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Mer-Man

Re: Mer-Man - VOTE 4 Public Playtesting

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.
 
Re: Mer-Man - VOTE 4 Public Playtesting

yea

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.
 
Re: Mer-Man - VOTE 4 Public Playtesting

yea

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.

I hope you run it when he's in public testing! :-D
 
Re: Mer-Man - VOTE 4 Public Playtesting

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.

Need one more here.
 
Re: Mer-Man - VOTE 4 Public Playtesting

This passes. Just need to wait on Ice, now. :-D
 
Re: Mer-Man - WAIT 4 Public Playtesting

Fun design. The enemy movement is cool. This is a top tier identity too.
 
Re: Mer-Man - WAIT 4 Public Playtesting

Right? "Hello, my name is Squidish."
 
Re: Mer-Man - Public Playtesting

Gaze upon my works yee mighty, and despair.

PLAYTEST UNIT: Merman sans Barnacle Boy

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!


___________________________________________________________​

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!


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.
 
Re: Mer-Man - Public Playtesting

well we know how much bats likes 14s as his preferred d20 number :D
 
Re: Mer-Man - Public Playtesting

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).
 
Re: Mer-Man - Public Playtesting

Here's what I'm thinking for tweaks:

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

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.
 
Re: Mer-Man - Public Playtesting

Changes look good if we feel like they address the bulk of SW's concerns.
 
Re: Mer-Man - Public Playtesting

Yeah I think that would feel better as far as like actually wanting to use him.
 
Re: Mer-Man - Public Playtesting

I think those changes are solid. I really like the moving to water after clean up.
 
Re: Mer-Man - Public Playtesting

Cool. Updating the OP. :up: Thanks, all
 
Re: Mer-Man - Public Playtesting

you're welcome

Is Squidish Rex actually his name?
 
Re: Mer-Man - Public Playtesting

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Looks great!
 
Re: Mer-Man - Public Playtesting

NAME OF THE PLAYTEST UNIT: Mer-Man
Version Tested:
Spoiler Alert!

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!


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!


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.
 
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Re: Mer-Man - Public Playtesting

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.

Thanks, toy! Was fun testing with you.
 
Re: Mer-Man - Public Playtesting

Thanks!

Lord Zed said:
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE PLAYTEST UNIT: Mer-man

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!

___________________________________________________________​

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!


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.
 
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