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- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. PASS
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak. PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. PASS
- FUN TEST/ Consider whether or not the design was fun to play. PASS
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting. PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. PASS
Heavy Hitter or Mid-Level Hero Test - Does it pass, Yes or No? PASS - What should be the unit's point value? 160 - Give a brief overview.He can be brutal against figures w/o Ice Resistance, unless they have some attack avoiding defensive power, because his SA averages 4.5 skulls per OM against them. And since it is a SA, it avoids many defensive special powers (Man of Steel, etc.). With those 3 attacks of potentially 3 skulls, he's like a short-ranged squad.
All test on Custom map, some snow and ice tiles (<10%)
Spoiler Alert!
TEST 1- Batgirl (130) When she hits her DP rolls, she's hard to hit. Batgirl wins R3T1 w/ 2 wounds.
TEST 2 - Batgirl (130) Icicle's SA put all wounds on her. Icicle wins R2T6 w/ 2 wounds.
TEST 3 - Spider-Girl (140) Three straight skulls for Icicle's SA v 2/1/1 shields one-shots Spider-Girl, who never got to attack. Icicle wins R1T3 w/ 0 wounds.
TEST 4 - Spider-Girl (140) Why use anything but his special attack against someone w/o Ice Resistance? Icicle wins R1T6 w/ 0 wounds.
TEST 5 - Iceman (150) If Iceman didn't have Ice Resistance, he would have been destroyed the OM before. Iceman wins R2T3 w/ 1 wound.
Squad Test - Does it pass, Yes or No? YES - What should be the unit's point value? 150 - Give a brief overview.Against well-played ranged squads that don't require podding, he can be limited to just his normal attack or just a single SA. Plus they can stretch him out to the point where he runs out of ice to stand on for his defense bonus.
Spoiler Alert!
TEST 1- S.H.I.E.L.D. Agents +1 (149) Agents couldn't get much rolling. Icicle wins R2T5 w/ 2 wounds.
TEST 2 - HYDRA Agents x2 (160) 3 attack whiffs from Icicle. HYDRA have more attacks and are more spread out. HYDRA wins R3T5 w/ 3 figures destroyed.
TEST 3 - MBA (150) No wounds from grabbing. MBA win w/ 2 figures destroyed.
Army Test - Does it pass, Yes or No? PASS - What should be the unit's point value? 160 - Give a brief overview.Icicle put 2 wounds on Robin and Gordon and 3 wounds on Alfred. His SA is just nasty against anyone w/o Ice Resistance.
Spoiler Alert!
TEST 1- Icicle (150), Madame HYDRA (140), HYDRA Agents x3 (240) Baron von Strucker (210) = 740 vBatman (200), Robin (120), Cops x4 (260), Alfred (60), Gordon (90) = 730
Highlights:
R1: 1 Cop, 3 HYDRA destroyed
R2: 3 Cops (4), 3 HYDRA destroyed (6); BVS spores Batman/Robin for 1W each; 1W BVS; Icicle moves up
R3: 5 Cops (9), 1 HYDRA destroyed (7); BVS spores Batman twice (3) and Robin once (2), but takes 3W (4); Alfred extracts Bats (2); Icicle finishes off Robin
R4: Remaining Cops destroyed; Bats fully healed (0); BVS 1W on Gordon; 2 HYDRA destroyed (9); Icicle finishes off Gordon, but takes 1W (2) from Bats' ES
R5: Bats destroys remaining HYDRA (1 via ES); BVS spores Bats 1W; Icicle destroys Alfred; Bats destroys BVS and hits Icicle once (2)
R6: Madame HYDRA destroys Bats.
Team Icicle wins R6T3 w/ full-life Madame HYDRA and Icicle w/ 2 wounds.
Army Test - Does it pass, Yes or No? PASS - What should be the unit's point value? 170 - Give a brief overview.Incredibly close with lots going on. Icicle had 3 wounds on Huntress and was an initiative roll away from likely winning it for his team.
He can be brutal against figures w/o Ice Resistance, unless they have some attack avoiding defensive power, because his SA averages 4.5 skulls per OM against them. And since it is a SA, it avoids many defensive special powers (Man of Steel, etc.). With those 3 attacks of potentially 3 skulls, he's like a short-ranged squad.
It's a cool (pun intended) strategy to only place ice tiles every so often, especially on height for him to use as "stepping stones" to get his defense bonus. If the opponent's try and take the space to prevent him from using it, they may be paying for it.
Sounds like some good strategy. That special attack sounds nasty. Though, he's not the most mobile unit and his range is only 3. So that should allow for some balance against units with longer range. In army tests, he'd be great to come in after things get started and opponent's figures are either engaged with meat shields or have another scary figure to worry about. Then he can move in, lay down some ice and take some pot shots with his special. If you have him and Metallo together vs. Superman, that would be nasty for sure.
SLICK ICE SPRAY
Start the game with 4 ice tiles on this card. Before moving, you may place up to 4 ice tiles from this card onto any empty land spaces within 4 spaces of Icicle, if the ice tile fits normally onto that space. When a figure without the Ice Resistance special power moves onto an ice tile within 4 clear sight spaces of Icicle, you may roll the 20-sided die. If you roll 1-9, the figure receives 1 wound and must end its movement. When a figure would begin its movement on an ice tile within 4 clear sight spaces of Icicle, you may roll the 20-sided die. If you roll 1-9, the figure receives 1 wound and its turn immediately ends. If you roll 10 or higher, subtract 2 from the figure's Move number this turn.
Currently, it isn't clear that the second part of the power doesn't work on figures with Ice Resistance. Also, it seems that the two aspects could be joined.
SLICK ICE SPRAY
Start the game with 4 ice tiles on this card. Before moving, you may place up to 4 ice tiles from this card onto any empty land spaces within 4 spaces of Icicle, if the ice tile fits normally onto that space. When a figure without the Ice Resistance special power moves onto or begins its movement on an ice tile within 4 clear sight spaces of Icicle, you may roll the 20-sided die. If you roll 1-9, the figure receives 1 wound and must end its movement. If you roll 10 or higher, subtract 2 from the figure's Move number this turn.
You lose the "turn ending" on the second half", but there is enough penalty like this without the further complication and annoyances of what feels like several powers in one. This is a "tad" more streamlined, but much better to read and understand, and that is why we stream line things. This also reduces the text by two and a half lines.
Team "Cold Hearted" did a nastily good job of taking down an A+ team, of course Hydra is an A++ team. I see you upped his points to 160 after that, maybe try him at 170 for the next one.
BvS was hot and nasty with his Deathspore, so that helped for sure give auto wounds.
Cops and Gordon just haven't done it for me. Sure he gets to move them up with him, but then he only gets a single attack of 3. It's fine on the first turn of the game to get them out of the SZ, but after that, I'd rather take turns with the Cops or any other unit than Gordon in that army (well maybe not Alfred, unless Bats needs extraction)
I hope to have Lt. Stone help the Cops, at least in some extra movement.
Though the Cops should have been good at tearing up HYDRA since they are squaddies.
I love how Madame HYDRA survived to put the final wound on Bats. That's her character, letting others die around her, while she manages to avoid getting killed, but she still manages to get her hands dirty.
SLICK ICE SPRAY
Start the game with 4 ice tiles on this card. Before moving, you may place up to 4 ice tiles from this card onto any empty land spaces within 4 spaces of Icicle, if the ice tile fits normally onto that space. When a figure without the Ice Resistance special power moves onto or begins its movement on an ice tile within 4 clear sight spaces of Icicle, you may roll the 20-sided die. If you roll 1-9, the figure receives 1 wound and must end its movement. If you roll 10 or higher, subtract 2 from the figure's Move number this turn.
There may be a problem with this. Suppose a figure with a move of 6 uses its last move to move onto an ice tile within 4 clear sight spaces of Icicle. Icicle rolls a 15, reducing the figure's Move number this turn down to 4. What happens now? Is the figure supposed to "undo" his last 2 spaces of movement?