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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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  #49  
Old March 19th, 2020, 08:38 AM
LordVenoc LordVenoc is offline
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Re: The Book of Indigo Tribesman (Design)

Updated wording to hopefully better clarify intent. If there's nothing further,

I propose we move to initial playtesting.
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  #50  
Old March 19th, 2020, 08:55 AM
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Re: The Book of Indigo Tribesman (Vote for Initial)

Yea
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  #51  
Old March 19th, 2020, 09:02 AM
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Re: The Book of Indigo Tribesman (Vote for Initial)

Mechanics are clearer. I'll trust the special eyes squad to work out the grammar with you in Final Editing. Yea for initial.

C3G can be played with official Heroscape, but it's not recommended.


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  #52  
Old March 19th, 2020, 10:58 AM
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Re: The Book of Indigo Tribesman (Vote for Initial)

Yea
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  #53  
Old March 19th, 2020, 10:59 AM
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Re: The Book of Indigo Tribesman (Vote for Initial)

yea
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  #54  
Old March 19th, 2020, 02:13 PM
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Re: The Book of Indigo Tribesman (Vote for Initial)

Yea
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  #55  
Old March 19th, 2020, 02:15 PM
LordVenoc LordVenoc is offline
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Re: The Book of Indigo Tribesman (Vote for Initial)

This passes.

If anyone has some decent army ideas to run against these guys, I'm all ears for sure. I don't want to run them solely against paper armies, as that'll likely skew the cost (but those are very necessary to see the strength).
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  #56  
Old March 23rd, 2020, 01:24 AM
LordVenoc LordVenoc is offline
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Re: The Book of Indigo Tribesman (Initial Testing)

Two games down, and as of now, I'm not super impressed. Emotional Purge is probably more work than its worth against non-turn based synergy armies. And a 6 to take out all the work sucks. It can be easy to get that momentum back, because it isn't like the Indigo's were attacking in all this weakening of you. Game 2 shows it can be effective against synergy, but honestly that game had 2 major whiffs on defense by the Wrecking Crew that could have (but didn't) tip the game. So I think we need a bit of course correction, but I'm not entirely sure what. I'll think on it some tonight.

EDIT: More thoughts at bottom.

C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Indigo Tribesman
Army Test
Map: Conflict Chernobyl
Units: Indigo Tribesman x2 (120 each), Indigo-1, Indigo-2 (850) vs. Oracle, Black Canary, Green Arrow Oliver, Red Arrow, Batman (III) (850)(1010 Points)
Unit Summary
Damage: 0 wounds dealt
Abilities: Placed 3 markers.
Spoiler Alert!

_____________________________________________________________
Army Test
Map: Conflict Chernobyl
Units: Indigo Tribesman x2 (120 each), Indigo-1, Bane, Gert Yorkes (800 points) vs. Wrecking Crew (800 points)
Unit Summary
Damage: 1 wound dealt.
Abilities:
Spoiler Alert!

_____________________________________________________________

Army Test
Map: Conflict Chernobyl
Units: Indigo Tribesman x2 (120 each), Indigo-1, Bane, Gert Yorkes (800 points) vs. Wrecking Crew (800 points)
Unit Summary
Damage:
Abilities: All 4 markers placed.
Dice Whiffs: Indigo Tribe: Offense 0. Defense: 4 (Dead Tribesman, Indigo-1 would have died if no markers to defend, Indigo-1 knocked from height, Bane takes 3 wounds.)
Wrecking Crew: Offense 1 (Wrecker failed to finish off last Tribesman) Defense: 2 (three wounds on Bulldozer, Bulldozer killed)
Spoiler Alert!

_____________________________________________________________
Army Test
Map: Conflict Chernobyl
Units: Indigo Tribesmen (120)x2, Indigo-2, Arkillo, Sinestro Corps Soldier x2 (1040 points) vs. Professor X, Wolverine, Deadpool, Warpath (1045)
Unit Summary
Damage:
Abilities: 3 of 4 markers placed. 2 bonding turns.
Dice Whiffs: Indigo Yellow: Offense 0. Defense: (Inidigo-2 whiffs and dies against Deadpool, Arkillo wounded 1)
Mutants: Offense 2 (Deadpool miss early attack, Nightcrawler attacking last Tribesman) Defense:
Spoiler Alert!

_____________________________________________________________
GENERAL THOUGHTS ON THE TESTED UNIT:
Definitely not great. The bonding isn’t spectacular because there are so few options to work with that aren’t attacking for Lanterns in general. I don’t know that we need to change that, as I think constructs for the Indigos (or pairing them with greens to mooch green constructs) may make that work out okay. For now though, I do think the effect of the markers needs to last after death. The die roll is already relatively easy to hit, but once they start getting placed these guys get a massive target on their relatively flimsy heads.

Last edited by LordVenoc; March 27th, 2020 at 07:41 PM.
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  #57  
Old March 23rd, 2020, 01:27 AM
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Re: The Book of Indigo Tribesman (Initial Testing)

What if they just completely disrupted a figure’s ability to take a turn at all? I know it’s a bit of a competitive worry, especially with an Uncommon unit, but could be a possibility.
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  #58  
Old March 23rd, 2020, 01:35 AM
LordVenoc LordVenoc is offline
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Re: The Book of Indigo Tribesman (Initial Testing)

Quote:
Originally Posted by MrNobody View Post
What if they just completely disrupted a figure’s ability to take a turn at all? I know it’s a bit of a competitive worry, especially with an Uncommon unit, but could be a possibility.
Probably steps too much on the Star Sapphire uncommon. But that isn't a bad unit to look at to maybe get it figured out. Maybe rolling every time the figure takes a turn? Then there isn't an all hard work gone moment and helps it stay relevant against folks that give out free attacks but not free turns.
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  #59  
Old March 27th, 2020, 07:45 PM
LordVenoc LordVenoc is offline
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Re: The Book of Indigo Tribesman (Initial Testing)

Alright, initial updated. Not a good win record (0-4), with them fairing somewhat better after updating the markers to roll every time that figure takes a turn (a la Star Sapphire uncommons).

I'm currently thinking we may need to keep the Star Sapphire precedent and keep the effect after death. Otherwise you basically have to draft an extra to park at the back to get any real mileage out of these guys.

I know I need to hash out the wording on the last power, as Tribal Teleportation doesn't technically work with them here, and it is intended that it does. So that plus my proposed fix makes me want to majorly look at wording, because that's a lot of words added and I don't like that.
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  #60  
Old March 27th, 2020, 10:10 PM
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Re: The Book of Indigo Tribesman (Initial Posted)

Some edits for you.
Quote:
EMOTIONAL PURGE
Instead of attacking, you may choose a Unique Hero within 3 clear sight spaces of this Indigo Tribe Recruit that does not have the Compassionate personality and place an indigo Battery Marker from this card onto the card of the chosen figure. Figures that did not begin the game with anhave an indigo Battery Marker on their card with an indigo Battery Marker on their cardthat they did not begin the game with roll one fewer die when attacking for all Indigo Tribesmen you control. These figuresin your army, and may not take a turn without revealing an Order Marker on theirits card. At the end of each round, roll the 20-sided die once for all Indigo Tribesmen you control, on ain your army, if you roll of 6 or lower, remove all indigo Battery Markers placed on opponent's cards by figures you control.

TRIBAL UNITY
After revealing an Order Marker on any Unique Tribesman's Army Card, and after taking a turn with that Tribesman, if that Tribesman did not attack, you may take a turn with one Indigo Tribe Recruit. You may not take any additional turns with other Indigo Tribe Recruitsfigures you control.
For pasteability:
Quote:
EMOTIONAL PURGE
Instead of attacking, you may choose a Unique Hero within 3 clear sight spaces of this Indigo Tribe Recruit that does not have the Compassionate personality and place an indigo Battery Marker from this card onto the card of the chosen figure. Figures that have an indigo Battery Marker on their card that they did not begin the game with roll one fewer die when attacking for all Indigo Tribesmen in your army, and may not take a turn without revealing an Order Marker on its card. At the end of each round, roll the 20-sided die once for all Indigo Tribesmen in your army, if you roll 6 or lower, remove all indigo Battery Markers placed on opponent's cards by figures you control.

TRIBAL UNITY
After revealing an Order Marker on an Unique Tribesman's Army Card, if that Tribesman did not attack, you may take a turn with one Indigo Tribe Recruit. You may not take any additional turns with other figures you control.
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