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Sorceress

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.
 
Yeah limiting it to in-faction is a lot safer, or even locking it to certain classes if you want her to be a bit more useful outside the faction.

If you lock it to faction only, might not need to limit to once per round. Once per turn might be fine enough.

Yea
 
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.

:up:

So I assume this wouldn't trigger if you roll 2 or more combat dice. Fine with that, just an important clarification as that is how it reads.
 
Correct. It only triggers when you roll exactly 1 combat die (so swipes, single damage dice, knockback damage, that type of thing).

This passes. I'll update the OP and then chill until Evil-Lyn is ready to move.
 
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?

looks good.
 
abbb11e2-834c-44bf-aee3-7aa88722d5d4_text.gif
 
Thanks!

AlexH12 said:
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE PLAYTEST UNIT: Sorceress

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!

___________________________________________________________​

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!


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.

Any thoughts on which sounds better?
 
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.
 
Yea, that more or less meshes with my impression after my games with Alex.
 
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: SORCERESS
VERSION TESTED
Spoiler Alert!


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.
___________________________________________________________​
 
NAME OF THE PLAYTEST UNIT:

Version Tested:

Spoiler Alert!


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!


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!


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!


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!
 
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