@capsocrates
@TREX
Here are my tests for Merry. Before I get into the details here, I suggest we clarify "Unnoticed" so it's clear that a figure who can't attack Merry doesn't need to attack his/her own figure.
Also, another minor thing that could be changed. Barrow Blade could read:
Quote:
When Merry attacks an undead figure, add one automatic skull to whatever is rolled.
This could potentially give Merry more power against undead units, which might make him a better choice in drafting, IMO.
Anyway, here's my report:
Spoiler Alert!
HoME Playtest Form
NAME OF TEST UNIT: MERRY
THEME TEST: Are there are any powers or stats on the test unit card that do not accurately reflect the theme or likeness of what the character should be able to do? Also consider whether or not this character's powers should affect destructible objects.
-Personality suggestion: In comparison to Pippin, Merry's personality doesn't make as much sense. Merry is supposed to be steadfast while Pippin is supposed to be rather foolish. I suggest we change Merry's personality to either Determined, Resolute, Loyal, or Protective.
FUN TEST: Was the unit fun to play? YES
FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying? YES, not considered annoying.
USAGE TEST: Were all of the powers on this card used, or at least usable?
Only 2/3 powers were used in the first game. 3/3 were used in the second game, they were used well.
STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game?
Against undead, Merry performs extremely well considering he’s mainly a filler-unit.
BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately?
Not that I can tell.
SYNERGIES TEST: Think of all the current cards that would have synergy with the unit card. Are there any factors that could break the game by making a unit too powerful or too weak? NO
POWER CHECK: When considering the test unit against all existing units (including all finalized C3V, SoV, and HoME units) and all glyphs, are there any powers that could be overamplified and break the game? Each power should define when it takes place, who or what it affects, and what conditions (if any) apply. NO, powers couldn’t be overamplified.
DRAFTING TEST: Is this unit worth drafting? YES
MIRROR TEST: Consider the test unit against itself. Are there any loops that would upset the balance of the Game? NO
----- ARMY TEST 1
In the first game, Merry performed “okay”. He acted as a filler, which is what he is. I would’ve been happier if his attack was bumped up to 3, to give him a more competetive stance against normal non undead units. However, doing that might make him too powerful against undead, perhaps modifying Barrow Blade would fix that.
Map: Guardian: Dignan
Units: Ninja Status: Dreadgul Raiders x4, Raelin RotV, Valguard, Merry, Guilty McCreech VS Son of Arathorn: Blade Gruts x4, Grimnak, Nerak, Tornak, James Murphy
SoA won with Tornak with no wounds, Grimnak with no wounds, James Murphy with no wounds, and two Blade Gruts (one on Ulaniva)
Round 1: NS wins initiative
NS- Raiders move out followed by Valguard.
SoA- The orc swarm approaches with Nerak
NS- Raelin takes her perch on the high ground.
SoA- The orcs charge forward, but fail to kill any raiders.
NS- The Dreadguls flank the orcs but none can inflict any damage.
SoA- The orcs continue their assault, Nerak takes down one Raider.
—ROUND END—
Round 2: NS wins initiative
NS- Valguard takes advantage of the bonding option and kills a grut. The raiders kill an orc and inflict one wound on Nerak.
SoA- The orc swarm manages to kill one raider.
NS- Merry uses Loyalty to move a few extra steps, adjacent to Valguard.
SoA- Grimnak moves forward, and chomps a raider. The Blade Gruts kill one raider.
NS- Valguard moves forward and kills off a blade. The raiders attempt to take down the orc heroes but no wounds are inflicted.
SoA- James Murphy moves into the field, but misses his shot against a raider.
—ROUND END—
Round 3: NS wins initiative
NS- Valguard moves in with first assault against Nerak and kills the swog. The raiders attempt to take out some orcs, but fail.
SoA- Grimnak chomps a raider, and kills one with his normal attack. The blades move in, and don’t attack.
NS- Merry advances but fails to kill off any orc gruts.
SoA- Grimnak inflicts one wound on Raelin, the blades grab the wannok glyph and attack Raelin, inflicting no wounds.
NS- Valguard kills a grut. Raiders deal no damage.
SoA- Murphy kills one raider with his shotgun. Wannok claims the life of one raider.
—ROUND END—
Round 4: SoA wins initiative
SoA- Grimnak successfully chomps Raelin. The blades inflict one wound on Valguard and kill a raider.
NS- Valguard fails to kill any gruts. The raiders kill one grut.
SoA- James attempts but fails to inflict any wounds on the raiders.
NS- Merry charges a blade grut but can’t kill it.
SoA- *Note: Unnoticed should read: “A different opponents figure”*. Merry takes one wound from Tornak. The blade gruts take ulaniva and wannok, they also kill off a raider.
NS- Valguard fails to inflict any wounds on Tornak. The raiders also fail to kill any blades.
—ROUND END—
Round 5: SoA wins initiative
SoA- Valguard takes 3 wounds from Tornak. The blades move forward, but don’t attack.
NS- Merry attacks Tornak but can’t inflict any wounds.
SoA- Tornak inflicts a wound on Valguard, the blade gruts kill off another raider and manage to kill Valguard.
NS- Guilty kills a grut. The last dreadgul attempts but fails to wound Tornak.
SoA- James Murphy uses his shotgun blast to inflict two wounds on Merry, killing the hobbit. Wannok kills the orc occupying it.
NS- *Order Marker 3 was on Valguard*
—ROUND END—
Round 6: NS wins initiative
NS- Guilty snags the high ground and kills two blade gruts.
SoA- Grimnak chomps a raider, the blade gruts move towards Guilty.
NS- Guilty moves back from the horde and kills two more blade gruts.
SoA- The orcs move closer at the cowboy but can’t land any wounds.
NS- Guilty kills off two more blades.
SoA- Murphy moves to Wannok, which deals one wound to Guilty.
—ROUND END—
Round 7: NS wins initiative
NS- Guilty can’t inflict any wounds on Tornak.
SoA- Tornak charges Guilty but can’t kill the cowboy. The blades surround Tornak and also take Unique attack+1.
NS- Guilty inflcits no wounds on Tornak.
SoA- Tornak inflicts one wound on Guilty, winning the game.
—GAME END—
-----
ARMY TEST 2
Spoiler Alert!
Did the unit perform adequately? What should be the unit's point value? Give a brief summary.
Merry performed very well, killing 3 Phantom Knights in the mid-late game. Once the field was crowded enough, he was able to come into battle quickly using Loyalty, then exploit Unnoticed to avoid attacks while using Barrow Blade against the Phantom Knights. This was an ideal game for him, so I don’t think he’s overpowered for his points- if the army hadn’t mostly been Undead, he wouldn’t have been nearly as effective. He’s a niche unit, but a fun one. His points are fine at 25, IMO.
Map: Guardian: Dignan
Units: Ninja Status: Phantom Knights x4, Sir Dupuis, Marro Warriors
VS Son of Arathorn: Dreadgull Raiders x4, Valguard, Raelin RotV, Merry, Guilty McCreech
SoA won with Merry (unwounded), two Dreadgulls, Valguard (with two wounds), and Guilty (with one wound).
Round 1: SoA wins initiative
SoA- Guilty moves out with the Raiders. The Raiders get berserkers charge and pick up Wannok. They get charge again and kill two Phantom Knights.
NS- The Phantom Knights swoop to even ground and kill a Raider.
SoA- Raelin flys to high ground
NS- Sir Dupuis moves into play and kills a threatening Raider.
SoA- More raiders moved out with Valguard, no charge.
NS- More Phantom Knights approach. One kills the raider on Wannok and another inflicts two wounds on Raelin.
—ROUND END—
Round 2: SoA wins initiative
SoA- Valguard attacks Sir Dupuis but his attempt is blocked. The Raiders attack the Phantom Knghts, dealing no damage.
NS- Guilty takes a wound from a Phantom Knight. More attempt to wound Raelin and Valguard but no damage is dealt.
SoA- Guilty attacks down to a Phantom Knight, but fails. The Raiders advance, and get berserkers charge and kill one Phantom Knight.
NS- Dupuis attacks even ground to Valguard and deals two wounds.
SoA- Dreadguls don’t bond and get charge. They kill one Phantom Knight.
NS- The Phantom Knights take Wannok. They also kill one Raider and inflict one wound on Raelin.
-Wannok kills a raider.
—ROUND END—
Round 3: NS wins initiative
NS- The Phantom Knights attack. They deal no damage.
SoA- Guilty attacks and kills a Knight. The Dreadgulls get charge once and fail to kill any Knights.
NS- Dupuis attacks Valguard but fails to wound him.
SoA- Guilty attacks and kills the Knight on Wannok. The Dreadgulls seize Ulaniva and can’t attack.
NS- Dupuis attacks but fails to wound Valguard.
SoA- Valguard moves and kills a Knight, the Raiders also move and kill one Knight.
—ROUND END—
Round 3: NS wins initiative
NS- Dupuis attacks a nearby Raider with 6 attack dice but whiffs.
SoA- Guilty shoots at Dupuis, inflicting one wound. The Raiders attack and deal 3 wounds to Dupuis.
NS- The Knights move around a little and kill one Raider.
SoA- Merry uses Loyalty and moves adjacent to Guilty.
NS- Dupuis kills a Dreadgull.
SoA- Merry charges at a Phantom Knight with the help of Barrow Blade and Ulaniva. However his attack of 3 is matched.
—ROUND END—
Round 4: NS wins initiative
NS- The Knights attack but can’t get enough skulls.
SoA- Merry attacks up to a Phantom Knight and kills it with the help of Barrow Blade and Ulaniva.
NS- Dupuis takes a leaving engagement wound and kills the Raider on Ulaniva.
SoA- Merry kills another Phantom Knight.
NS- A Phantom Knight inflicts a wound on Valguard.
SoA- *Valguard takes a wound from leaving engagement* Valguard attacks but fails to kill Sir Dupuis. The Raiders move but can’t attack.
--ROUND END--
Round 5: SoA wins initiative
SoA- Valguard attacks Sir Dupuis and kills the Templar. The Raiders attack but fail to kill any Knights.
NS- The remaining Phantom Knights attack and kill Raelin.
SoA- Merry attacks up to a Knight and kills it.
NS- The Marro Warrios move out and snipe a Raider.
SoA- Valguard kills a Warrior, the Raiders attack and kill the last Phantom Knight.
NS- The Warriors move again and kill a Raider.
—ROUND END—
Round 6: SoA wins initiative
SoA- Guilty kills off a Marro. The Raiders kill the remaining Marro.
—GAME END—