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The Book of Iron Man (Mark II)

Re: The Book of Iron Man MK II - DESIGNING

According to the write up, he caused falling damage in a few of the other tests as well. Really what I'm looking for here is your analysis of this question: Is this Iron Man worth 150 points on a map where he can't cause falling damage on an enemy figure?
I don't know, probably. It seems that he has enough of an arsenal to handle any situation. If he can't "fall" you, he can remove Orders, or just use his Special Attack to get around defense powers, or knock you back, or use his magnets to gain height or throw you into harm.
 
Re: The Book of Iron Man MK II - DESIGNING

I think the flying and special attack definitely give him more "oomph" than Mark I for sure. If he's coming in lower than 150 in the public tests, though, I think the map might be one of the reasons why. If that's the case, I think we'd be better off leaving his design as is and dropping him to 130-140 or so. But, we'll see what public testers think on this before rushing to anything! :)
Here's my preemptive yea to playtesting when the time comes.
 
Re: The Book of Iron Man MK II - DESIGNING

Yeah, I mean the whole point of additional playtesting from other people is to get different perspectives from different situations. As always, the additional testing will have a huge affect on the design.
 
Re: The Book of Iron Man MK II - DESIGNING

Already I feel like this guy will be much more draftable than the first.
 
Re: The Book of Iron Man MK II - DESIGNING

Sherman Davies said:
Griffin said:
Got time for a review on Iron Man MK II?



NAME = IRON MAN

SECRET IDENTITY =
TONY STARK

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = AVENGER
PERSONALITY = ARROGANT
SIZE/HEIGHT = MEDIUM 5

LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 150

MAGNETIC TURBO INSULATORS II
After moving and before attacking, you may choose a small or medium figure within 4 clear sight spaces of Iron Man. Roll the 20-sided die. If you roll 9 or higher, you may place the chosen figure on any unoccupied space within 4 spaces of its original placement. The chosen figure will not take any leaving engagement attacks and, when moved lower, will take any falling damage that may apply. After using Magnetic Turbo Insulators, Iron May use it one additional time.

MONOBEAM SPECIAL ATTACK
RANGE 3. ATTACK 4.

When a Unique Hero receives one or more wounds from this special attack, randomly remove one Order Marker from its card.

SUPER STRENGTH

FLYING

Looks about right. I think Monobeam could probably adopt Silver Surfer's Cosmic Force Blast wording without any problems:

Monobeam Special Attack

Range 3. Attack 4.
If a Unique Hero receives at least one wound from the Monobeam Special Attack, you may remove one unrevealed Order Marker at random from that hero's Army Card.
Thanks. I really appreciate your ERB involvement. Don't forget that. :grin::up:
 
Re: The Book of Iron Man MK II - DESIGNING

I propose we send out for playtesting.
 
Re: The Book of Iron Man MK II - DESIGNING

Good Pig and Tcglkn needed here.
 
Re: The Book of Iron Man MK II - DESIGNING

post-emptive yea :-D
 
Re: The Book of Iron Man MK II - DESIGNING

Sorry my sleeping habits held this up but yea!
 
Re: The Book of Iron Man MK II - DESIGNING

This passes to playtesting.
 
Re: The Book of Iron Man MK II - PLAYTESTING

Thanks.

marv_art said:
Mxy was last charecter on Mark II's side

Griffin said:
marv_art said:
Hey Griff, will you take a good look at end of test 2 and make sure I played Wonder Womans Warrior Engagement and also her against Mr Mxy properly. I played that when WW hits another person WITH KB the character has to roll for her Warrior Engagement, if they fail, they take a wound and don't leave her side. Also, she Golden Lasso'ed Mr and took away his ability, for a easy KO. Played Correctly???

C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT (Iron Man Mark II)

- 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.
None, and heck yeah he should be able to destroy objects.

- 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.
Help, we're Magnetized together and we can't get apart!

- 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.
None noticed

- 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.
None noticed

- 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.
None noticed, Monobeam seems accurate

- FUN TEST/ Consider whether or not the design was fun to play.
YES!

- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
YES!

- DRAFTING TEST/ Consider whether or not this design is worth drafting.
YES!

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Monobeam wasn't used as much as I'd like, each time it could have been used, Iron Man had a better chance of hurting his opponent with a normal attack than, hurting and taking away OM. Magnetic was constantly used. AWESOME POWERS!

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Yeah a tad, he can bring units into the fight, DIDN'T even think till just now to move YOUR OWN teammates this way!! UGGH! duh. I used it mostly on opponent units
_____________________________________________________________​



Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? .150 or higher, I usually can only get a good idea by playing units head to head with others in it's point range. This Iron Man has alot of ability!
- Give a brief overview. .AWESOME ENDING!
Map: .Mole Hills
Units: .Mark II Captain America (marvel) Green Goblin VS Super Skrull and Collosus 600points
Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass, Yes or No? .Yes
- What should be the unit's point value? .150 or more see above, I'd have to run head to head tests, he seems pretty tough. Tougher than a Manhunter..haha
- Give a brief overview. .CAT FIGHT!
Map: .Mole Hills
Units: .Mark II She Hulk and Mr Mxy VS Graviton and Wonder Woman
Spoiler Alert!
Leaving engagement attacks DO NOT OCCUR during knockback. Also, your short hand was far too difficult to understand.

Mxy is easily countered by WW, but as long as you have an army left, and as long as his chosen antagonized figure is alive, he could potentially come back.
 
Re: The Book of Iron Man MK II - PLAYTESTING

150 seems pretty balanced from those tests.
 
Re: The Book of Iron Man MK II - PLAYTESTING

Great job.
marv_art said:
2nd Army test reran correctly... AWESOME unit again Griff. Keep up the great job!


C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT (Iron Man Mark II)

- 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.
None, and heck yeah he should be able to destroy objects.

- 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.
Help, we're Magnetized together and we can't get apart!

- 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.
None noticed

- 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.
None noticed

- 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. Monobeam seems accurate. Just don't know about the DOUBLE Mag Insulators, seems pretty powerful at this level. Talked with Griff about it.

- FUN TEST/ Consider whether or not the design was fun to play.
YES!

- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
YES!

- DRAFTING TEST/ Consider whether or not this design is worth drafting.
YES!

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Monobeam wasn't used as much as I'd like, each time it could have been used, Iron Man had a better chance of hurting his opponent with a normal attack than, hurting and taking away OM. Magnetic was constantly used. AWESOME POWERS!

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Yeah a tad, he can bring units into the fight.
_____________________________________________________________​



Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? .150 or higher, I usually can only get a good idea by playing units head to head with others in it's point range. This Iron Man has alot of ability!
- Give a brief overview. .AWESOME ENDING!
Map: .Mole Hills
Units: .Mark II Captain America (marvel) Green Goblin VS Super Skrull and Collosus 600points
Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass, Yes or No? .Yes
- What should be the unit's point value? .150 or more see above, I'd have to run head to head tests, he seems pretty tough. Tougher than a Manhunter..haha
- Give a brief overview. .CAT FIGHT!
Map: .Mole Hills
Units: .Mark II She Hulk and Mr Mxy VS Graviton and Wonder Woman
Spoiler Alert!
 
Re: The Book of Iron Man MK II - PLAYTESTING

Thanks.
Karat said:
NAME OF THE TEST UNIT Iron Man Mark II


- 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
_____________________________________________________________​



Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 150
- Give a brief overview. This battle was slated against Iron Man and his team. They just couldn't seem to get their feet under them long enough to retalliate.
Map: Turret Rocks
Units: Iron Man, Scarecrow, MODOK(650) Vs. Blsck Canray, Red Skull, 3xHydra Agents(650)
Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 150
- Give a brief overview. Iron Man and Mandarin make a fairly devestating team. Use Iron Man to clump some figures together, and then use Mandarin and his Energy rings to potentially take out a bunch of Squad figures all at once, or wound a lot of figures, either way it's pretty devestating.
Map: Turret Rocks
Units: Iron Man, Mandarin, Daredevil, 4xMoloid(650) Vs. Red Skull, Black Canary, 3xHydra Agents(650)
Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 150
- Give a brief overview. In the beginning, and for most of the game, it looked like Ultron and his team would win just by Ultron's sheer power alone, but then Iron Man showed his mettle and took on Ultron greatly weakening him and the Sentinel finished him off and blasted through the remaining enemy ranks.
Map: Turret Rocks
Units: Iron Man, Jean, Magneto, Graviton, 1xSentinel(1200) Vs. Ultron, Bullseye, Chronos, 1xKang(1200)
Spoiler Alert!

Iron Man is a rather interesting unit. He took a while to get the hang of, but once I did, and in the right army, he can prove devestating :thumbsup:
 
Re: The Book of Iron Man MK II - PLAYTESTING

I propose we move to Final Editing at 150.
 
Re: The Book of Iron Man MK II - PLAYTESTING

yea to editing

MAGNETIC TURBO INSULATORS II
After moving and before attacking, you may choose a small or medium figure within 4 clear sight spaces of Iron Man. Roll the 20-sided die. If you roll 9 or higher, you may place the chosen figure on any unoccupied space within 4 spaces of its original placement. The chosen figure will not take any leaving engagement attacks and , when moved lower, will take any falling damage that may apply. After using Magnetic Turbo Insulators, Iron Man may use it one additional time.​


The only way to receive "any falling damage that may apply" is by moving lower, making "when moved lower" redundant and unnecessary. You could replace "and" with "but" if you wanted to emphasize that one does not occur while the other does.​
 
Re: The Book of Iron Man MK II - PLAYTESTING

I do like that lack of redundancy, but could you please post in each thread that uses that terminology and have it changed there as well? Iron Man MK I and Super Skrull come to mind.
 
Re: The Book of Iron Man MK II - PLAYTESTING

I do like that lack of redundancy, but could you please post in each thread that uses that terminology and have it changed there as well? Iron Man MK I and Super Skrull come to mind.

:word: & change the "and" to "but". :up:
 
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