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The Book of Joker Goons

Re: The Book of Joker Goons (Vote for Public Play Tests)

Cool, this one passes to play testing then.
 
Re: The Book of Joker Goons (Vote for Public Play Tests)

Well, I for one, just look at the topic titles. ;) (Yeah, that's to you Bats and A3n and all you other "subscribers") :p
 
Re: The Book of Joker Goons (Vote for Public Play Tests)

Even if I looked at the titles I can't keep track of whether I have voted or not in this thread or another. So I expect to see Yeas or Nays after a proposal not pages of chit chat with a proposal buried within a post buried 2 pages back. :|
 
Re: The Book of Joker Goons (Vote for Public Play Tests)

Not trying to be a Debbie Downer but I'm willing to guess that you don't have all the votes because there's been so much chatter between the proposal and now.

It's good, once a proposal's been made, to minimize posting in a thread until the Heroes have had time to weigh in.

:word: This is great advice for all LDs.
 
Re: The Book of Joker Goons (Play Testing Phase)

I guess I'll take one of the slots for the Joker Goons then.

*edit* whoops, wrong thread, I'll go sign up in the correct thread now.
 
Re: The Book of Joker Goons (Play Testing Phase)

NAME OF THE TEST UNIT (Joker Goons)

- 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, these guys really make some of the weaker Insane heroes a lot more fun to play

- 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, several weaker insane heroes really gain new found purpose with the double move

_____________________________________________________________


Army Test
- Does it pass, Yes or No? yes
- What should be the unit's point value? 120
- Give a brief overview. This was a close game with the key to victory here being HQ locking Batman (II) down at the end (no Bat Grapple) so that Firefly could keep flying over him without being attacked. Joker Goons were used cautiously and as a result extremely effective via the double Insane Hero bonding allowing those bonded Heroes to maximize their potential.
Map: Sirocco
Units: Joker Goons, Firefly, Scarecrow, HQ, Arkham Inmates x4 (750) vs. Batman (II), Robin, Huntress, Batman (Terry), Alfred (750)
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass, Yes or No? yes
- What should be the unit's point value? 120
- Give a brief overview. This one had some wild swings with who won Initiative playing a big role in the outcome. Joker only managed to move OMs around once, which kept GL in the game. Also Gordons ability to move the hat wearing Canary proved useful in turning the tide.
Map: Sirocco
Units: Joker Goons, Joker (I), Mad Hatter, Yellow Lantern (Crane), Sinestro Corps Soldier (x2), Manhunter (1000) vs. Commissioner Gordon, 5th Precinct Beat Cops (x2), Black Canary, Green Arrow (Connor), Green Lantern (Stewart), Green Construct (1000)
Spoiler Alert!
 
Re: The Book of Joker Goons (Play Testing Phase)

120's looking good! :up: Good tests.
 
Re: The Book of Joker Goons (Play Testing Phase)

Geez, I didn't think they would be so good! I suppose the key is to make sure they dont get hit with grenades...
 
Re: The Book of Joker Goons (Play Testing Phase)

CLOWNING AROUND
If you control Joker and at least 1 skull is rolled for an attack against him by an opponent's figure, before rolling defense dice, you may switch Joker with any Joker Goon you control within 6 clear sight spaces of Joker, if possible. That Joker Goon must defend against the attack and take any resulting wounds instead of Joker. Figures moved by this special power will not take any leaving engagement attacks.



I was just thinking about this power and how it would work when Joker or a Joker Goon were either Stuck to Blob or Cyberclawed. For Doombots we had to say to destroy Doom first before placing him where a Doombot was in order to get around the Cyberclaw/Stuck issue. I believe for Mysterio there is an "if possible" clause in there.

So I was just thinking that we might consider the "if possible" clause for Joker Goons because Clowning Around won't work if Joker is Stuck or Cyberclawed, and likewise a Joker Goon can't switch either if they are Stuck or Cyberclawed.
 
Re: The Book of Joker Goons (Play Testing Phase)

Geez, I didn't think they would be so good! I suppose the key is to make sure they dont get hit with grenades...

Good advice in Heroscape, and all of life. :razz:

Changes look good, Hahma.
 
Re: The Book of Joker Goons (Play Testing Phase)

Sounds good, Hambone. :up:
 
Re: The Book of Joker Goons (Play Testing Phase)

Call me butter, I'm on a roll today. :D
 
Re: The Book of Joker Goons (Play Testing Phase)

Call me butter, I'm on a roll today. :D

HAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHA! YOU SIR JUST MADE MY DAY!!!! Seriously though, I like the idea of the "If possible cause" seeing that Cyber Calw would be an issue, though I should be the last one to talke, my Teenage Mutant Ninja Turtles (see link below) break that rule! (FYI thats just the way I like em')
 
Re: The Book of Joker Goons (Play Testing Phase)

Call me butter, I'm on a roll today. :D

HAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHA! YOU SIR JUST MADE MY DAY!!!! Seriously though, I like the idea of the "If possible cause" seeing that Cyber Calw would be an issue, though I should be the last one to talke, my Teenage Mutant Ninja Turtles (see link below) break that rule! (FYI thats just the way I like em')

It''s the little things that amuse him.
 
Re: The Book of Joker Goons (Play Testing Phase)

C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Joker Goons

- 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.
?

- 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.
?

- 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.
?

- 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.
?

- 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.
?

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

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

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

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
?

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
?
_____________________________________________________________


Army Test
- Does it pass
, Yes or No? .
- What should be the unit's point value? .
- Give a brief overview. .
Map: Hydra Base Gehenna
Units: Joker Goons, Joker II, Harley Quinn, Green Goblin (620) vs Batman II, Batman (Terry), Robin 1&2 (620)
Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass
, Yes or No? .
- What should be the unit's point value? .
- Give a brief overview. .
Map: .
Units: .
Spoiler Alert!
 
Re: The Book of Joker Goons (Play Testing Phase)

NAME OF THE TEST UNIT JOKER GOONS

- 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? 120-125
- Give a brief overview. Joker's team fought very hard, but it was Batman's' team who came out on top.
Map: Mountain Spring
Units: Joker Goons, Street Thugs x3, Ventriloquist, Two-face, Puppet Master, Killer Penguins, Joker, Harley Quinn. (1,160 points)
Batman, Robin, Punisher, Azrael, Huntress, Judge Dredd, 3x Fire Ant. (1,160 points)

Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass
, Yes or No? Yes
- What should be the unit's point value? 125-130
- Give a brief overview. Mutants won, but barely.
Map: Mountain Spring
Units: Wolverine, Scarlet Witch, Sabertooth, Professor X, Blink, and Destiny (1,275 points)
Carnage, Joker, Jokers Goons, Harley Quinn, Bob, Deadpool, Mr. Zsaz, 3X Inmates, and Hugo Strange (1,270 points)

Spoiler Alert!
 
Re: The Book of Joker Goons (Play Testing Phase)

Hmm ... I don't think those army totals are correct. Even if I go with Joker (II) at 150 for the last one, I'm at 1,270 before I add in Hugo Strange. So that's 155 over 1,270 for that one. Given that they narrowly lost a match in which they had 150 more points, I definitely can't see any call for raising their points. :p

From everything I've seen so far, I think 120 is their ceiling.
 
Re: The Book of Joker Goons (Play Testing Phase)

Yeah, I can't see them at anything higher then 120 right now based on the test results we are seeing. I was feeling pretty good about them at 120 after my tests, but now seeing their team get creamed in Blinks first play test and not being overly effective in the second (thanks to the Scarlet Witch cursing the hero they wanted to double bond with) I'm curious to see how they do in Marloths tests.
 
Re: The Book of Joker Goons (Play Testing Phase)

I'm getting 1415 points for the Insane army in test 2, vs. 1275 points of mutants. For test 1 I'm getting 1040 points for the DC criminals team vs. 1160 points for the vigilante team, which might factor into why they got creamed. Although it still looks like Azreal (170 points), Huntress (170), & Punisher (180) did little to nothing in the battle so it was still a route.
 
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