Re: The Book of Imperium Symbiotes (Public Test)
Results from redstang:
Results from redstang:
[FONT="][FONT="]C3G STANDARD PLAYTEST FEEDBACK FORM[/FONT][FONT="]
NAME OF THE PLAYTEST UNIT: IMPERIUM SYMBIOTES
Army Test
Map: City Park
Units: Team A: Ghost Rider 380, John Constantine, Hypnotize Spell, Imperium Symbiotes x4– 1,010 Points[/FONT][/FONT]
[FONT="][FONT="]Team B: Pluto, Thrall x3, Baron Mordo – 1,010[/FONT][/FONT]
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[FONT="][FONT="]Game Summary[/FONT][/FONT]
[FONT="][FONT="]This game was a bit wonky. With Pluto being able to place destroyed Symbiotes on his card, and Ghost Rider forcing him to place destroyed Symbiotes onto his card, the HJ 14 power seemed to be trumped by those powers. I did reach out to Ronin and the discord community to attempt to determine how to play these three cards together. The Playtest went through allowing Symbiotes to be placed on Pluto regardless of whether they rolled a 14 or higher as long as the conditions of Pluto’s or Ghost Rider’s powers were met. However, Pluto still had the ability to remove them from his card, an option that most other figures would not have against a Ghost Rider led team of Symbiotes. Obviously, I think when released, there will need to be a FAQ advising how these powers play together. The Symbiotes had two successful rolls for HJ 14 in Round 2 and Round 5 when one jumped onto a Thrall each time. Otherwise, all other destroyed Symbiotes were placed on Pluto’s card.[/FONT][/FONT]
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[FONT="][FONT="]Hivemind was extremely effective in this game as the Symbiotes were able to control Pluto to attack and destroy a Thrall. After wounding, they were able to control a Thrall to occupy the space where Pluto dropped his Glyph. Constantine was able to Hypnotize Pluto to take away an OM and once the Thrall vacated the glyph space, Constantine picked it up. Pluto couldn't do anything to stop it as he had lost his turn to the spell. Ghost Rider rolled a 20, without adding to it, to destroy a Thrall.
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Who won? List figures remaining in the winning army (include life remaining for heroes):[/FONT][/FONT]
[FONT="][FONT="]Team A won: Ghost Rider full life, Constantine Full Life, 3 Symbiotes remaining.[/FONT][/FONT]
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Army Test
Map: City Park
Units: Team A: Enchantress 370, Crossbones 160, Imperium Symbiotes x4 – 1,010 Points[/FONT][/FONT]
[FONT="][FONT="]Team B: Darkseid, Parademon Shock Troopers x1, Arthrian Invaders x3 – 1,000 Points[/FONT][FONT="][/FONT][/FONT]
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[FONT="][FONT="]Game Summary[/FONT][/FONT]
[FONT="][FONT="]This was a close one. Darkseid and the Invaders are a formidable opponent, and I truly thought that with having to hit 14s on the D20, this was going to be a losing adventure. Even with Imposing Presence, and the line of Invaders, the Symbiotes were able to keep the heat on Darkseid by engaging him and putting a couple wounds on him over the span of the game. Host Jumping 14 wasn't successful against the invaders, but they were able to jump onto Darkseid and welcome him to the Hivemind. Darkseid was Hiveminded twice and destroyed both Parademons. In the end even though Crossbones was destroyed fairly quickly he did enough damage to Darkseid before leaving to help Enchantress pull out a close victory.
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Who won? List figures remaining in the winning army (include life remaining for heroes): Team A: 1 Symbiote remaining, Enchantress with 2 life remaining.[/FONT][/FONT]
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THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: The first test would indicate that the Symbiotes are worth more than their current price, however, that game was a little weird with all of the placement powers involved. I think the second test is much more indicative of the Symbiotes value, and that was a close one. I really like the Hivemind power as it gives you the option to take an additional turn with a hero that was turned Symbiote or get two additional attacks with your Symbiote squads. It's odd that as symbiotes they don't have some kind of tendril power or at least a range of 2, but I think any range added onto the card would make those four possible attacks extra powerful, and with a move of 8, is probably not necessary. I think they are costed correctly, but may need some clarification to Host Jumping 14 or at least a FAQ on their page to explain how they should be played with figures that have placement powers like Ghost Rider.[/FONT][/FONT]
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GENERAL THOUGHTS ON THE TESTED UNIT: I look forward to running these in Army builds like the two I made for them where you have 4 squads of them combined with a Heavy and a Support hero. Strategy wise, with a move of 8 and their climbing power they can close quick on a short map, and the hope is to convert one or two opposing heroes to create chaos while preserving one or two symbiotes in your start zone. Save your heavy for after the Symbiotes have done their job.[/FONT][/FONT]