still be there for a while, and MH would still be a threat to the opponent with 2 glyph's on his card. I like the design, I just think the transfer of the glyph that makes the chosen hero loose all it's OM's should have some sort of restriction to it. But then again, if I was playing against MH I would find a way to kill him before he could take away my turns. |
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