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Shoot, forgot to note those, thanks! It was Island Plane Crash for 2 and Cell Games Arena for 3. Was really cool in the second one to drag people off the wing of the plane into the water on the side.
Would like to see this guy played with Atlanteans. Mer-Man placing water for free helps them out a lot, and Aqualad can bond off him along with Mera boosting his stats.
Would like to see this guy played with Atlanteans. Mer-Man placing water for free helps them out a lot, and Aqualad can bond off him along with Mera boosting his stats.
With the change in range reduction, I could maybe see down to 150, but since Archie had some concerns, I think I'll keep him at 160 and see how it looks when someone else runs him before dropping any.
Set 1
Map: Island Plane Crash
Units: Fast Flying Fish: Mer-Man (160), Hawkgirl (240), Quicksilver (250), Ms. Marvel (350) = 1000 VS Fan4 (1000)
Spoiler Alert!
Trying him with Ms. Marvel just cause she bonds in the right order for him.
Didn't really work out here just cause it's very hard to justify taking a turn with him like even when his cup runneth over with nearby water titles IMO. Just not a lot of bang for your buck turn-wise.
But just placing tiles is still mildly annoying even if this wasn't the best map for it, so he wasn't the worst as just like free backup fodder you got with your water purchase. Cut Bait sorta limited his abilities there but not really by that much. It is just annoying more than anything of any value IMO, but not really a convo worth having since I'm of a very different opinion on negative powers in general.
Set 2
Map: Sewer Labyrinth
Units: Fast Flying Fish: Mer-Man (160), Hawkgirl (240), Quicksilver (250), Ms. Marvel (350) = 1000 VS Fan4 (1000)
Spoiler Alert!
Running the same armies back cause Merboy seems very map dependent and I didn't really see much else to do beyond like slightly different flavors of bonding.
He was more useful here, since on this map he can slow down Thing more reliably. Which is basically all he did beside a bit of cleanup, but also all he really needed to do since the rest of the army was fairly nasty.
Results:
Game 1: Hawkwoman with 2 life, Mer-Man full.
Game 2: Mer-Man with full life stands alone.
THOUGHTS:
He's fine I guess? Probably more appealing if like his team ends up specifically working around taking a bunch of activations (or bits of activations) with a bunch of cheap numbskulls or something. Scape's weird action economy is not super kind to him as it stands.
Like as a figure mover he's pretty crap (especially if like, Iron Man Mark 2 gets converted).
But you're basically just paying for 4 water tiles with a dude thrown in anyways.
Probably could stand for that power to be at least like on a 14 though.
He does get into some of that weird moving based on a condition not checked until after the move thing like the Kozuke in classic which probably needs some good looking over as it's a total rules nightmare.
Would be cleaner for him to always move and then after that you can place people onto water adjacent to him or adjacent to him if he's on water IMO. Which would be a slight power up but not a super meaningful one imo.
I'd say unless his faction gets some decentish mobility stuff (or like we do some generic water boys blip into water tiles story) it might be worth giving him like a minor idk... “at the start of the game place him on a water space within 5 spaces” type ability or something? His base mobility was kinda lacking given how much he cares about positioning. I thought about trying to build an army with more of that built in for him, but there wasn't really a generic setup that was worth the investment in him to do at the moment that I could find.
But again, not really sure he needs it since he's sorta 'free' with the tiles.
Thanks for the tests! Good food for thought there. Probably going to make some adjustments today before testing him with Toy tonight on TTS. Seems like the power balance is there in terms of value for cost, but the right mix might not quite be there in terms of playability (i.e. his water drop being the bulk of his worth).
SPECIES = AQUATICAN
UNIQUENESS = UNIQUE HERO
CLASS = MINION
PERSONALITY = DUPLICITOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 160
MASTER OF THE DEEP
During setup, choose 3 empty spaces on the battlefield. Place a single-hex water tile on each of the chosen spaces as long as it fits normally. Mer-Man has +2 Attack and Defense on water. During clean up, if Mer-Man is not engaged, you may place him on a water space within 8 spaces.
DRAGGED UNDER 13
After Mer-Man’s move phase, you may choose an adjacent enemy and roll a d20, adding 4 to the roll if the chosen enemy does not have Super Strength. On a 13+, you may maneuver Mer-Man up to 4 spaces with Stealth. If he ends this movement on water, you may then place the chosen enemy adjacent to him.
CUT BAIT
If Mer-Man is the only active figure on his team when he enters or occupies water, remove him from the game.
PUBLISHER: MATTEL
FACTION: SNAKE MOUNTAIN
KEYWORDS:
SYMBOLS: SUPER STRENGTH, WATER AFFINITY
Basically takes care of the funky conditional on Dragged Under, while also making it more reliable, powers down his passive "water bringer" value by making it 3 tiles instead of 4, and also gives him some passive movement to get in the game a bit more easily.
NAME OF THE PLAYTEST UNIT: Mer-Man Version Tested:
Spoiler Alert!
NAME = MER-MAN
IDENTITY = SQUIDISH REX
SPECIES = AQUATICAN
UNIQUENESS = UNIQUE HERO
CLASS = MINION
PERSONALITY = DUPLICITOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 160
MASTER OF THE DEEP
During setup, choose 3 empty spaces on the battlefield. Place a single-hex water tile on each of the chosen spaces as long as it fits normally. Mer-Man has +2 Attack and Defense on water. During clean up, if Mer-Man is not engaged, you may place him on a water space within 8 spaces.
DRAGGED UNDER 13
After Mer-Man’s move phase, you may choose an adjacent enemy and roll a d20, adding 4 to the roll if the chosen enemy does not have Super Strength. On a 13+, you may maneuver Mer-Man up to 4 spaces with Stealth. If he ends this movement on water, you may then place the chosen enemy adjacent to him.
CUT BAIT
If Mer-Man is the only active figure on his team when he enters or occupies water, remove him from the game.
PUBLISHER: MATTEL
FACTION: SNAKE MOUNTAIN
KEYWORDS:
SYMBOLS: SUPER STRENGTH, WATER AFFINITY
Army Test Map: Dark Dimension Units:
Mer-Man (160), Iron Man (270), Doom (375), Electro (135), Wasp (50), Lightning Bolt (5)x2 1000
X-Men First Class (1000) Results:
I’m going to blame this huge loss partially on the lava, which Jean used to royally screw up Mer-Man and Doom. I also should have been more Sharkish with Doom. For example, I wish I had my OM3 on him during Round 2, cause I ended up skipping that turn, having no better option.
This seems like a fun army, I’d try it again. Jean stopped Mer-Man from dragging Iceman into Lava and Pit Traps, and Electro was too slow to keep up and become a trap himself.
Was very Filmmation-styled, having Mer-Man try to drag the good guys, only to get himself boiled alive, and flubbing his second attempt.
Spoiler Alert!
Game Summary:
Initiative: Toy
R1T1(Player): Merman and Electro move up. Electro destroys a rock outcrop.
R1T1(Player): Angel carries up Prof X. Jean moves up. Fails to throw herself.
R1T2(Player): Doom and Wasp move up
R1T2(Player): Beast moves up.
R1T3(Player): Iron Man moves up.
R1T3(Player): Cyclops moves up
Mer-Man water tunnels
Initiative: Toy
R2T1(Player): Wasp and Doom move up
R2T1(Player): Doom blocks Cyclops. Doom takes 1 wound from Iceman
R2T2(Player): Electro moves up. Iron Man strafes.
R2T2(Player): Doom takes 1 wound from Cyclops. Iceman whiffs.
R2T3(Player): Skips turn
R2T3(Player): Doom blocks Cyclops. Iceman whiffs.
Merman gets close
Initiative: Toy
R3T1(Player): Mer-Man lands Drag, but Jean prevents, lands 1 wound on Iceman. Wasp hits 1 wound on Iceman.
R3T1(Player): Iceman destroys Wasp. Jean throws Mer-Man into Lava for 3 wounds, plus 1 wound from the throw.
R3T2(Player): Doom puts 2 wounds on Jean.
R3T2(Player): Doom blocks Iceman. Jean throws into lava Doom for 2 wounds plus 1 wound from the throw.
R3T3(Player): Iron Man destroys Iceman. Doom destroys Jean.
R3T3(Player): Cyclops destroys Doom. Angel moves up, Iron Man blocks.
Initiative: Toy
R4T1(Player): Mer-Man fails grab, fails to wound, Angel brings up Professor. Electro fails to wound Beast.
R4T1(Player): Iron Man takes 2 wounds from Beast.
R4T2(Player): Prof ends Iron Man’s turn.
R4T2(Player): Cyclops destroys Iron man. Beast destroys Mer-Man.
R4T3(Player): Electro fails to wound Beast
R4T3(Player): Cyclops puts 1 wound on Electro. Electric skin wounds Beast. Electric skin fails, Beast destroys Electro.
Who won?
Prof X, Cyclops, Angel full life, Beast 1 of 5 wounds.
Army Test Map: Conflict Chernobyl Units:
Mer-Man (160), Iron Man (270), Aquaman, (360), Tempest (210) (1000)
JLA (1000) Results:
Cut Bait came into play here. Iron Man couldn’t hide from Superman, and there was no turn efficiency to get use out of anyone but Aquaman after that. I just lost too many turns, and it was over quick.
Spoiler Alert!
Game Summary:
Initiative: Toy
R1T1(Player): Aquaman moves up.
R1T1(Player): WW moves up.
R1T2(Player): Tempest and Iron Man move up.
R1T2(Player): Batman moved up
R1T3(Player): Iron Man would put 3 wounds on Batman, but Batman sheds a marker to allow Superman to rescue for a wound.
R1T3(Player): Iron Man blocks Superman. Superman sheds a marker, WW attacks Aquaman for 2 wounds. Batarangs are blocked.
Mer-Man appears next to Batman.
WW sheds a marker.
Initiative: Batman sheds last two markers to win initiative.
R2T1(Player): Iron man blocks Superman. Superman sheds a marker. WW puts 1 wound on Aquaman. Bats puts 1 wound on Iron Man and 2 on Tempest.
R2T1(Player): Aquaman puts 1 wound on Superman via WW, and 1 wound on Batman.
R2T2(Player): Superman destroys Iron Man
R2T2(Player): OM2 IM
R2T3(Player): Superman whiffs.
R2T3(Player): OM3 IM
WW sheds a marker.
Initiative: Bats
R3T1(Player): Superman puts 1 wound on Tempest. WW puts 1 wound on Aquaman. Aquaman blocks Batman.
R3T1(Player): Riptide pulls in Superman, 2 wounds on Superman, destroys Batman, and 2 on WW.
R3T2(Player): Superman destroys Aquaman
R3T2(Player): OM2 Aquaman
R3T3(Player): Superman destroys Tempest and Mer-Man cuts bait.
Who won?
Superman 3 life remaining and Wonder Woman 4 life remaining.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
Mer-Man seems like a beef castle on paper, but the way he encourages you to start each round on water spaces increases the odds he’ll be ignored by the enemy and dip out of the match on his own. Will probably happen more often than one might think.
That sort of downside drives his value down some, and I think he could go to 130. Seems like the Snake Mountain gang will keep their power in check all around by being goobers like that.
GENERAL THOUGHTS ON THE TESTED UNIT:
I liked him! He does what he should do. MOTU character writing can sometimes pitch characters as total BA’s, and sometimes as goofs, and this does both.
I've asked LZ to try him at 130. I'll see what his results are and go from there. (May end up doing another round of testing myself with the changes to try to finalize things).
I think I'm at least happy with where he's at in terms of the design and think he'll get more shine for activations once his faction comes along a bit more.
Army Test
Map: Cell Games Arena
Units: Mer-Man (130) Aquaman (360) Ironman (270) Trunks (240) (1000 points) Vs The Fantastic 4 (1000 points)
Spoiler Alert!
Early Game Highlights:
• First Contact – Aquaman swings for 6 hits, Mr Fantastic blocks 2
• Mer-man rushes up using his master of the deep.
• The Thing uses clobbering time to swing back at Aquaman with 6 hits, Aquaman blocks 1.
• Mer-Man drags Mr fantastic outside of his shield buff, Aquaman kills him with Kraken.
• The thing lands last wound on Aquaman.
Mid Game Highlights:
• Mer-man tries to pull the thing outside of the shield, he fails. Mer-man delivers final wound to the Thing. Uses Master of the deep to maneuver close to invisible woman.
End Game Highlights:
• Mer-man is able to drag invisible woman adjacent to water and finishes her off.
• Human torch deals out some heat wounds, tries a desperate super-nova against Iron Man and Trunks. Trunks takes one wound, Iron Man takes 0.
• Mer-man pulls another dragging, and delivers a big hit against the Human Torch.
• Trunks finishes him off.
Who won? List figures remaining in the winning army (include life remaining for heroes): Avengers Win! Iron Man: 3 Wounds, Trunks: 3 Wounds, Mer-Man: 2 Wounds
Army Test
Map: City Park
Units: Mer-Man (130), Aquaman (360), Yondu (170), Star Lord (250), Captain Boomerang (90) (1000 points) VS The Ginyu Force (1000 points)
Spoiler Alert!
Early Game Highlights:
• Burter is able to maneuver Recoome and Guldo the extra space needed to set up a big attack on Aquaman.
• Yondu tries to string together a big (5 potential targets) arrow attack, but fails to connect on the first one.
• Guldo freezes Yondu, and lands some hits.
• Recoome follows up and finishes the job. Yondu dead.
Late Game Highlights:
• Star Lord tries to land a couple of hits on captain ginyu. Recoome finishes off Star Lord
• Mer-man finally finishes off Captain Ginyu
• Captain Boomerang locks down Burter
• Recoome finishes Mer-man
• Recoome finishes Captain Boomerang
Who won? List figures remaining in the winning army (include life remaining for heroes): The Ginyu Force Wins! Burter: 3 Wounds, Recoome: 3 Wounds, Jeice: 0 Wounds
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
I wanted to try Mer-Man on a map with no water, and on a map with lots of water. Aquaman was brought to create water, to buff Mer-Man. While in the water Mer-Man is pretty punchy, but could run away if he is the last figure. I think those balance out pretty well, and I think he is well costed at 130 points. As far as Draftability goes I think that Mer-Man is a good fit for an aquatic themed army as well as his own faction. In the Snake Mountain faction, I think he would be a situational draft (depending on how the faction fills out). Because he really shines on water, but water can be easily avoided. With other water loving warriors, I can see myself drafting him more often.
GENERAL THOUGHTS ON THE TESTED UNIT: I thought that Mer-Man was fun to play. He is part bruiser and part controller. I enjoyed pulling people towards the water and then smacking them down. I really enjoyed disappearing into the water at the end of the clean up phase and reappearing in a different water . That enabled for some really fun “hit and run” tactics. I actually found myself wanting to be able to do that more often. I imagine that if Mer-Man were able to use his Master of the Deep power more often than only once during clean-up then it would raise his points significantly.
All in all, I think that Mer-Man was pretty fun to play.