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.
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.
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.
- 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 - a fun representation of the character. I really liked how well he worked with Kingpin & HAND Ninjas in my tests and can't wait to see how he works with other members of the League of Assassins.
- 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 - no issues when I tried it.
- 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 - He's a fun assassin unit when you can get him up high.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. Pass - He did really well in both my tests. Much better than I anticipated.
- DRAFTING TEST/ Consider whether or not this design is worth drafting. Pass - I thought I'd probably choose Green Arrow or Bullseye over him. However, with how well he performed in the playtests I will consider drafting him. Especially taking into account his lower price.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Pass - I used both of his powers in my games. While the Archer Rivalry is very specific it is a neat thematic characteristic.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass - getting Merlyn to a sniper's nest was a priority in both my games.
Quote:
Originally Posted by Skeeter700
C3G STANDARD PLAYTEST FEEDBACK FORM
Army Test
- Does it pass, Yes or No? Yes - What should be the unit's point value? Merlyn offered a whole lot of value to his team. He did get extra turns from Kingpin and made it to a sniper's nest atop the silo, so this in no small part helped him. However, you may want to look at my two tests to see if you think he should get a point boost. - Give a brief overview.A whole lot of bonding took place in this game and Merlyn & Kingpin's victory is no small part due to this. I wanted to see how Merlyn matched up with Bullseye and the answer was very well. Merlyn managed to get the kill shot on Baron Von Strucker, Madam HYDRA, & Scarecrow. It was a team effort, however on that team Merlyn was the star player.
Map: Rocket Launcher Platform
Units: Baron Von Strucker, Madam HYDRA, Scarecrow, & 2 squads of HYDRA Agents Vs. Kingpin, Bullseye, Merlyn, & Hired Guns
Spoiler Alert!
Scenario: The Red Skull has sent his HYDRA allies after an important artefact he has hidden in an abandoned Rocket Silo. However, Kingpin is not about to let anyone take anything that is part of his territory.
Round 1 (Initiative - Kingpin’s Gang):
The Hired Guns move onto and around a small hill, while HYDRA Agents swarm a small hill on their side of the silo. Their objective is to distract the hired guns, while Baron Von Strucker sneaks into the silo to search using Ruthless Mastermind Bonding. Kingpin orders the Hired Guns to spread out around the silo, and then moves to a safe spot behind the hill to direct his squad. Seeing this, the HYDRA Agents move into range of the Hired Guns and fire on two of them with no success. Strucker, begins climbing the silo. Merlyn now climbs the hill ahead of Kingpin, trying to get height and range on Team HYDRA but is too far back. Madam HYDRA mirrors this move on her side of the field.
Round 2 (Initiative – HYDRA):
HYDRA Agents move onto the roadway to get the Hired Guns in their range. In the resulting shoot-out two Hired Guns and two HYDRA Agents are killed. Baron Von Strucker makes it up the ladder to the first level, while the gunfight rages. At the same time, Madam HYDRA moves one space to attack a Hired Gun who is on equal height with her while climbing a ladder. Her shot misses. Merlyn sneaks behind the base and Scarecrow skulks up the field. Kingpin, who’s been surveying all this from his hiding spot, sends Merlyn up the far ladder while he moves further away from the fray.
Round 3 (Initiative – Kingpin’s Gang):
Kingpin sends his two remaining Hired Guns against a HYDRA. One gets to the top of his ladder and fires on Baron Von Strucker but misses. The other kills the only HYDRA Agent in his range. Strucker moves in on the Hired Gun that attacked him, and using his Satan’s Claw kills the thug. Merlyn, uses this distraction to finish climbing the ladder to the first level. HYDRA Agents surround the base and one attacks a Hired Gun but causes no wounds. Madam HYDRA uses bonding to move deeper into a pack of HYDRA Agents and fires on a Hired Gun, killing him. Kingpin, seeing his last Hired Gun fall, sends Merlyn up, up, up the next ladder, while he climbs up towards level one of the silo in case he personally needs to deal with the Baron. Just then, Scarecrow throws fear gas behind Merlyn but, as it is the end of the round, it is a wasted canister.
Round 4 (Initiative – Kingpin’s Gang):
Kingpin has Merlyn finish climbing the ladder to the second level of the silo, where he shoots at the Scarecrow (as the Baron is out of sight) causing 2 wounds. Kingpin also climbs his ladder, getting to the first level of the silo. Meanwhile, the wounded Scarecrow hides at the bottom of the silo and throws another canister of gas at Kingpin, but without sight cannot cause crippling terror. Kingpin has Merlyn shoot at Strucker again, causing another wound, while he runs from the Scarecrow’s gas straight into Strucker’s hands. Strucker uses his spore release to put a wound on the man in white. In response, Kingpin uses his third order marker to have Bullseye move up the field and fire at Baron Von Strucker, but the shot is useless. Kingpin tries himself and does wound the Baron. Meanwhile, the HYDRA Agents are firing a volley of bullets at all three of their enemies. Kingpin takes 2 wounds from these shots despite his height advantage! Madam HYDRA tries to attack Bullseye, but can’t land her shot.
Round 5 (Initiative – Kingpin’s Gang)
Kingpin has Merlyn fire from the top floor of the silo on Baron Von Strucker, who is on level one, but he misses. Kingpin, thinks about running so he can continue to direct Merlyn & Bullseye, but decides to fight Strucker instead, causing another wound. HYDRA Agents attack Bullseye on mass, but only land 1 wound. Merlyn, however, has better luck: killing Baron Strucker with his arrow. This is a great relief to Kingpin as he is now safely out of range of any serious threat and can direct his assassins. Scarecrow moves to the hill and throws fear gas at Bullseye, who is crippled with terror. However, in the rest of the round HYDRA can only put 1 wound on him. Even Madam HYDRA fails with her venomous strike.
Round 6 (Initiative – HYDRA)
Kingpin realizes it would be dangerous to take all the Order Markers, as he is within range of the Scarecrow’s gas attack. However, when Scarecrow does throw his fear gas, it is at Bullseye again and while the assassin is crippled with fear yet again, Scarecrow can’t hurt him. Kingpin then uses his only Order Marker to have Merlyn shoot at Scarecrow and Merlyn, with super height advantage rolls 4 skulls, which double to 8. Scarecrow is instantly dead. Kingpin then crushes the HYDRA Agent who has snuck up onto the first level of the silo. Three HYDRA Agents try to wound Bullseye, but all miss. The one Agent who fires up at Merlyn also misses. However, Madam HYDRA does put one wound on Bullseye with her venomous strike. Bullseye successfully escapes engagement with one HYDRA Agent to move in on Madam HYDRA. But, even though his shot is good, she sacrifices an adjacent Agent to save herself. The remaining HYDRA Agents again fire on Bullseye and land 1 shot. Madam HYDRA follows this up with another venomous strike that kills the assassin. Seeing this, Merlyn fires on the other HYDRA Agent flanking Madam HYDRA and kills him.
Round 7 (Initiative – Kingpin’s Gang):
Kingpin orders Merlyn fire on the final HYDRA Agent beside Madam HYDRA, while he starts to climb down the ladder, determined to kill Madam HYDRA himself. Merlyn’s arrow misses. The only other HYDRA Agent left moves in to join his compatriot in guarding Madam HYDRA, and together they attack Kingpin and Merlyn. Merlyn does take a fluke wound even with super height. In response, he fires back at the Agent, killing him instantly. Madam HYDRA and her one remaining Agent try to get Kingpin but both miss. So, Kingpin, has Merlyn fire on that last Agent, and with the height advantage offered by the hill, Merlyn kills him too. Kingpin, meanwhile, moves onto the bottom rung of the ladder then stops, giving him equal height with Madam Hydra who has him in her sights. When she fires, she misses the Crime Boss.
Round 8 (Initiative – Kingpin’s Gang):
Merlyn fires one shot at Madam Hydra from the top of the silo and kills her instantly.
Who won and how many wounds did they have?Merlyn (with 2 wounds) & Kingpin (with 2 wounds) in round 8.
Quote:
Originally Posted by Skeeter700
C3G STANDARD PLAYTEST FEEDBACK FORM
Army Test 2
- Does it pass, Yes or No? Yes - What should be the unit's point value? Looking at the card and how evenly matched he seemed to be with Connor Hawke in this playtest, I'd say his point value is about right. He didn't get the great stats in this game, but still did very well and I do feel he earned his points plus some. The map and my style of play helped Merlyn out too. So I will say: Overall he is good at this point level - but I'd pay a bit more for him too, especially with how well he plays with others (Kingpin last game and the Ninjas here). - Give a brief overview.Again, Merlyn does very well. In this game I wanted to see how he compared to The Green Arrow (Connor Hawke) as well as how he handled a team that was more mobile (Supergirl, Angel, Daredevil, & Robin). The heroes did overlook him a few times to concentrate on heavy hitters. However, this mistake cost them a great deal when Merlyn managed to get height advantage. Merlyn & the HAND Ninjas made a great low cost team in this game.
Map: Rocket Launch Platform
Units: Deadpool, Deathstroke, Merlyn, 2 squads of Hand Ninjas, & Bob, Agent Of HYDRA (900 points) Vs. Supergirl, Daredevil, Green Arrow - Connor Hawke, Robin - Tim Drake, Angel, & Alfred (900 points)
Spoiler Alert!
Round 1 (Initiative - Assassins):
All three of the assassin team’s Order Markers were placed on the Ninjas, in an attempt to get Merlyn up high into a snipers nest while still showing strength at the bottom of the ladders. Merlyn, activated by Ninja Assasin Bond heads to the nearest silo ladder and ends the round at the top of the first level, while the Ninjas make their way to the shadows at the base. Meanwhile the heroes fan out. Angel carries Green Arrow to the top of the hill then drops him off so he can run to the ladder himself. Daredevil & Robin, using his sidekick power, move behind the hill trying to get around the silo without attracting the Ninjas’ attention. During this round the only attack was by Green Arrow, as he fired an arrow at a Ninja but missed.
Round 2 (Initiative – Assassins):
Again the Ninjas claim the first Order Marker and Merlyn uses this opportunity to move around the first level of the silo and shoot an arrow at Daredevil. He manages to inflict one wound. The Ninjas move on Green Arrow, but cannot hurt him. In response, Green Arrow hops from his spot on the ladder to the first level and adjacent to Merlyn. The two archers are ready to test their skills on each other and Green Arrow lands the first 2 wounds. Deadpool begins to move towards the silo, hoping to reach a ladder, while Supergirl flies with supersonic speed and lands on Merlyn’s other side. The Ninja’s attack Green Arrow again and, despite their height disadvantage, land 2 wounds. Daredevil and Robin swoop down on 2 more Ninjas, but cannot land any blows.
Round 3 (Initiative – Assassins):
Merlyn uses Ninja Assassin Bonding to try and finish off Green Arrow, before the inevitable attack by Supergirl. However, he wiffs. Likewise a Ninja cannot land any wounds during his attack on Angel. However his partner manages to wound Robin once. Angel, sensing danger, picks up Daredevil and flies to the top of the silo. The heroes seem to be fully in control of height advantage now. Deathstroke makes his move towards the tower, falling in behind Deadpool near the ladder. Supergirl sees this and leaves Merlyn to attack Deathstroke. Landing on a nearby hill she has height advantage and strikes 3 wounds, despite Deadpools attempts at distraction. Deathstroke did manage to get 1 wound back on Supergirl using calculated defence. Then, he lands 2 more wounds on Supergirl during his turn. Daredevil has the final Order Marker for this round and, with it, Robin grapples to the first level of the silo and kills a Ninja. Daredevil attacks Deadpool and lands 2 wounds. However, with the X Marker, Deadpool regenerates one of them away.
Round 4 (Initiative – Heroes):
Finally the heroes have initiative, but with it Supergirl rolls only 2 skulls while attacking Deathstroke. Deathstroke uses calculated defense to block these, and then wound Supergirl twice. He then attacks her and lands one more wound, leaving the Kryptonian reeling. Green Arrow tries to kill Merlyn but fails. Then Deadpool attacks Supergirl and manages to kill her. On the silo, Robin has killed another Ninja and Daredevil fires from atop the silo and lands another wound on Deadpool. Merlyn then attacks Green Arrow and lands 1 wound, while his Ninja pals move around the base of the silo. Again Deadpool ends the round by healing a wound away.
Round 5 – The Death Round (Initiative – Heroes)
Green Arrow avenges Supergirl by landing 5 wounds on Deadpool with his turn, killing the insane mercenary. Merlyn, likewise, ignores Green Arrow to attack Robin and kills him with a 4 wound shot. Since Robin & Deadpool had their respective team’s second order markers, we skip right to the third round where Deathstroke moves up the ladder then fires a quick shot at Green Arrow killing him. Angel flies above Merlyn and lands 1 more wound on the archer.
Round 6 (Initiative – Assassins)
Deathstroke starts us off by climbing further up the silo and launching a quickshot at Angel but missing. Daredevil uses his height advantage during an attack on Deathstroke and kills the calculating mercenary. Next, Merlyn climbs up the second story ladder and shoots at Daredevil but misses. Daredevil fights back but can also land no wounds. The Ninjas climb towards the lower level of the tower and also activate Merlyn, but he can only manage one more wound on Daredevil. Alfred ends the round by extracting Daredevil and healing one of his wounds.
Round 7 (Initiative – Heroes):
Alfred starts this round trying to heal Daredevil but can’t. Merlyn makes it to the top of the silo and fires on Angel, as do two of the ninjas. They land one more wound on the mutant. Angel decides to leave the silo and fly back to Daredevil and Alfred, but is killed on route by a Ninja. Daredevil moves towards the nearest hill and attacks the offending ninja, but misses. Merlyn sees this and fires upon Daredevil, who uses his radar senses to avoid the arrow and land beside the nearest ladder.
Round 8 (Initiative – Heroes):
Daredevil climbs up the ladder of the silo, while Merlyn and a ninja fire upon him, but both miss. The other ninja is moving in on Alfred, but also cannot create a wound. Daredevil landed between Merlyn and a Ninja at the top of the silo when using his radar senses during the last attack, but cannot hurt either. Merlyn and the Ninja fight back, but Daredevil avoids both strong attacks with his radar sense. Alfred also fights off the Ninja again and even tries to shoot it with his shotgun but misses. In a counter attack, Daredevil receives a wound from both Merlyn and the nearest Ninja to him, while Alfred gets one wound from the ninja he is battling.
Round 9 (Initiative – Assassins)
The Ninja atop the silo attacks Daredevil again, landing 2 wounds. Merlyn also fires an arrow at Daredevil, who’s radar senses keep him safe again. Alfred receives another wound from the Ninja he is battling. Again Alfred tries to shoot the Ninja but fails. Merlyn fires another Arrow at Daredevil, who again evades it, but in so doing runs into the Ninja and is killed. Just then, the other Ninja hits Alfred upon the head, killing him.
Who won and how many wounds did they have?Merlyn (with 3 wounds), 2 Ninjas and Bob, Agent Of HYDRA (who saw no action the entire game)
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.