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.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Re: The Book of Black Lantern (William Hand) - Initial In
Quote:
Originally Posted by IAmBatman
Good catch, TB. SP updated with the "all but three wounds" instead of "all but two wounds" language. I definitely tested him with the updated version, just forgot to change it in the SP. I left some of the heavy hitters I did in the original version that were all one-on-one, so Blackest Night 9 never triggered, making the other part irrelevant, but I redid the heavy hitters against multiple foes and the squad tests and did all the army tests fresh with the updated version of the power.
Pre-Yea
".... the Cambridge ladies do not care, above
Cambridge if sometimes in its box of
sky lavender and cornerless, the
moon rattles like a fragment of angry candy"
Re: The Book of Black Lantern (William Hand) - Initial In
OK, so with my proposal, this passes to Playtesting! I'll get this posted right up in hopes of getting it through the process for the next wave. If nothing else, at least we'll get in a few extra Black Lantern uncommon tests!
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Re: The Book of Black Lantern (William Hand) - Playtesting
Thanks for the tests!
Quote:
Originally Posted by Tornado
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT (Black Hand{375})
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. ?Pass
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. ?Pass
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. ?Pass
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak. ?Pass
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. ?Pass
- FUN TEST/ Consider whether or not the design was fun to play. ?Pass
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. ?Pass
- DRAFTING TEST/ Consider whether or not this design is worth drafting. ?Pass
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. ?Pass
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. ?Pass
Army Test
- Does it pass, Yes or No? Yes. - What should be the unit's point value? 360?. - Give a brief overview.Hawkmen overwhelm the Black Lanterns.
Map: Island Plane Crash.
Units: Black Hand, Black Lantern(Uncommon)(x3) & Ragdoll vs. Hawkman, Hawkgirl, Atom & Hawkmen(x5){1000 each}.
Spoiler Alert!
UNIT SUM-UP Damage: Normal Attack: 4 vs. Hawkgirl, 3 vs. Hawkman, 3 vs. Hawkmen Black Hand 13: 1 vs. Hawkmen, 1 vs. Hawkgirl, 2 vs. Hawkman
Power Usage/Effectiveness: Black Hand 13: 4 for 6 Rolls: 12,1,13,18,15,20 Blackest Night 9: 5 for 6 Rolls: 18,10,15,12,12,5 Black Power Ring 4: 2 used to take control of Hawkman & Hawkgirl
4 used for defense/avoid destruction. Black Lanterns
Blackest Night 11: 1 for 2 Rolls: 12,1
(summary)
Round 1: Black Lanterns move in with a Clingy Ragdoll. Hawkmen and Hawkgirl move. Lanterns move again with Ragdoll. Hawkmen move in and destroy a Lantern. Black Lanterns destroy a Hawkmen and charge their Rings with Blackest Night(12). Hawkgirl swoops in and 3wounds a Lantern.
R2: Black Lanterns miss a Hawkmen. Hawkgirl takes higher ground and 3wounds the other Lantern. Black Hand moves in and misses a Hawkmen with 3skulls from low ground. Hawkgirl Swoops down and wounds Black Hand with 3skulls. Black Hand avoids a swipe and takes highest ground, destroys a Hawkmen with 4skulls from high ground and charge their Rings with Blackest Night(1. Hawkgirl Swoops up and misses Black Hand with attacks of 2 and 1 skull. Hawkmen move and attack, forcing a Lantern to burn a marker.
R3: A Black Lantern misses and another takes a swipe and must use another marker(last one), destroys a Hawkmen from high ground, fail to charge their Rings(BN1). Hawkgirl Swoops down and destroys a Black Lantern. Black Hand misses a Hawkmen with 3skulls from high ground. Hawkgirl swoops up and forces the last Black Lantern to burn two markers. Black Hand misses a Hawkmen again with 2skulls from highest ground. Hawkgirl destroys the last Black Lantern.
R4: Black Hand destroys a Hawkmen with 2skulls from high ground, charges his ring Blackest Night(10). Hawkgirl Swoops up and misses Black Hand with 4skulls and 3wounds him with 3skulls from low ground. Black Hand fails Black Hand(12) and 2wounds Hawkgirl from high ground. Hawkgirl misses Black Hand with 2skulls from low ground, Hawkmen move, Hawkgirl moves away. Black Hand leaves his perch and fails Black Hand(1), and misses Hawkgirl with 3skulls from even ground. Hawkgirl misses Black Hand with 1skull, Hawkmen move in and miss Black Hand with attacks of 1 and 2 skulls, Hawkgirl moves to highest ground.
R5: Hawkman moves in with Atom and destroys Ragdoll. Blackhand takes one of two swipes, forcing him to burn a marker, and wounds Hawkgirl with Black Hand(13), wounds her again with 3 skulls from low ground. Hawkman moves up with Atom. Black Hand misses Hawkgirl with 2skulls from low ground. Hawkman Strikes Black Hand forcing him to burn a marker. Black Hand destroys Hawkgirl with 3skulls, gains a marker BN(15) and burns a marker to take control of her.
R6: Hawkgirl flies down and wounds Hawkman who misses Hawkgirl, Hawkmen move in and miss Black Hand from low ground, Hawkman takes highest ground. Black Hand wounds Hawkman with BH(1, destroys a Hawkmen with 3skulls from high ground and charges his ring with Blackest Night(12). Hawkman forces Black Hand to burn a marker. Black Hand wounds Hawkman with BH(15) and destroys him(and OM3) with a 2skull attack from low ground, recharges his ring with BN(12) and burns a marker to take control of Hawkman.
R7: Hawkman flies down and destroys a Hawkmen who move in and miss Hawkman. Hawkgril flies down and destroys a Hawkmen who move in and destroy Hawkman and Hawkgirl. Black Hand avoids a swipe and takes highest ground and destroys a Hawkmen and fails to charge his ring with BN(5). Hawkmen fly in and force Black Hand to burn a marker.
R8: Black Hand destroys a Hawkmen with BH(20). Hawkmen move in and destroys Black Hand.
Who won and how many wounds did they have?
Atom(Full) & Hawkmen(2 of 10).
I thought this would be a slaughter for the Black Lanterns but the Hawkmen would not go quietly into the night. The attack dice were not great but the 20 sided was fairly hot for the BLs and they still failed to exterminate their enemy.
Army Test
- Does it pass, Yes or No? Yes. - What should be the unit's point value? 350 or less. - Give a brief overview.Green smears Black.
Map: Island Plane Crash.
Units: Black Hand, Black Lantern(Uncommon)(x3) & Ragdoll vs. Green Lantern(350), Green Lantern(340) & Green Lantern(310){1000 each}.
Spoiler Alert!
UNIT SUM-UP Damage: Normal Attack: Black Hand 13:
Power Usage/Effectiveness:
Black Hand 13:
Blackest Night 9:
Black Power Ring 4:
Black Lanterns
Blackest Night 11: 0 for 1 Rolls: 3
(summary)
Round 1: Black Lanterns move in with Ragdoll. Kilowog burns a marker and flies in. A Black Lantern wounds Kilowog who burns his last marker and misses a BL. A Black Lantern wounds Kilowog. Hal takes high ground and destroys Black Hand with 7skulls from high ground.
R2: Hal 3wounds a BL. BLs 2wound Hal. Hal destroys a BL. BLs 2wound Kilowog. Hal destroys a BL. A BL destroys Kilowog, fails to charge his ring, Blackest Night(3). Hal misses a BL who moves in with Ragdoll and misses.
R3: BL moves up and wounds Hal who destroys the last Black Lanern. Ragdoll moves and forces Hal to burn a marker and misses Ragdoll who misses Hal who misses Ragdoll who misses Hal who wounds Ragdoll.
R4: Ragdoll forces Hal to burn a marker and misses Ragdoll who misses Hal who misses Ragdoll who misses Hal who destroys Ragdoll.
Who won and how many wounds did they have?
Green Lantern(350){1 Life left, 2 of 4 Battery markers} & Green Lantern(340){Full}.
Not even close. Black Hand gets smoked with one attack
Army Test
- Does it pass, Yes or No? Yes. - What should be the unit's point value? 350?. - Give a brief overview.Black Hand has a tough go of it, Magneto does not.
Map: Island Plane Crash.
Units: Black Hand, Hulkbuster & Satanus vs. Magneto(375), Hercules & Wendigo{1085 each}.
Spoiler Alert!
UNIT SUM-UP Damage: Normal Attack: 1 vs. Magneto Black Hand 13: 1 vs. Hercules, 1 vs. Magneto
Power Usage/Effectiveness:
Black Hand 13: 2 of 5 Rolls: 16,8,9,14,8
Blackest Night 9:
Black Power Ring 4:
(summary)
Round 1: Hercules and Satanus move in. Magneto moves in and wounds Satanus. Hulk Buster moves in. Wendigo Leaps in and is wounded by Wendigo. Black Hand moves in and misses Wendigo from low ground with 1skull.
R2: Magneto moves and tosses Satanus through the water, twice. Hulkbuster moves up and 5wounds Wendigo. Hercules Challenges and wounds Hulkbuster who 3wounds Hercules. Wendigo moves up and is destroyed by Hulkbuster. Black Hand flies in and wounds Hercules with Black Hand(16) and completely misses him.
R3: Hulkbuster destroys Hercules. Magneto tosses Hulkbuster and Satanus who moves back in. Magneto takes high ground and misses Black Hand who moves in and misses Magneto with BH( and wounds him with 4skulls from low ground. Magneto tosses Black Hand, wounding him.
R4: Black Hand moves in and wounds Magneto with BH(19)and misses Magneto with 2skulls from low ground. Magneto tosses Black Hand, wounding him. Black Hand flies back and wounds Magneto with Black Hand(14) and misses(blanks out). Magneto tosses Black Hand twice, 2wounds. Hulkbuster moves in. Magneto tosses Hulkbuster twice.
R5: Black Hand flies in and fails BH( and misses Magneto with 1skull. Magneto destroys Black Hand with a toss. Magneto destroys Hulkbuster.
R6: Satanus moves in. Magneto tosses Satanus, twice. Satanus moves. Magneto fails to toss Satanus who moves in and 2wounds with Chomping Frenzy. Magneto tosses Satanus who moves. Magneto destroys Satanus.
Who won and how many wounds did they have?
Magneto(4wounds, 1 Life left) .
Even though he was tied for most points, Black Hand felt like the weakest figure on the board. He was the best equipped to take on Magneto but luck was not with him.
Black Hand suffers from the same weakness as Judge Death, they both need victims to be effective. A simply way to marginalize them is to simply reduce the number of figures they are fighting. This means even in very high point games your opponent can choose high point figures like Anti-Monitor to thwart your powers. You must face at least five figures to have a chance to get 4 battery markers and even then they must all be destroyed by Black Lanterns and they must make every roll for Blackest Night.
The potential is undeniable and I imagine his cost will be weighted against this. However I think it will be rare that the Black Lanterns stand victorious with the current design.
I would like to see them automatically get a battery marker when destroying an unique hero and keep the roll for squads. The Black Lanterns are not very strong offensively and then if someone else destroys a figure or if they fail their Blackest Night roll, a huge opportunity is wasted/lost.
I was really surprised by the first match. I thought the BLs would easily build up their markers and become unstoppable. All it takes are a few bad attack or d20 rolls and it all falls apart. Even after taking over the enemy's strongest figures, they still got beat. Perhaps teaming him up with Captain America for an attack boost would help.
The Green Lantern battle was severely lopsided. The GLs pack way too much firepower for the BLs to handle. Plus the GLs field a low number of figures which directly works against the Black Lanterns.
Unless your opponent is nice enough to field a lot of figures, I do not see the Black Lanterns winning too many matches.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Re: The Book of Black Lantern (William Hand) - Playtesting
I'm going to wait for the next set before seeing if an adjustment to his cost (down) or power level (up) is needed. I think Viegon's or Aggressive Sock's should probably be in soonish.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Re: The Book of Black Lantern (William Hand) - Playtesting
Thanks!
Quote:
Originally Posted by Aggressive Sock
Had a little mishap with the first game's round by round breakdown, but the results and overview is all accurate. So the data should be the same.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT: Black Lantern (Black Hand)
- THEME TEST
Pass
- MIRROR TEST
Pass
- BONDING TEST
Pass
- SYNERGIES TEST
Pass - POWER CHECK
Pass - FUN TEST
Pass
- FUN COMPETITIVE TEST
Pass
- DRAFTING TEST
Pass
- USAGE TEST
Pass
- STRATEGY TEST
Pass
_________________________________________________________
Army Test 1 Does it pass, Yes or No?
-Yes What should be the unit's point value?
-360-375 Damage:
-6 wounds on Ra's Al Ghul.
-2 wounds on Black Canary. Power Effectiveness:
-Blackest Night succeeded 1 out of 2 attempts. Give a brief overview:-Black Hand did his fair share of damage. His Darkest Night definitely proved effective, but I learned quickly that losing his first battery was a gamble that was too risky to pay off. Though, Ra's did help in the end, it would have been nice to keep Black Hand around a bit longer. Ultimately, although the Lanterns did great at first, Lady Shiva's defensive advantage proved deadly, as did Lady Deathstrike's specials and attacks.
Map: Country Road(No Superstrength, Glyphs, or Destructible Objects)
Units: Black Lantern(Black Hand), Black Lantern Recruit x 4(1075)
vs. Black Canary, Ra's Al Ghul, Talia Al Ghul. Merlynn, Lady Shiva, Lady Deathstrike(1075)
Spoiler Alert!
Black Lantern recruits led the charge at the start, Merlyn countered with an attack, putting 3 wounds on one of the Black Lanterns. Black Lantern recruits kept using Death Swarm to progress. Ra’s sacrificed Merlyn to put a wound on Black Hand. Black Hand retaliated by killing Ra’s al ghul, and taking him to his army. Ra’s places down the pit to heal himself completely. The Lanterns keep swarming and moving in, killing off Talia first with Ra’s, then BlackLantern Recruits killed Black Canary but did not gain another marker. Black Hand was killed by Lady Shiva, and the Lantern recruits suffered a tough fight against Shiva’s defense. One by one they fell. Eventually it was up to Ra’s, but he couldn’t stop Lady Deathstrike’s wound dealing attacks and specials.
Lady Shiva 2 wounds, Lady Deathstrike 2 wounds.
Army Test 2 Does it pass, Yes or No?
-Yes What should be the unit's point value?
-375 Damage:
-4 wounds on Harley Quinn.
-2 wounds on Green Goblin.
-4 wounds on Floronic Man.
-2 wounds on Arnim Zola(Enemy's control) Power Effectiveness:
-N/A Give a brief overview:-Black Hand did quite well on damage dealing this game. He definitely felt like a leader of his Lanterns. It was great stocking up on battery markers this time, trying the opposite approach from last time. Just to ensure his survival. I love how he can still roll defense dice, and then remove a battery if it kills him. Very effective. He is tons of fun and feels right at home at his point value. Great theme. Black Hand and the Lanterns, as well as Arnim Zola, just proved to be too much for the Insane army.
Map: Country Road(No Superstrength, Glyphs, or Destructible Objects)
Units: Black Hand, Black Lantern Recruit x 2, Arnim Zola (925)
vs. Harley Quinn, Joker I, Floronic Man, Poison Ivy, Green Goblin, Mad Hatter(940)
Spoiler Alert!
Round 1:
Army 2: F.Man, moves, places tree, HQ moves.
Army 1: Black Hand moves.
Army 2: GG moves, HQ moves.
Army 1: BH moves, attacks HQ, kills her, 4 wounds, rolls for Blackest Night, succeeds.
Army 2: GG moves, drops Pumpkin Bomb on BH, block, attacks BH, blocked.
Army 1: BLR-A moves, BLR-S moves.
Round 2:
Army 1: BH rolls for BH on GG, takes 1 wound, attacks GG, 1 wound.
Army 2: GG moves, uses PB on both BLRs, both take 1 wound, GG attacks BLR-A, blocked.
Army 1: BLR-A moves, attacks GG, GG dies, rolls for Blackest Night, succeed, all get 1 Battery, removes 1 battery and takes Control of GG, BLR-B moves.
Army 2: Cannot Go
Army 1: BLRs move.
Army 2: F.Man uses plant animation to control BLRs, BLR-B takes 1 wound
Round 3:
Army 1: BH moves, attacks F.Man, 4 wounds.
Army 2: Poison Ivy moves, uses plant animation, attacks BH, 1 wound
Army 1: BH moves, attacks P.I. , blocked.
Army 2: F.Man moves, attacks BH w/ plant animation, 1 wound
Army 1: BLR-A moves, attacks F.Man, kills him, rolls for Blackest Night, fails, BLR-B moves
Army 2: P.I rolls for pharamon seduction on BH, uses plant animation, BLRA takes 1 wound
Round 4:
Joker uses RO to move markers off BH to Arnim Zola.
Army 2: Ivy uses PS on Black Hand, fails, uses PA, fails.
Army 1: AZ moves.
Army 2: Ivy uses PS on BH, uses PA, BLRA BLRB BH all 1 wound.
Army 1: AZ moves.
Army 2: MH places marker on BH.
Army 1: BLR-A moves, attacks MH, BLR-B moves, attacks MH, 2 wounds.
Round 5:
Joker uses RC to move order markers from BLR-B to BH.
Army2: MH uses Tea Party, succeeds, uses BH to attack BLR-A, removes battery.
Army 1: BLR-A attacks MH, BLR-B attacks MH, kills him, rolls 4 BN, succeeds.
Army 2: Ivy rolls for PS on BH, succeeds, uses PA to attack BLRs, BLR-A removes battery.
Army 1: Cannot Go.
Army 2: Ivy uses PS, fails, uses PA on BLRs, fails both.
Army 1: Cannot Go.
Round 6:
Army 1: BLR-B moves, attacks Ivy, takes 3 wounds, BLR-A moves, attacks joker, blocked
Army 2: BH leaves engagement, moves, attacks AZ, 2 wounds
Army 1: BLR-B attacks Ivy, kills her, rolls for BN, fails. BLR-A attacks Joker, 1 wound.
Army 2: Cannot Go
Army 1: BLR-B moves, BLR-A attacks Joker, 2 wounds
Army 2: Cannot Go
Round 7:
Joker uses RO to place BH markers on AZ.
Army 2: Joker uses WHA on BLR-A, kills him, uses WHA on BLR-B, blocked.
Army 1: BLR-B moves, attacks Joker, kills him.
Game over.
Black Hand 4 wounds, Black Lantern Recruit-B 3 wounds, Arnim Zola 2 wounds, Green Goblin(stolen) 3 wounds.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Re: The Book of Black Lantern (William Hand) - Playtesting
And he's looking much more balanced there! Which means I'm looking at either staying the course or doing a slight move to improve him (drop 10 points or drop his Black Hand roll to, say, 11+).
I'll let Viegon's test by the tie-breaker on this one.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Re: The Book of Black Lantern (William Hand) - Playtesting
Quote:
Originally Posted by orgsbane
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT The Black Lantern
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. Pass
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. Pass
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. Pass
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak. Pass
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. Pass
- FUN TEST/ Consider whether or not the design was fun to play. Pass. In some cases though, the game seemed to drag on because he's so tough, but doesn't have much offensive power.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. Pass. Refer to above answer, though.
- DRAFTING TEST/ Consider whether or not this design is worth drafting. Pass.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Pass
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass
Army 1
The Black Lantern (know after this as THE Black Lantern, to prevent confusion.)
Black Lantern x3 Point Total: 900
Army 2
Iron Man (Slave Circuit)
Iron Man (Hulkbuster)
Iron Man (Stealth Suit) Point total: 910
Round 1: Iron Men win initiative.
Turn 1:
Iron Man (Stark) and Hulkbuster move forward.
The three Black Lanterns move forward using Death Swarm. THE Black Lantern waits in the start zone to clean up...
Turn 2:
Iron Man (Stark) fires off a shot from height, but it is blocked. Hulkbuster engages a Black Lantern while on height and does three wounds to it.
The wounded Black Lantern engages Hulkbuster, and attacks. Only one skull... Luckly, Hulkbuster rolls one shield. Another turn is taken with Death Swarm, and that Black Lantern engages Iron Man (Stark) from height, rolling 5 skulls! Iron Man defends with 3 shields, taking two wounds..
Turn 3:
Iron Man (Stark) moves to hight, but fails to wound the Black Lantern. Hulkbuster pulverizers the Black Lantern, forcing him to remove a black Battery Marker and returning him to 3 wounds.
Another high roll (3 skulls) from a Black Lantern, but Iron Man (Stark) manages to block. The other tries to attack Hulkbuster, but is counter struck for a wound.
Round 2: Iron Men win initiative.
Turn 1:
Iron Man (Stark) attacks the Black Lantern he is engaged to, but still fails to wound. Not exactly the star of the game so far. Hulkbuster, again smashes the Black Lantern he is engaged, forcing the removal of another black Battery Marker.
The Black Lantern engaged to Hulkbuster gives him a wound, finally. Iron Man (Stark) whiffs a defense roll, and is killed by ther other Black Lantern! While they do not get the extra black Battery Marker, the Black Lantern does remove a black Battery Marker to get Iron Man (Stark).
Turn 2:
Since Iron Man (Stark) was being infective anyway, the rest of the order markers were on Hulbuster. He deals 2 wounds to his Black Lantern. 1 left, and he is dead for good.
The Black Lantern engaged wit Hulkbuster whiffs his attack, but the Hulkbuster whiffs his defense roll... The other Black Lantern, who just killed Iron Man (Stark) moves over and engages Iron Man (Stealth Suit) from hight. Not a good sign for him... Iron Man (Stealth Suit) takes a wound.
Turn 3:
Hulkbuster finally finishes off the Black Lantern. They are tough!
The Black Lantern engaged with Iron Man (Stealth Suit) fails to wound him. The other remaining Black Lantern moves closer. THE Black Lantern still patently waits in the Start Zone.
Round 2: Iron Men win initiative, again.
Turn 1:
Iron Man (Stealth Suit) flys away to height, and deals a crushing blow to the Black Lantern that was engaged to him, 3 wounds. He then scoots away out of range of the Black Lantern.
The two Black Lanterns close in on him...
Turn 2:
Iron Man (Stealth Suit) stays out of reach, dealing 2 wounds to the previously untouched Black Lantern. And then flies even more out of their way.
The Black Lanterns get him trapped though! They'll be able to engage him next turn...
Turn 3:
Iron Man (Stealth Suit) deals a death blow to a Black Lantern, but he shrugs it off with black Power Batter. He doesn't have any left though, he used the first one to claim Iron Man (Stark).
The Black Lantern (with no black Batteries) catches up to him, but fails to wound him. The other moves closer...
Round 3: The Black Lanterns won initiative! Finally.
Turn 1:
A bad initiative switch for Iron Man (Stealth Suit). He is engaged by both Black Lanterns now, but they only deal a wound,
Iron Man (Stealth Suit) flys to height, and deals two wounds to the Black Lantern without any Batteries. One left... And then of course, scoots away.
Turn 2:
Black Lanterns move towards Iron Man (Stealth Suit).
Iron Man (Stealth Suit) kills the Black Lantern, leaving one left.
Turn 3:
The last Black Lantern engages him, but fails to wound.
Iron Man (Stealth Suit) take full advantage of a whiffed defense, and hits the remaining Black Lantern with 3 wounds.
Round 4: Iron Men win initiative.
Turn 1:
Iron Man (Stealth Suit) flies away, and takes a shot from lower ground. 3 skulls is enough to put the final wound on the Black Lantern though, forcing him to remove a Battery Marker.
Turn 2:
Iron Man (Stark) has order markers know! He engages Iron Man ;Stealth Suit) from height, dealing a wound. Only one wound left on Iron Man (Stealth Suit).
Iron Man (Stealth Suit) back off, and fires at Iron Man (Stark) but fails to wound.
Turn 3:
Iron Man (Stark) shoots at Iron Man (Stealth Suit) from height, but is easily blocked.
Iron Man (Stealth Suit) moves to height, but is blocked when he attacks Iron Man (Stark)
Round 5: Black Lanterns win initiative.
Turn 1:
Iron Man (Stark) engages Iron Man (Stealth Suit) and attacks, but whiffs. Iron Man (Stealth Suit) is getting lucky...
Iron Man (Stealth Suit) fires at Iron Man (Stark), but misses.
Turn 2:
Iron Man (Stealth Suit) places badly though, and is engaged by Iron Man (Stark) at height, and finally kills him. Yeesh,
Turn 3:
Iron Man (Stark) fires at Hulkbuster from even height, but is blocked.
No turn for Iron Men.....
Round 6: Iron Men win initiative (only Hulkbuster left...)
Turn 1:
Hulkbuster engages THE Black Lantern from height, dealing 5(!) wounds and instantly removing the first black Battery Marker.
THE Black Lantern disengages and moves to height, shooting, but is blocked.
Turn 2:
Hulkbuster moves to even height, and thanks to another huge attack, and a whiff, removes the second(!!) black Battery Marker,
THE Black Lantern deals a wound with his normal attack, but fails to wound with Black Hand.
Turn 3:
HULKBUSTER ROLLS ANOTHER 6 SKULL ATTACK. That's a third (!!!) black Battery Marker off of him...
Black Lantern deals another wound with his normal attack, but again fails his Black Hand.
Round 7: Black Lantern win initiative. That may cost Hulkbuster the game...
Turn 1:
Ooo. One skull attack from Black Lantern... Only one wound from Counterstrike though. He does pull off Black Hand though. Two wounds left on both Black Lantern, Iron Man (Stark), and Hulkbuster, and one left on a Black Lantern.
Hulkbuster rolls a 5 skull attack. Big whoop, what a suprise. It kills off THE Black Lantern
Turn 2:
Luckily, his death was forseen. The final Black Lantern (one wound remaining) engages him. He deals a wound!
Aaaand is crushed, with no black Battery Markers remaining, he's kill. Just Hulkbuster (1 wound) and Iron Man (Stark) (2 wound).
Turn 3:
Iron Man (Stark) fires a shot from even ground, but is blocked...
Hulkbuster engages Iron Man (Stark) from below, and kills him... Game over.
Winners: Iron Men (Hulkbuster, 1 wound left.)
Thoughts: Yeesh, this game was close. Those Black Lanterns were tough... Against a melee army, I think they will make a great screen for THE Black Lantern to shoot from behind. I think the game wouldn't have been so close if it weren't for Stealth Suit Iron Man out maneuvering the Black Lanterns and dealing wounds from height. This army will absolutely have trouble with ranges fliers. It actually shouldn't have been so close. Better positioning with Stealth Suit Iron man could have changed it to a easy win.
Army Test 2
- Does it pass, Yes? . Black Lantern(s) Test 2, 900 points
Map: Flash Fire
Army 1
The Black Lantern (know after this as THE Black Lantern, to prevent confusion.)
Black Lantern x3 Point Total: 900
Army 2
Frankenstein
Solomon Grundy
Werewolf x2 Point Total: 870
Notes: The Creatures are at a 30 point disadvantage, and I feel a 30 point filler won't have any impact on the game anyway... The Black Lanterns will try to form a super tough screen for THE Black Lantern. Since there isn't any flying, I think it might work well...
Spoiler Alert!
Round 1: the Black Lanterns win initiative.
Turn 1:
The three Black Lanterns advance forward, spread across the map.
Solomon Grundy advances.
Turn 2:
The Black Lanterns advance further, still spread evenly across the map.
Solomon Grundy engages one of them. If he performs like the Hulkbuster did, the Black Lantern doesn't stand a chance.. 5 skulls, 2 shields, 3 wounds.
Turn 3:
THE Black Lantern advances to even ground with Solomon Grundy, and takes a shot at him. 5 skulls (!!!) 2 shields, 3 wounds,
Solomon Grundy moves forward, not close enough to engage a Black Lantern though. He takes a shot at one, but fails to wound.
Round 2: Black Lanterns win initiative.
Turn 1:
THE Black Lantern attacks Grundy from range again. 4 skulls, 1 shield, and Grundy is dead (for now...)
Grundy fails to come back, and Frankenstein engages a Black Lantern. 3 skulls, 1 shield, 2 wounds. A Werewolf is activated with Creature Command, and it moves forward, out of sigh so it can stealth pounce next turn.
Turn 2:
THE Black Lantern blasts Frankenstein from range. 2 skulls. 1 shield, 1 wound.
Grundy fails to come back. Frankenstein disengages, taking a wound. He then engages THE Black Lantern, and attacks. 4 skulls, 1 shield, 3 wounds. The Werewolf Stealth Pounces THE Black Lantern. 2 skulls, 2 shields, 0 wounds.
Turn 3: THE Black Lantern takes full advantage of the weaker weaker Werewolf. Attacking at it from height. 1 skull, 3 shields, 0 wounds. Black Hand, however, deals a wound to the Werewolf.
Grundy is back! He is placed next to the Werewolf. Frankenstein attacks THE Black Lantern. 3 skulls, 2 shields, 1 wound. Grundy attacks THE Black Lantern. 4 skulls, 2 shields, 2 wounds. He is forced to remove his first black Battery Marker..
Round 3: Creatures win initiative.
Turn 1:
Frankenstein attacks THE Black Lantern. 5 skulls (!), 0 shields (!!!), 5 wounds. That's another Black Battery Marker off. The Werewolf disengages THE Black Lantern (to keep him from getting easy battery markers), but doesn't take a wound. He then engages a Black Lantern, and attacks. 2 skulls, 2 shields, 0 wounds.
THE Black Lantern attacks Frankenstein. 2 skulls, 0 shields, 0 wounds (Undead Resilience). Black Hand fails.
Turn 2:
Frankenstein attacks THE Black Lantern. 4 skulls, 2 shields, 2 wounds. (1 remaining. ) Grundy attacks THE Black Lantern. 2 skulls, 2 shields, 0 wounds,
THE Black Lantern attacks Frankenstein. 2 skulls, 3 shields, 0 wounds. Black Hand fails.
Turn 3:
Frankenstein attacks THE Black Lantern. 4 skulls 1 shield, 3 wounds. That's another black Battery Marker, 1 left. Grundy attacks THE Black Lantern. 2 skulls, 1 shield, 1 wound.
THE Black Lantern attacks Frankenstein. 3 skulls, 0 shields, 1 wound. Black Hand fails.
Round 4: Creatures win initiative.
Turn 1:
Frankenstein attacks THE Black Lantern. 4 skulls, 3 shields, 1 wound (1 left). Grundy attacks THE Black Lantern. 3 skulls, 1 shied, 2 wounds. That removes the final black Battery Marker.
THE Black Lantern attacks Frankenstein. 1 skull, 0 shields, 1 wound. (That leaves Frankenstein with 3 wounds left). Black Hand fails (again!!!).
Turn 2:
Frankenstein attacks THE Black Lantern. 3 skulls, 3 shields, 0 wounds, Grundy attacks THE Black Lantern. 5 skulls, 1 shield, 4 wound. And that was the end of THE Black Lantern.
No turn for Black Lanterns...
Turn 3:
Frankenstein engages a Black Lantern (the same one that the Werewolf engaged to forever ago.) he attacks it. 4 skulls, 0 shields (!), 4 wounds. That removes it's first black Battery Marker. Grundy also engages it, and attacks. 1 skull, 2 shields, no wounds.
The Black Lanterns take a turn [DELETED DUE TO ACCIDENT] basically, Frankenstein is engaged by two Black Lanterns and takes a wound.
Frankenstein Frankenstein attacks the Black Lantern that is missing a black Battery Marker. 3 skulls, 1 shield, 2 wounds. Grundy attacks the same Black Lantern. 6 skulls, 4 shields, 2 wounds. It's enough to remove that second black Batter Marker though..
Turn 2:
The Black Lantern on height attacks Frankenstein. 4 skulls, 1 shield, 1 wound. It kills Frankenstein!
No turn for Creatures...
Turn 3:
Black Lantern engage the Werewolf, and attacks. 3 skulls, 1 shield. 2 wounds.
Solomon Grundy attacks the Black Lantern with no black Battery Markers. 6 skulls, 1 shield, 5 wounds. That kills him off. Since none of the other Lantern are missing and black Battery Markers, that mean they don't get a bonus for killing the Werewolf.
Round 6: Black Lanterns win initiative.
Turn 1:
The Black Lantern engaged with the Werewolf attacks it. 1 skull,1 shield, 0 wounds, the other Black Lantern moves towards the Werewolf in the Start Zone.
Grundy engages the Black Lantern from below, attacking it. 6 skulls, 0 shields, 6 wounds, that takes off it's first black Batter Marker.
Turn 2:
The Black Lantern attacks the Werewolf again. 3 skulls, 2 shields, 1 wound. That leaves it with one life left. The other Black Lantern engages the Werewolf in the Start Zone, and attacks it. 3 skulls, 1 shield, 2 wounds.
Grundy attacks the Black Lantern. 7 skulls(!), 3 shields, 4 wounds. It's enough to remove that second black Battery Marker,
Turn 3:
The Black Lantern attacks the Werewolf once more. 3 skulls, 0 shields, 3 wounds. It's kills the Werwolf, but fails it's Blackest Night roll... The other Black Lantern attacks the Werewolf in the Start Zone. 1 skull, 0 shields, 1 wound.
Grundy moves to even height with the Black Lantern, and attacks. 4 skulls, 3 shields, 1 wound. (2 wounds left, with no black Battery Markers)
Round 7: Black Lanterns win initiative.
Turn 1:
The Black Lantern in the Start Zone has the order markers now, and it attacks the Werwolf again. 2 skulls, 2 shields, 0 wounds. The Black Lantern engaged with Grundy attacks. 2 skulls, 3 shields, 0 wounds.
Grundy attacks the Black Lantern again, 2 skulls, 1 shield, 1 wound. (Just one wound left!)
Turn 2:
The Black Lantern attacks the Werewolf once again. 3 skulls, 0 shields, 3 wounds, that kills it, will the Black Lantern pull off a possibly game changing Blackest Night roll? It does! The almost dead Black Lantern gets another black Battery Marker, then attacks Grundy. 1 skull, 1 shield.
Grundy attacks it. 6 skulls, 1 shield, 5 wound. That removes it's black Battery Marker, and it is once again left with none.
Turn 3: The Black Lantern attacks Grundy. 2 skulls, 1 shield, 1 wound. The other Black Lantern closes in on Grundy.
Round 8: Creatures win initiative.
Turn 1:
Grundy attacks the Black Lantern. 3 skulls, 0(!) shields, 3 wounds.... He's dead, Jim.
The final Black Lantern (at full strength) engages Grundy, and attacks him. 3 skulls, 4 shields, 0 wounds.
Turn 2:
Grundy attacks the Black Lantern. 4 skulls, 1 shield, 3 wounds.
The Black Lantern attacks back. 2 skulls, 4 shields, 0 wounds.
Turn 3:
Grundy attacks the Black Lantern. 6 skulls, 1 shield, 5 wounds, That removes the first black Battery Marker.
The Black Lantern hits back. 2 skulls, 3 shields, 0 wounds. That auto shield is holding its own...
Gundy hits back. 5 skulls, 1 shield, 4 wounds. That removes the second black Battery Marker.
Turn 2:
The Black Lantern attacks back. 2 skulls, 1 shield, 1 wound.
Grundy attacks it. 4 skulls, 3 shields, 1 wound,
Turn 3:
The Black Lantern attacks Grundy. 0 skulls, 1 shield, 0 wounds,
Grundy hits back, 1 skull, 3 shields, 0 wounds.
Round 10: Creatures win initiative.
Turn 1:
Grundy attacks the Black Lantern. 2 skulls, 1 shield, 1 wound (one wound left)
Black Lantern attacks him. 1 skull, 2 shields.
Turn 2:
Grundy attacks back. 6 skulls, 3 shields, 3 wounds wound, that kills the Black Lantern!
Winners: Grundy, 3 wounds left
Thoughts: I love how tough the Black Lanterns are. They can tank damage like non others and I think it's works for them. But THE Black Lantern just couldn't deal enough damage, in both games. I think a buffed Black Hand, or maybe even a extra attack die would make this dude worth his points (or maybe even worth more). Perhaps I'll add more to that idea more when I do 1 vs 1 playtests. .
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
Re: The Book of Black Lantern (William Hand) - Playtesting
He also did some one-on-ones versus Hulk that I'm not going to post where he seems to have played with Black Lantern starting with the black markers on his card. I'm not sure whether he did that in these tests or not, but I sent a follow-up PM to find out.
Obviously starting with the markers on his card would make him much more powerful.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.