Never played the old version, but I found the new version very fun.
Do you think you would play the old version at 380? Let's say that this vote goes down (one Nay is all it takes for a finalization vote to fail). Do you think you'd draft or play this Zod in the future?
That's a really good point johnny. A couple more games with Kryptonian Soldiers would help.
Personally I'm all for big changes when doing these re-evaluations. It's a change to the design anyway, so we might as well fix the entire faction as best as possible when a power isn't working as intended.
My issue isn't with the idea of changing the card - well, it is, but I was already outvoted on that, so I'll accept it as inevitable- but with the exact implementation. I believe Zod could be made more fun by simply tweaking the implementation of his Spy power and dropping his price by a good chunk.
In particular, I think the Kryptonian Soldiers are undertested here, as that's probably going to be the most useful effect. So sticking at 380 is definitely a red flag for me at bare minimum. Lobster only had one Soldier in his first test, and Zod went down very quickly in the second. quozl stuck with just two per army, which introduces the Unique Squad problem - one goes down and you're suddenly at half efficiency. So we're essentially at two tests that used New Zod to his fullest, both from AV, who came out of it thinking he could probably use a bump. So, speaking purely on an evaluation level, I think we'd need some more tests with a bigger pool of Kryptonian Soldiers at his command.
Frankly, at this point it feels less like we're fixing Zod, and more like we're fixing the Kryptonian Soldiers.But maybe that's what people were hoping for? They're definitely the weakest link in his mini-faction.
Never played the old version, but I found the new version very fun.
Do you think you would play the old version at 380? Let's say that this vote goes down (one Nay is all it takes for a finalization vote to fail). Do you think you'd draft or play this Zod in the future?
I feel that's an unfair question and not at all what Johnny is saying. No one's asking you to pick one of these versions at 380...that's an easy answer to everyone. But would you draft the new one at 380 vs the old one at say 340?
I'm also a Nay in lieu of more testing. I think this one got pulled prematurely. There was no discussion and no vote about saying whether we had enough data or not.
I'm also a Nay in lieu of more testing. I think this one got pulled prematurely. There was no discussion and no vote about saying whether we had enough data or not.
Isn't that what this vote is for?
I'm also a Nay in lieu of more testing. I think this one got pulled prematurely. There was no discussion and no vote about saying whether we had enough data or not.
Isn't that what this vote is for?
Except it was posted in the Playtesting thread that he was pulled prior to this vote.
I'm also a Nay in lieu of more testing. I think this one got pulled prematurely. There was no discussion and no vote about saying whether we had enough data or not.
Isn't that what this vote is for?
Except it was posted in the Playtesting thread that he was pulled prior to this vote.
Don't worry. I'll put it back when this vote fails.
Would everyone like me to run those suggested tests?
I mean, that doesn't mean we can't put him back up.I probably pulled him because I thought we were good and I try to be efficient with clearing space there, because there's so much in testing.
Any particular reason you want 2 JL armies, YK? I agree with you on testing against Superman in 1 game at least.We already voted to change this card, and to make the change that was tested. Trying to redo that vote now during a final editing vote is in poor taste. I agree in holding up the Final Editing vote over cost concerns though and would have done so myself if I still had a vote.
I see the same thing Johnny just highlighted about the new version not being tested with 3+ soldiers much, or conversely 3+ spies. I don't see much value in mixing the soldiers & spies together, either sell out on doing one thing or the other if you are trying to win.
It looked to me after Arch's tests that 400 seems fair for the new changes, and I would have thought that vote would have passed no problem. No longer seeing 380 being realistic for new Zod. If more tests are needed, then these would be the two army tests I'd suggest running.
Game 1: Zod@400, Kryptonian Soldier x4 = 1200 points.
Game 2: Zod@400, Ursa, Kryptonian Infiltrator x2 [950] + Zoom = 1200 points.
Put them up against some JL armies. One with Superman, one without. First army is really simple, just 2 soldiers every time until you are down to 1 soldier, then Zod joins the fight and tries to clean up whatever is left in play.
Second army takes a bit more finesse. Initially Zoom gets 2OM's while Zod just gets one. Have Zoom run around keeping the opponent focused on him, while Zod orders Ursa to advance into the fight. Hopefully by the time Zoom goes down, one or more of the Infiltrators have dropped into the fight and Zod will be getting all the OM's with Ursa & and at least 1 Infiltrator already adj. to opponents figures. Use the unblockable option when it looks attractive, normal bonding when that looks like the better play. Zod once again plays clean up.
Here you go, gang! Just a stray thought, but this new improved faction seems like it would be an absolute blast to play with Zatanna II, just considering how often they want to be rolling those blanks.C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: General Zod Re-Evaluation
Army Test
Map: Ticallan Tower (ARV Map) (No Glyphs)
Units: Team 1 (1,200): General Zod (400), Kryptonian Soldier x4 (800)
Team 2 (1,200): Star-Lord (250), Drax II (350), Adam Warlock (400), Mantis (200)
Note: Kryptonian Soldiers will be referred to as KS1-KS4
Spoiler Alert!Round 1: T2 wins initiative
-Adam gives KS1 a wound
-KS2 gives Quill 2 wounds
-KS1 kills Star-Lord, who whiffed on defense
-Adam gives KS1 2 wounds
-The soul of Star-Lord kills KS1
-KS2 gives Adam 2 wounds
Round 2: T2 wins initiative
-Adam heals a wound
-Adam gives KS2 2 wounds
-Adam gives KS2 1 wound
-The soul of Quill kills KS2
-KS3 gives Adam a wound
-KS3 gives Adam 2 wounds
Round 3: T2 wins initiative
-Adam heals a wound
-KS3 kills Adam
-Drax gives KS4 a wound
-KS3 picks up the Soul Gem
-KS4 gives Drax a wound
-Drax kills KS4
Round 4: T2 wins initiative
-Drax kills a full health KS3
-Zod gives Drax a wound
Round 5: T2 wins initiative
-Drax gives Zod 3 wounds
-Zod gives Drax 2 wounds
Round 6: T1 wins initiative
-Drax gives Zod a wound
-Zod gives Drax a wound
-Drax kills Zod
Who won? List figures remaining in the winning army (include life remaining for heroes): Drax (5/6 wounds), Mantis (0/5 wounds)
T1 had the good luck of downing Star-Lord almost immediately before his allies could react, but T2 won 5/6 initiative rolls, even the ones that Adam wasn’t around for. Overall the Soldier combo feels very effective but not overpowered with Zod at 400.
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Army Test
Map: Ticallan Tower (ARV Map) (No Glyphs
Units: Team 1 (1,200): Zod (400), Ursa (230), Kryptonian Infiltrator (320), Professor Zoom (250)
Team 2 (1,200): Martian Manhunter II (420), Superman II (450), Aquaman (330)
Note: Infiltrators will be referred to as KI1 and KI2
Spoiler Alert!Round 1: T1 wins initiative
-Aquaman uses his SA to gives Zoom 3 wounds
Round 2: T2 wins initiative
-KI2 infiltrates next to Supes and MM
-Supes gives KI2 3 wounds
-Supes kills KI2
-Ursa gives Supes and herself a wound each
Round 3: T2 wins initiative
-MM gives Ursa 2 wounds
-Superman kills Ursa
Round 4: T2 wins initiative
-KI1 infiltrates next to Supes and MM
-Supes gives KI1 3 wounds
-KI1 gives Supes 2 wounds
-Supes kills KI1
-Supes kills Zoom
Round 5: T1 wins initiative
-Zod gives Aquaman 2 wounds
-Supes gives Zod a wound
-Zod gives Supes a wound
-Supes gives Zod 4 wounds
-Zod gives Supes 3 wounds
-Supes kills Zod
Who won? List figures remaining in the winning army (include life remaining for heroes): Martian Manhunter (0/7 wounds), Superman (7/8 wounds), Aquaman (2/5 wounds)
The all-spy army certainly isn’t as effective as the soldier army, at least against these big bruisers. Superman could kill the KIs and even Ursa before they could do too much damage.
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THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: I feel like I played these game against the wrong armies a little bit. The spies probably would’ve fared slightly better against the Guardians, and the soldiers could’ve stood up to the JL a bit more. Still, I feel fairly comfortable in saying that neither option feels overpowered. I can see moving forward anywhere from 400-380.
GENERAL THOUGHTS ON THE TESTED UNIT: Zod still isn’t going to be an A+ unit but these changes make the faction much more viable and, more importantly, fun.
one spy next to 2 figures