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Oh, going to say. Feels like Blessings of Greyskull could use some more restrictions. Like either in who it hits or how often it does.
That is a pretty nuts boost to just be giving to any figure in the game for no cost. Like I'd gladly pay 120 for that and not care if the other powers get used at all. Feels like that's going to be hard for in faction boosters from other factions to compete with.
Oh, going to say. Feels like Blessings of Greyskull could use some more restrictions. Like either in who it hits or how often it does.
That is a pretty nuts boost to just be giving to any figure in the game for no cost. Like I'd gladly pay 120 for that and not care if the other powers get used at all. Feels like that's going to be hard for in faction boosters from other factions to compete with.
Oh, going to say. Feels like Blessings of Greyskull could use some more restrictions. Like either in who it hits or how often it does.
That is a pretty nuts boost to just be giving to any figure in the game for no cost. Like I'd gladly pay 120 for that and not care if the other powers get used at all. Feels like that's going to be hard for in faction boosters from other factions to compete with.
That's fair. Anyone have an issue with my faction-restricting it? I might also say once per activation.
So like so:
BLESSINGS OF GRAYSKULL
Once per activation, if Sorceress is in your start zone when a Masters of the Universe ally rolls 1 combat die or d20, they may reroll it.
so big changes since I last checked in are she no longer needs clear sight to teleport them back, she's limited more to faction, and she is now a Master of the Universe...but is she a Master of her Domain?
Army Test
Map: Kamar-Taj
Units: Sorceress (120), He-Man (320), Masters of the Universe (60), Battle Cat (200), Stratos (150), Man-E-Faces (150) (1000) VS Frankenstein (320), Man-Thing (280), Lizard (200), Living Mummy (200) (1,000)
Spoiler Alert!
Blessings of Grayskull succeeded 7/10 times this game. MotU moved in quick with Battle Cat and Stratos, bumrushing Karat’s army. Good rolls and efficient movement completely overpowered the opponent, with Living Mummy being KO’d in round 1 with A He-Man Stratos combo. Both Lizard and Man-Thing were KO’d in round 2, and Frankenstein was taken out early round 3. Battle Cat and Man-E-Faces were also destroyed in round 2, but the rest of the MotU weren’t even close to being KO’d.
Who won? List figures remaining in the winning army (include life remaining for heroes): He-Man (2 wounds), Sorceress and Stratos (unwounded).
Army Test
Map: Kamar-Taj
Units: Sorceress (120), He-Man (320), Masters of the Universe (60), Ram Man (180), Teela (170), Stratos (150) (1000) VS Skeletor (340), Shadow Beasts (220), Scare Glow (200), Jinx (190), 3X Mystic Flames, 3X Lightning Bolt, Condemn, Final Ruin (1,000)
Spoiler Alert!
Blessings of Grayskull worked 7/15 times this game. Summoning Heroic Warriors was used before round 2 to clamp down on the enemy army. This game played out extremely similar to the first game, with the MotU winning early round 3. To me, it seems apparent there needs to be some kind of revision to the faction if they are this oppressive. Jinx was taken out in round 1 with another He-Man Stratos combo. The rest of the game was basically a Skeletor pummelling session, with the Shadow Beasts being taken out fairly easily as well. Scare Glow was not brought into play as Skeletor couldn’t even hold his own.
Who won? List figures remaining in the winning army (include life remaining for heroes): He-Man (4 wounds), Teela (1 wound), Ram Man (unwounded).
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: Sorceress seems balanced and at the right cost, but I think the issue lies with the MotU faction as a whole. Their quick movement and oppressive combos just eliminated any shot of the opponent team winning. Both Karat and I think that a slight cut on Battle Cat’s movement might help. Or maybe some kind of clause for Stratos so he can’t use Swooping Assault on an enemy that has already been attacked this turn.
GENERAL THOUGHTS ON THE TESTED UNIT: The passive rerolls and movement in the second game were fun to see in action, but I think that results would have been similar with or without them. It was fun to play the faction, but there wasn’t even an opportunity to see Sacrificial Intervention come into play. Based off of these tests, the MotU definitely seem to be a bit broken at the moment and I suggest some sort of revision.
Talking to AlexH12 a bit, seems like a in the one game He-Man got in a first strike on Living Mummy from height and rolled 7 skulls on 8 dice and then Stratos was able to follow it up. Also sounds like Alex was rerolling any time he was rolling combat dice rather than it was only one combat die, which contributed to the feeling of their being overwhelming. I'm thinking sharper wording is needed on that ability for clarity, then.
Either:
BLESSINGS OF GRAYSKULL
Once per activation, if Sorceress is in your start zone when a Masters of the Universe ally rolls a single combat die or d20, they may reroll it.
Or:
BLESSINGS OF GRAYSKULL
Once per activation, if Sorceress is in your start zone when a Masters of the Universe ally rolls exactly 1 combat die or d20, they may reroll it.
Played toy last night on Crime Alley. I'll let him post his results later when he has a chance, but since it's on my mind, I wanted to make some tweaks here.
As a summary, the MotU felt competitive with the Fan Four but lost to Thing going on a full Clobberin' Time rampage. It was probably closer than the victory margin suggests. Then they messed up Snake Mountain (but He-Man is a hard counter to Magical Defense, so not shocking). But then they took down the JL Trinity pretty handily.
One thing that popped up is that Teela just has way too much staying power with the current Blessings of Grayskull. He-Man probably does too with Sacrificial Intervention. So I wanted to turn the volume down a bit on both of those.
Here's what I'm thinking:
BLESSINGS OF GRAYSKULL During setup, place 1 Blessings marker on each Masters of the Universe ally you control. For the entire game, after a figure with your Blessings marker on it rolls combat dice or a d20, they may remove that marker to reroll 1 die.
SUMMONING HEROIC WARRIORS
Once per game, after initiative, you may place up to 3 allies in the Masters of the Universe faction within 3 clear spaces of Sorceress or a Champion ally. This movement is unstoppable.
SACRIFICIAL INTERVENTION
When an ally with the Honorable Personality would take 1+ wounds, you may have that ally ignore those wounds. If you do, defeat Sorceress.
So rather than Blessings of Grayskull rerolling once per activation whenever it's a single die, each ally gets to reroll a single die over the course of the game. The blessings are bestowed during setup and continue whether Sorceress is there or not. So decreases the overall variability (raises the floor, lowers the ceiling). The big thing is Teela only gets one d20 reroll, so she shouldn't feel impossible to take out.
This change also takes away the only one die rolled restriction, so Man-E-Faces, Ram Man, and Stratos can take more advantage of it, but only once per game each.
It also feels more like she's bestowed a "blessing" on each character, so I feel like it hits the theme better.
The summoning stays the same. I thought about limiting it to teleporting figures that were in your start zone, but I want it to be able to pull figures back to your start zone too and I didn't want to lose the streamlined wording by adding a bunch of complexity. Since it's once per game, it's probably fine that it can reposition figures too.
Sacrificial Intervention is no longer once per round for 1 wound on Sorceress. Instead, it's an all-in save where she's defeated if she does it. But it also doesn't have to be a killing blow. If He-Man whiffs and takes 5 wounds or something but doesn't get defeated, she could use it then as well. So raises the floor, lowers the ceiling.
I think with the other stuff going on in the faction, though, He-Man doesn't need quite as much protection as I thought. Giving him basically a once per game save is plenty. Plus this version feels like it hits the theme better.
My thoughts/hopes are that with these changes, I could hopefully run one more set and wrap her if folks think that makes sense? (Though I'm also considering a change on the MotU story card).
Any thoughts on what to run them against for a (hopefully last) set of tests? I think Sorceress, He-Man, MotU story card, Stratos, Man-at-Arms, Teela is their best build, so I'd be running that on their side.
Toy liked them too/helped me iron them out, so I'm going to go ahead and make those changes and plan on running a couple more with that version when I have a chance.
C3G STANDARD PLAYTEST FEEDBACK FORM NAME OF THE PLAYTEST UNIT: SORCERESS VERSION TESTED
Spoiler Alert!
NAME = SORCERESS
IDENTITY = TEELA NA
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = GUARDIAN
PERSONALITY = MERCIFUL
SIZE/HEIGHT = MEDIUM 5
LIFE = 3
MOVE = 3
RANGE = 3
ATTACK = 3
DEFENSE = 3
POINTS = 120
BLESSINGS OF GRAYSKULL
During setup, place 1 Blessings marker on each Masters of the Universe ally you control. For the entire game, after a figure with your Blessings marker on it rolls combat dice or a d20, they may remove that marker to reroll 1 die.
SUMMONING HEROIC WARRIORS
Once per game, after initiative, you may place up to 3 allies in the Masters of the Universe faction within 3 clear spaces of Sorceress or a Champion ally. This movement is unstoppable.
SACRIFICIAL INTERVENTION
When an ally with the Honorable Personality would take 1+ wounds, you may have that ally ignore those wounds. If you do, defeat Sorceress.
FACTION: MASTERS OF THE UNIVERSE
PUBLISHER: MATTEL
KEYWORDS:
SYMBOLS: Flying, Magical Affinity
Team Test
Map: LAST DAYS OF KRYPTON
Units: Sorceress (120), He-Man (320), Masters of the Universe Story Card (60), Stratos (150), Man-at-Arms (180), Teela (170) (1000) vs GODZILLA (1000)
Unit Summary: Sorceress saved He-Man from an early demise, but her summoning never happened. Her rerolls were used to keep Stratos and Teela around a bit longer but Man-at-Arms and He-Man didn’t manage to make use of them due to how severely Godzilla killed each of them.
Game Summary: Godzilla kept the pressure and big attacks on He-Man until he fell pretty early (Sorceress falling first) and then Man-at-Arms and Stratos did their best to close the margin. I played with the MotU Story Card as-is but the MotU couldn’t get enough offense going early enough (despite Inspiring Monument and Teela’s boost in play) to finish Godzilla off before he tore them all apart. Who won? List figures remaining in the winning army (include life remaining for heroes): Godzilla with 7/20 Life wins.
Team Test
Map: LAST DAYS OF KRYPTON
Units: Sorceress (120), He-Man (320), Masters of the Universe Story Card (60), Stratos (150), Man-at-Arms (180), Teela (170) (1000) vs Nightwing, Starfire, Raven, Cyborg, Beast Boy (1000)
Unit Summary: Sorceress saves He-Man from an early death, uses her summoning to get Man-at-Arms in the action in round 2, saves Teela with a reroll, and gets Stratos an extra swoop hit on Nightwing with a reroll.
Game Summary: The MotU managed to smack around Starfire and auto wound Nightwing to death before Raven could get in the mix. Raven forced Sorceress to sacrifice to save He-Man and Beast Boy and Cyborg did a lot of end game work to make it close, but couldn’t quite pull it off. Did feel relatively balanced. I played the MotU card without changes here as well. Who won? List figures remaining in the winning army (include life remaining for heroes): Stratos with 2/4 Life and Teela with 2/4 Life win.
Team Test
Map: LAST DAYS OF KRYPTON
Units: Sorceress (120), He-Man (320), Masters of the Universe Story Card (60), Stratos (150), Man-at-Arms (180), Teela (170) (1000) vs Black Canary (220), Green Arrow (210), Green Lantern (Hal) (300), Flash (270) (1000)
Unit Summary: Sorceress used her sacrifice to save He-Man, her rerolls weren’t strong enough to save anyone here, and her summoning brought Man-at-Arms into the action at a good time.
Game Summary: Flash’s pushing was very useful here and he used a marker to steal a pivotal round 2 initiative. After that initiative win, Hal got a fully charged Air Raid that took out Teela and Stratos and forced Sorceress to sacrifice herself. Hal beat out He-Man one-on-one and Green Arrow and Canary were able to manage Man-at-Arms. Who won? List figures remaining in the winning army (include life remaining for heroes): Flash with Full Life, Green Lantern with 1/4 Life, Green Arrow with 2/4 Life, and Black Canary with 3/4 Life win.
Once per game, after initiative, you may place up to 3 allies in the Masters of the Universe faction within 3 clear spaces of Sorceress or a Champion ally. This movement is unstoppable.
BLESSINGS OF GRAYSKULL
If Sorceress is in your start zone when an ally rolls 1 combat die or d20, they may reroll it once.
SACRIFICIAL INTERVENTION
The first time each round that Sorceress is in her start zone when an ally with the Honorable Personality would be defeated by taking wounds, that ally ignores those wounds and Sorceress takes 1 wound instead.
FACTION: MASTERS OF THE UNIVERSE
PUBLISHER: MATTEL
KEYWORDS:
SYMBOLS: Flying, Magical Affinity
Army Test
Map: Crime Alley
Units: Sorceress (120), He-Man (320), Masters of the Universe Story Card (60), Man-E-Faces (150), Stratos (150), Battle Cat (200) (1000) vs FF (1000)
Results:
Masters were great at getting Thing Clobberin’ mad and paying the price for it.
Spoiler Alert!
Game Summary:
Man-E-Robot
Initiative: Bats
R1T1(Player): 20; F4 move out. Torch attacks a car, which fails.
R1T1(Player): Battle Cat moves He-Man to engage Torch, lands Courageous Charge. He-Man power punches away Torch with 3 wounds. Man-E puts 1 wound on Reed. Man-E-Monster.
R1T2(Player): 6; Clobbering Time. Thing engages BC, Engagement Strike fails with Sorceress’ re-roll. Thing destroys BC. Second attack puts 3 wounds on He-Man. Reed would have destroyed He-Man, but Sorceress Intervenes.
R1T2(Player): Man-E and Stratos position, Reed blocks He-Man. Man-E destroys Torch and car. Man-E-Monster. Stratos flies over IW, but fails damage dice.
R1T3(Player): 10; Thing puts 1 wound on He-Man. Reed ties down Stratos, and Stratos blocks.
R1T3(Player): Man-E takes swipe, Thing Rock Walls He-Man. Man-E puts 1 wound on IW, Man-E-Monster. IW blocks Stratos.
Initiative: Toy
Sorceress places Man-E and Stratos.
R2T1(Player): Stratos carries He-Man. IW blocks He-Man. Stratos puts 1 wound on IW, and Man-E puts 2 on IW, and remains a Monster.
R2T2(Player): 10; Clobberin’ Thing puts 3 wounds on Stratos. Reed throws a barrel at Stratos and destroys him.
R2T3(Player): OM3 Stratos.
R2T3(Player): Thing destroys Man-E
Initiative: Bats
R3T1(Player): IW moves up. Reed takes the power sword.
R3T1(Player): Sorceress moves up
R3T2(Player): Reed moves up
R3T2(Player): Sorceress is blocked
R3T3(Player): Reed destroys Sorceress.
Who won?
Reed (1 of 5 wounds), IW (4 of 5) Thing (1 of 6)
Army Test
Map: Crime Alley
Units: Sorceress (120), He-Man (320), Masters of the Universe Story Card (60), Stratos (150), Man-at-Arms (180) (w/experimental medicine), Teela (170) (1000) vs. Skeletor (340) (with tome and havok staff), Evil-Lyn (160), Beastman (280), Shadow Beasts (220) (1000)
Results:
Unrelated to Sorceress, but figuring out the effects that the Shaping Staff has the opposing team’s abilities is tricky. It was fun! But seemed like one that would easily get misplayed.
Once the confusion wore off, the Masters basically ransacked Snake Mountain.
Spoiler Alert!
Game Summary:
Shaping Staff activated.
Initiative: Toy
R1T1(Player): Stratos moves He-Man up. Teela stands next to He-Man.
R1T1(Player): Shadow Beasts move up. Throw a car at Teela, who blocks. Beast Man moves up.
R1T2(Player): Stratos carried He-Man. Teela engaged SB. He-Man knocked Back BM with 1 wound. Stratos destroys SB
R1T2(Player): EL fails to take control of He-Man. Takes control of the SB. SB destroys Stratos.
R1T3(Player): Teela engages SB. He-man puts 2 wounds on EL. EL drops the Shaping Staff. SB blocks Teela.
R1T3(Player): EL takes control of SB, Teela, who evades and covers the Shaping Staff. Fails to control Beast-Man.
Tome takes 2 wounds
SB Returns.
Initiative: Toy
Sorceress brings MAA into the action
R2T1(Player): He-Man Power Punches to destroy EL. MAA fails to wound SB.
R2T1(Player): MAA takes 1 wound from a SB. Teela dodges Sb with the help of Sorceress. BM engages MAA and fails to wound, and Clumsily destroys a SB.
R2T2(Player): Teela engages SB. He-Man Destroys SB. MAA puts 3 wounds on BM.
R2T2(Player): BM gains equal footing with MAA, and Teela surges for a wound. BM fails to wound MAA. Clumsy misses.
R2T3(Player): He-Man puts 2 wounds on Skele. MAA destroys BM.
R2T3(Player): Skeletor grabs the tome. Teela surges skeleton with aid from Sorceress. Skele puts two wounds on Teela.
Tome takes no wounds. 1 SB returns.
Initiative: Toy
R3T1(Player): He-Man and Teela destroy Skele. SB blocks MAA.
R3T1(Player): OM1 Skeletor.
R3T2(Player): He-Man destroys SB.
Who won?
He-Man (0 of 6 wounds), Sorceress (0 of 3), Teela (2 of 4), Man-At-Arms (1 of 4)
Army Test
Map: Crime Alley
Units: Sorceress (120), He-Man (320), Masters of the Universe Story Card (60), Stratos (150), Man-at-Arms (180) (w/experimental medicine), Teela (170) (1000) vs. JLA Trinity (1000)
Results:
He-Man was kinda almost dead, except that Sorceress would have protected him, and Teela would still have been a pain to take out.
Spoiler Alert!
Game Summary:
WW sheds marker
Initiative: Toy
R1T1(Player): Stratos moves He-Man up. Teela stands next to He-Man.
R1T1(Player): WW moved up.
R1T2(Player): He-Man attacks WW, no wounds on WW, WW Lassos Stratos to stop his swoop with the aid of Batman.
R1T2(Player): Batarang inflicts 3 wounds on Stratos, is blocked by He-Man. Teela avoids the Batarang.
R1T3(Player): He-Man power punches WW for 3 wounds, plus 1 from Knockback. Teela inflicts 1 wound on WW. WW stops Stratos’ flight.
R1T3(Player): Superman puts 2 wounds on He-Man. Stratos dies via Batarang. He-Man blocks. Teela avoids Batarang. WW is killed by Heroic Surge with aid from Sorceress.
Initiative: Bats
Sorceress places Man-At-Arms
R2T1(Player): Superman puts 2 wounds on He-Man. Batman fails batarangs on MAA, is blocked by He-Man and Teela avoids with aid from Sorceress.
R2T1(Player): He-Man power Punches 3 wounds onto Superman. MAA and Teela are blocked.
R2T2(Player): Teela surges Superman for no wounds. puts 2 wounds on MAA.
R2T2(Player): Superman put 3 wounds on He-Man.
R2T3(Player): He-Man destroys Superman.
R2T3(Player): OM3 Superman
Initiative: Toy
R3T1(Player): He-Man 1-shots Batman.
Who won?
He-Man (4 of 6 wounds), Teela (1 of 4 wounds), Sorceress (0 of 3 wounds)
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
Draftability is very high for me, because I like when powers happen, and she helps that. All the abilities are useful. She makes Teela almost futile to target, which is probably overkill. Want to tone Sorceress down to match that nice point cost.
GENERAL THOUGHTS ON THE TESTED UNIT:
Bats already posted and tested the tweaks we thought up. She's looking great!