Round 1: Mtl1998 moved Caylus and then the Acolytes while I positioned Cultists for two rounds. He then summoned Covor and took out three Cultists with powered Acolytes and Covor while I countered with taking out an Acolyte and failing on an attack on Covor.
Round 2: I won Init and attacked with cultists, taking out another Acolyte and putting three wounds on Covor. Mtl took out a cultist, missed three corruptions, and then killed another cultist with Covor. Turn two had me focus on Covor and missing, covor taking a leaving engagement, missing on two corruptions and killing a cultist. we exchanged 2 cultists for two Acolytes in turn 3 (mtl finaly got a corruption).
Round 3: mtl got the init switch and activated Caylus to power the Acolytes and got a kill, but exposed him. I moved in and got a luck 3-3 with him whiffing on defense, and missing on Covor, who was in a good position. I needed to keep engaging so he wouldn't move, even though I was swinging up. In turn 2 I lost two more cultists, so took the turn with positioning and no attacks. turn 3, I lost a cultist and mtl lost two acolytes and another wound on Covor.
round 4: Another init switch and I thought I could finish off Covor. Two attacks on the one life Demon missed, but I took out 2 acolytes. Mtl went 0-3 on Corruption again, but killed one cultist with the attack. Turn 2 I missed one on Covor, one an an Acolyte and one on Kaemon (knowing he was about to enter the game) and was killed on counterstrike. Another cultist goes down to Kaemon's bow and he is now in good position with full health. Now the weird dice really take hold. I bring up Kalagrith and the greenies in turn three to finish off Covor (taking up lots of space in the middle of the board), but roll 0-4 on my attack. mtl counters with a heighted attack on an exposed Kaligrith, getting 3-5 but I block with 3-3.
I have a full life Kalagrith with three Green Scales and two Cultists. Mtl1998 has full life Kaemon (set up on height 4 lava), 1 Acolyte and a 1 life Caylus.
round 5: I roll a 5 for init, but mtl rolls a 4. I fly over Covor and Caylus and land so I can get to Kaemon and kill the last Acolyte with a Greenie. I roll 3-4, to kill covor, but mtl gets a 3-3 defensive roll to save Caylus and clog up the board. I then go 0-3 on the greenie attack on Caylus (Caylus lives!). Mtl moves and attacks with his last acolyte (if he had won itit, Covor would have had a huge attack on Kalagrith) and misses. In turn 2, I miss Caylus with an attack of 5, but finally finish him and the Acolyte off with my Greenies. Kaemon kills a greenie and puts a quick 2 wounds on Kalagrith (four lives left). For turn three, I only have an OM on Kalagrith, so do a Kaemon fly over and land on a treasure glyph to get teleportation. thinking I would get a wound on Kaemon, I roll 0-4. Kaemon finishes off the round with putting 3 more wounds on Kalagrith and taking a lava wound.
Muskie: 1 life Kalagrith, 2 greenies and 2 cultists
mtl1998: 3 life Kaemon
Round 6: Mtl wins init and decides to finish off Kalagrith with two easy quick releases, and goes 0-4 and 0-4 (our combined last 3 attacks have gone 0-12, a 0.002% chance of hapening). I do another flyover (doing two damage) and land out of quick release range. I then tie up Kaemon with a greenie. He rotates to get out of range of my 2nd Greenie and kills the one adjacent. I go all or nothing and fly in. I roll 4-5 to finish off the game.
Comments on the play test Heroes
Kalagrith - this is my first time playing her. I really like the dynamic, but to use her early has a high chance of killing your own and the 3 defense for end game is dicey (I should have died but got very lucky). I don't think the stats should change, but maybe 10 points less? I scorched earth 3 times, killing a one life Covor and putting two wounds on Kaemon. I could not risk it earlier because squads can quickly kill her after one attack (then tie her up to finish her off). I see her as an endgame dragon or against specialty armies like mezzo demons. I would also consider single base like Moltenclaw. for the extra 10 points, I would take Moltenclaw. The fact that Kalagrith must land within range of its prey and cannot land on height very often (double base really hinders that) makes her a touch too expensive. Also, if you are protecting her, you probably will have to fly over your screen, risking their lives as well. A fun Dragon that is very different, but I think needs some very minor tweaking.
It's interesting to me that Muskie sees Kalagrith as and endgame figure. I brought a Kalagrith army with several more greenscales and did not think to save them until the endgame. I played my army once and had it played against me once. Both times I was underwhelmed by Kalagrith. I think Muskie played it better than I did, or maybe the army Muskie brought leads to a play style that saves Kalagrith for the endgame. I have no problem with any of the stats or powers. 7 life is a lot but not automatically bad in my opinion. I think Kalagrith definitely looks better when saved for the end of the game.
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Caylus - The extra movement and attack die makes him a big help to the Acolytes ( really makes them a playable army). With the life lowered by 1, he is easier to take out since he has to step out and engage unless you want to lose a round of attack. I would like to see a short range instead of range 1. I never saw enfeeblement, so that might completely change my mind. Just was not part of our game. Maybe move some acolytes without them attacking (I think we have some characters that do that).
I really love the design of Caylus. Round 2 I had to choose between putting OM 1 on him in order to make the last two OMs of acolytes more powerful or putting all 3 on acolytes and start the round by attacking with 3 attack acolytes. This was a fun and strategic decision I had to make. I think 4 life is fine. Most of the time he'll be behind the squads he's granting a movement bonus to. Like Muskie said, there was no real chance at using enfeeblement so Caylus might have been less valuable this game, but still, he was good and helped my army out a lot at key moments. If people are thinking Caylus is too powerful, I could see his movement bonus being brought down to +1 instead of +2. But I think he's fine as is.
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I look forward to both of these as part of our official game! I offer minor tweak thought, but overall great work with some cool ideas!