C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: Maxima @340
Army Test
Map: Sacred Shrine
Units: Ms. Marvel, Martian Manhunter (I), Maxima (990) vs Iron Patriot, Ms. Marvel, Darkseid, Zombie (1000)
Spoiler Alert!Iron Patriot starts the game with Damballah.
First round: Darkseid is Maxima's Mate, Iron Patriot takes initiative. Meteorite and Darkseid advance. Darkseid takes height at the end of the round, and Maxima charges in adjacent to him (Maxima is forced to go low in order to get adjacent to him). Ms. Marvel takes out Zombie while Martian Manhunter puts some wounds on Darkseid.
Second round: Darkseid is Maxima's Mate, Iron Patriot takes initiative. Meteorite moves into position. She Manipulates an OM off J'onn, then moves to height and puts a wound on Maxima. The OM she took off J'onn was the 1, so Iron Patriot is up next. Iron Patriot gets a couple more turns in this round, and uses the weakened Maxima as Master Motivator fodder, and finishes her off on his fourth attack of the round.
Ms. Marvel and Martan Manhunter manage to take out Iron Patriot shortly afterward to put themselves back in the fight. After catching a couple lucky breaks, they manage to just barely win out against Meteorite and Darkseid.
Unit Summary:Who won? List figures remaining in the winning army (include life remaining for heroes): Ms. Marvel with 3 wounds, Martian Manhunter with 5 wounds
- Damage Done (Normal Attack): not used
- Seeking a Mate: moved adjacent to Darkseid 1 time
- Psychokinesis: not used
- Melee Strength: not used
- Damage Taken: 1 wound in 1 attack from Meteorite, 6 wounds in 4 attacks from Iron Patriot (destroyed)
___________________________________________________________
Army Test
Map: Sacred Shrine
Units: Maxima, Baron Zemo (Heinrich), Superman (II), Beat Boy (Pterodactyl) (1000) vs Original X-Men (1000)
Spoiler Alert!Superman and Maxima rush the X-Men in the first round and start slugging it out. Supes manages to take out Jean quickly, but does no other damage in the first round.
Maxima hangs out for the next round as Superman punches through Beast. She takes a few attacks from Beast, but the X-Men are mostly focused on trying to take out Supes. On the Masters' last turn of the second round, all attacks are doomed to be ineffectual because Professor X still has Psychic Defense X in his pocket, and has maneuvered himself within range of all of his students. So Maxima takes her first turn of the game and tries for Psychokinesis. She succeeds, and chucks Xavier (get it? Chuck Xavier? I'll see myself out) as far away from the battle as she can. She doesn't have too much time to celebrate, though, since the X-Men take down Supes on their next OM.
Maxima has no potential Mates, as there are no remaining figures with SS at the start of the third round. Maxima takes out Cyclops before she's brought down. The X-Men aren't quite worn down enough for Zemo and Beast Boy to clean up.
Unit Summary:Who won? List figures remaining in the winning army (include life remaining for heroes): Angel with 2 wounds, Professor X with 2 wounds, Iceman unwounded
- Damage Done (Normal Attack/Melee Strength): 4 wounds to Cyclops in 2 (adjacent) attacks (destroyed)
- Seeking a Mate: used to advance with Superman twice
- Psychokinesis: used 1 time, succeeded in throwing Professor X away from the battle and out of Psychic Defense X range.
- Damage Taken: 2 wounds from Beast in 3 attacks, 2 wounds from Cyclops in 3 special attacks, 2 wounds from Iceman in 3 special attacks, 1 wound from Angel in 1 attack (destroyed)
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: I suspect she'll play a bit better with a slightly raised point ceiling; at 1000 points, she feels like she eats up a bit too much of your budget, especially since she needs a real heavy-hitter around if you want to feel secure about playing the match on your terms.
The first game was slanted against her and Iron Patriot was rolling really well, so it's not too surprising that she didn't accomplish much. She didn't do terribly in the second game, but she really felt lucky to do as well as she did; she had to weather a crapload of attacks and then get lucky on a Psychokinesis roll just to get a chance to take out a ~200 point figure.
GENERAL THOUGHTS ON THE TESTED UNIT: Seeking a Mate is interesting as a centerpiece. The no-OM-required movement bonding is nice, but it feels like it's more downside than upside to me. I'm a little skeptical that she's worth her points, but I don't feel like I quite got the most out of her here either.
Completely unfamiliar with the character. Shame she's not a Champion, though. She'd be a great Justice League piece and/or Allen the Alien buddy. I feel like her build options are pretty restricted to OM manager + bruiser + filler, at least in the 1000 point arena. Curious about how the initial went with her and what proved successful there.
Alright, here she is in full.
Name Of The Playtest Unit: Maxima
Army Test 1
Map: Road Rampage (no glyphs)
Armies:
Maxima, Groot, Star-Lord, Rocket Raccoon, Lockheed, Colossus, Beast Boy (Pterodactyl) (1,400)
vs
Martian Manhunter (vII), Hawkgirl, Booster Gold, Starman (Jack Knight), Flash (Wally West), 1x Skrull Infiltrator (1,395)
Spoiler Alert!
Overview of Maxima’s performance:
Wounds inflicted through normal attacks: 4 on Booster Gold,
Times moved by Seeking A Mate: Once
Wounds received through leaving engagements triggered by Seeking a Mate: None
Melee Strength used four times
Psychokinesis never used
Wounds inflicted through Psychokinesis - none
Colossus is Lockheed’s Companion (as though you needed that spelling out.)
Maxima chooses Groot to be her Mate at the start of the game.
Round One
The Guardians of the Galaxy claim the initiative, and Groot advances up the road, taking Rocket and Lockheed with him, but they sacrifice a bit of height to remain to the back. Maxima flies up to Groot, moving infront of him and being the first to enter the level 4 road.
Booster flies forwards to the grassy part of the central bridge, firing his Gauntlet Blasters at Maxima to no effect.
Star-Lord runs forwards.
Flash pulls back ever so slightly.
Maxima, pulling out of Star-Lord’s range, charges Booster Gold, but he blocks her blow.
J’onn takes command. Wally, taking advantage of his last turn of run-up, rushing up the road towards Maxima to smash her with an Infinite Mass Punch at max strength, inflicting two wounds. Booster punches Maxima for a wound.
Round Two
The Guardians claim the initiative. Star-Lord moves forwards, opening Distracting Fire on Booster Gold, allowing Groot to move up a bit, carrying Rocket and Lockheed with him and allowing Maxima to pull back, but failing to hurt anyone - whether he was actually shooting or just distracting his opponents with a dance battle, I don’t know, it’s Star-Lord.
Booster charges Maxima, engaging Star-Lord at the same time - Maxima blocks his blow, but he also evades Rocket’s Supporting Fire.
Booster places a Temporal Displacement a couple of spaces behind him and Maxima punches him for a wound.
Flash runs through Maxima, Star-Lord and Rocket, but only hurts Rocket. He ends his turn on the Temporal Displacement, flinging Star-Lord away to the rocks to the north.
Booster Gold removes the Temporal Displacement from the map. Maxima repositions to be in range of Star-Lord, engaging Flash to do so, and punches Booster for two wounds.
Martian Manhunter takes command, flying forwards and striking Maxima from short range, inflicting two wounds. Booster strikes her, but she blocks.
Round Three
The Guardians claim the initiative (again!), and Star-Lord runs up to J’onn. He distracts the Martian with a round of point-blank firepower, allowing Maxima to disengage from her foes and reposition, while still remaining in range of Rag-Tag Tactics, and miraculously inflicting a wound on Martian Manhunter.
Booster charges Maxima, inflicting a wound.
Maxima retaliates, and Booster Gold is killed.
The Martian gives direction, and Flash runs through Star-Lord, Maxima and Rocket, finishing off Maxima but harming no one else. Hawkgirl swoops in to strike Star-Lord twice, though he remains on height - he counters both blows thanks to his Lucky Defence.
Groot engages Flash, carrying Rocket up with him a little behind. He strikes Wally, inflicting two wounds.
Flash runs through Groot, Rocket and Star-Lord, inflicting a wound on Groot and Rocket, and runs up to the northern rock, from whence he may come crashing down!
Groot regrows to heal a wound, and if you got the finance joke in my last sentence, then good on you, sir!
Round Four
The Guardians seem incapable of losing the initiative as Star-Lord uses his Distracting Fire to pull back out of engagement, but fails to hurt anyone.
Flash comes crashing down as planned, inflicting a wound on Groot with his Infinite Mass Punch at maximum strength, while also engaging Star-Lord.
Beast Boy flies up to the bridge, carrying Colossus with him.
J’onn burns his penultimate marker, striking Star-Lord from range for a wound. Hawkgirl swoops in to strike him twice, inflicting two wounds.
Colossus charges Flash, but he dodges out of the way. Lockheed swoops in to grab at Hawkgirl with his talons and engage Martian Manhunter, but he blocks her.
Hawkgirl strikes Star-Lord, but he dodges thanks to being a lucky bastard.
Groot heals his wound.
Round Five
The Justice League finally claims the initiative, and J’onn intends not to let it go to waste, burning his final marker! Being intangible, J’onn breaks engagement with Lockheed and engages Star-Lord, finishing him off and unmasking him as a Skrull! What a twist! Hawkgirl strikes Lockheed, who dodges her blow.
Colossus strikes Martian Manhunter, but is blocked, while Lockheed snorts fire at Hawkgirl and Martian Manhunter to no effect.
Flash runs through Colossus and Lockheed, inflicting a wound on both before running up to the extreme north of the battlefield.
Colossus and Lockheed both fail to achieve anything.
Hawkgirl strikes Lockheed for a wound.
Colossus and Lockheed continue to be entirely ineffective - they are not getting any luck right now.
Round Six
The Justice League maintains the initiative, with Flash smashing Colossus with a max strength Infinite Mass Punch, inflicting two wounds.
Colossus punches J’onn for two wounds, while Lockheed continues to achieve nothing.
Shayera finishes Lockheed off.
Rocket fires his BFG at Shayera, the cataclysmic explosion inflicting two wounds on her and J’onn as well as killing the Skrull who was posing as Quill.
J’onn strikes the Russian mutant for two more wounds, leaving him reeling.
Colossus punches the Martian for a wound, leaving him rocked and almost down.
Round Seven
The Guardians claim the initiative, and Colossus knocks the Martian out.
Flash runs through Colossus, Groot and Rocket, inflicting a wound on Rocket, before running up north again.
Rocket fires his BFG at Hawkgirl, inflicting a wound.
Starman reluctantly steps forward on account of seeing J’onn fall, flying forwards and firing a shot at Groot, inflicting a colossal three wounds.
Groot charges Shayera, attacking her with four, which she blocks.
Shayera moves to strike Rocket, knocking him out.
Groot regenerates a wound.
Round Eight
The Guardians claim the initiative, and Colossus knocks Shayera out.
Flash knocks Colossus out with a max strength Infinite Mass Punch, eliminating the Guardians last turn.
Groot knocks Flash out.
Starman reluctantly realises it’s all on him now, and fires a shot at Groot, inflicting a wound.
Starman once again shoots Groot, inflicting three wounds, leaving Groot nothing more but a tiny twig, but still active!
Groot regenerates one wound.
Round Nine
The Guardians claim the initiative, and Beast Boy engages in a dogfight with Starman, inflicting a wound.
Starman knocks Beast Boy out, eliminating the Guardians’ second turn.
Starman shoots Groot, but misses.
Groot runs up to Starman, but can only flail ineffectually with his tiny twig limbs, missing entirely.
Starman finishes Groot off.
Justice League wins, Starman 1 wound.
Overview: That was a really fun, exciting, close game! Sadly, very little of that was due to Maxima. She was.... solid. A decent heavy hitter. Supergirl costs 20 points less and doesn't have to worry about all the faff of a Mate. Groot is a pretty damn good Mate for her (he is a fascinating conversationalist, after all) due to being a good way to mobilise part of your army in the early game, allowing her to move up with him, but not really someone who'll outshine her as a heavy hitter. It's a shame that wasn't as effective as it could have been due to Rocket failing all his Supporting Fire rolls and Lockheed achieving nothing, but that devastating BFG shot (that nearly turned the entire game around!) from Rocket made up for it.
Okay, talking her over with my brother, and feeling that she's a little frustrating to build armies for and that, even when you do, it can really screw with you if your opponent has a big attack hero, so a lot of the time your plans won't work out. I, therefore, think it's necessary to do a test where your opponent has the big attack - it's so easy to be blindsided. Furthermore, I think it may be interesting to use her as a threat - to have her sitting there and asking that big heavy hitter 'do you really want me racing towards you at top speed?' Pair her with Heinrich Zemo for Order Marker management, and she could make a fairly effective deterrent/homing missile.
P.S. I notice that Ronin tested her like this - do you think that this is worth doing?
- 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. Tentative Pass - I don't know the character, really, but I watched her episode of Superman TAS online to get a feel for her (didn't like her to be honest - her handmaiden's description of her as a ‘spoiled, self-interested brat' feels pretty accurate to me). The design seems to fit. I will say that her needing to move with Seeking a Mate makes her seem clingy, but I suppose that's thematic?
- 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 - Technically she could go full Narcissus if someone else has another Maxima, but that causes no mechanical issues and requires there to be no figures with an attack of 6 or more (highly unlikely, even if you cast aside the unlikelihood of two people drafting her) - I just thought the possibility was comical enough to mention.
- 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 - Zero Synergies.
- 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 - see above - why do I fill these two out separately? They always have the same answer.
- 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. Tentative Pass - Well, she's certainly not overpowered.
- Fun Test/ Consider whether or not the design was fun to play. Fail - I never found any of her powers interesting to play and Seeking a Mate is more of an annoying additional factor you have to worry about than anything that felt truly worthwhile.
- Fun Competitive Test/ Consider whether or not the design was fun to play against. Pass - No issues.
- Drafting Test/ Consider whether or not this design is worth drafting. Fail - I would never draft her in her current state.
- Usage Test/ Consider whether or not all of the powers on this card were used or at least usable. Fail - I see almost no reason you'd ever use Psychokinesis - I get it's not supposed to be something you'd use often, but I never used it and don't see why I'd risk the 60% chance of it failing and me losing my attack if I can just smack someone with an attack of 7. Drop the required roll to 11, and I can see times I might want to use it - they'd still be rare, but from what you said, that's a good thing, but the present version just takes the rarity so far that in my eyes it may as well not be on the card.
- Strategy Test/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Tentative Pass - She requires strategy to use, but I’d say the strategy of using her was too finnicky right now, and you don’t get that much out of it.
Army Test 2
Map: Fulcrum (no glyphs)
Armies;
Maxima, Baron Heinrich Zemo, Spawn, Radioactive Man (1,000 Points)
vs.
Captain America (C3G), Thor, War Machine, Bucky (1,000 Points)
Spoiler Alert!Overview of Maxima’s performance:
Wounds inflicted through normal attacks: 4 on Thor,
Times moved by Seeking A Mate: Once
Wounds received through being put into bad positions via Seeking a Mate: 1 from War Machine’s Auto-Chain Gun
Melee Strength used four times
Psychokinesis never used
Wounds inflicted through Psychokinesis - none
Spoiler Alert!
Maxima chooses Thor to be her Mate at the start of the game.
Round One
The Masters of Evil claim the initiative, and Radioactive Man advances.
Bucky and Captain America advance, and Steve throws his shield at Radioactive Man - Chen-Lu blanks, and receives two wounds.
Radioactive Man charges Cap, claiming height and hitting him with seven, but Cap blocks and the Controlled Emissions fail to harm him.
War Machine flies to the hill across from Radioactive Man, opening fire on him with his primary weapon, inflicting two wounds.
Radioactive Man smashes Cap for a wound, but fails his controlled emissions.
Thor flies up next to War Machine. Maxima rushes recklessly forward to engage her prospective mate in hand to hand, and takes a shot from War Machine’s chain gun in doing so, receiving a wound.
Round Two
The Avengers claim the initiative. Bucky opens fire on Radioactive Man, who shrugs off the gunfire. Cap punches uphill at Chun-Li, but his blow is blocked.
Radioactive Man punches Steve, but the blow is deflected by the shield, but exposes Steve to radiation for an auto-wound.
Thor strikes Maxima on the chin with Mjolnir, inflicting a wound.
Maxima retaliates, but Thor shrugs it off.
Thora smashes Maxima for two wounds.
Maxima rolls five skulls, Thor rolls three shields and takes two wounds.
Round Three
The Masters claim the initiative. Radioactive Man smashes Captain America for two wounds.
Bucky snipes Radioactive Man with his machine gun, blowing his brains out. Cap runs to the top of the hill and throws his shield at Maxima, who blocks it.
Maxima smashes Thor for a wound.
Thor strikes Maxima for two wounds.
Maxima hits Thor for a wound.
Thor knocks Maxima out.
Round Four
The Masters claim the initiative, and Spawn advances, grabbing Cap and killing him with his chain (eliminating the Avengers’ first turn) before firing his heavy machine gun at War Machine, which his armour shrugs off.
Spawn flies to the western hill before attempting to grab Thor with his chain, but failing. He then fires his gun at Bucky, hitting him in the chest and punturing his lung, leaving him half dead. He then fires at Rhodey, who shrugs off the blow.
Thor flies across to Spawn and strikes him with a cataclysmic blow from Mjolnir, inflicting five wounds nad sending him flying backwards where he receives another wound from falling into thorns, and two more from War Machine’s suppressive fire..
Spawn flies to the top of the eastern hill before replenishing his supply of Necroplasm, healing three wounds.
Thor flies across to Baron Zemo, knocking him out with one blow.
Round Five
Spawn claims the initiative, healing two wounds.
War Machine fires a shot at Spawn, inflicting two wounds.
Spawn replenishes his supply of Necroplasm, healing five wounds.
Thor flies up and throws his hammer at Spawn, who blocks.
Spawn grabs Thor with his chain but fails to harm him with it, before striking him for a wound and receiving a wound in kind.
Thor smashes Spawn for three wounds.
Round Six
Spawn claims the initiative, regenerating three wounds.
Thor smashes Spawn for three wounds.
Spawn regenerates said wounds - this could go on a while.
Thor strikes Spawn for three wounds.
Spawn heals two wounds.
Rhodes shoots Spawn for a wound.
Spawn strikes Thor to no effect, taking a wound in the process.
Round Seven
Spawn claims the initiative, striking Thor for two wounds and receiving one.
Thor inflicts two wounds on Spawn.
Spawn heals four wounds.
Thor puts those wounds back on.
Spawn heals three.
War Machine shoots Spawn for three wounds.
Round Eight
Spawn claims the initiative and regenerates four wounds.
Thor smashes Spawn for two wounds.
Spawn regenerates three.
Thor inflicts two.
Spawn kills Thor receiving a wound.
War Machine shoots Spawn for two wounds.
Spawn regenerates two.
Round Nine
Spawn grabs Rhodey with his chain, inflicting a wound, before sacrificing a wound to strike him with 4 skulls, which Rhodey miraculously defends.
Rhodes pulls out of engagement, receiving a wound, and fires three armour piericing rockets at the demon, finally killing it.
Avengers victorious, War Machine with 2 wounds, Bucky with 2 wounds.
Overview: Okay, that game is proof that Spawn is awesome. Sadly, it's also a pretty good indicator that Maxima isn't. She wasn't particularly fun or interesting and didn't make back anything near her points (though that was partially luck). She feels a little underpowered, and, unlike some other characters I could forgive for that, kind of boring.
Final Thoughts On The Tested Unit:
Okay, before analysing the figure, I will apologise - this is going to be the harshest review I have ever written for a figure I have tested for you guys (and also the longest). I don’t mean to be cruel, and I think she has potential (as I will get into later), but, at present, I would never, ever take her. That being said, let’s get on with the analysis.
In the end, there seems to be a lot of frustration and faff around her Seeking a Mate power for very little payoff. Do you let make sure you have the mate so you can control her movements? Do you let your opponent have the mate and use her as a threat, but at the same time give your opponent the opportunity to mess with your placement? Doesn’t really matter, you’re not getting much out of it. It’s a lot to consider and plan aound for shockingly little actual gain - you get to move her up, which is valuable, I guess, but with 7 move and flying it isn’t really as though she’s going to have any trouble reaching the front lines, and once she’s there, she’s shockingly dull to play.
Add to that, I don’t think she’s very good. For thirty points less I get She-Hulk, who may not fly and has no range, but hits just as hard, still Super-Leaps and has Hard Body and Gamma Healing to give her survivability probably not that far off Maxima’s. For twenty points less, I can get Supergirl, who has one less attack but Kryptonian Defence and, therefore, considerably better survivability considering their otherwise identical stats, or Spawn, who I think we just established is awesome. And, to top it all off, none of these have to faff around with a Mate. It’s like Ronin said, it’s more downside than upside here, and to top it off, it’s just dull. Now, I don’t mind it having a downside, I don’t mind it being exploitable, but if that’s going to be the case then I’m going to need to feel like it’s worth it, that I’m actually gaining something here, but her signature power just didn’t seem to add much other than frusration. When you come away from a figure feeling frustration, it’s generally not a good sign. Nor is it a particularly good sign that, while I actually genuinely enjoyed both of those games, I feel like I'd have enjoyed them more if I'd had someone else filling up her points cost.
Now, this may give you the impression that I think the design is terrible. I don’t - I think it is close to being really good, it’s just missing a hook to tie it together and really work, and without that, it feels dull and frustrating, as though there should be something. The key here is Seeking a Mate, and while the movement works as both a bonus and an exploitable weakness, it just isn’t enough - the weakness may not be too much stick, but as a player I just wouldn’t be satisfied with the tiny morsel of carrot on offer. Here is my suggestion - make it so that she adds one to her attack when adjacent to her Mate. This would mean that:
1) There’d be more reason to use a Mate on your side if it means you have control over her conditional attack boost;
2) She’d also be more effective as a threat to an enemy Mate - as of right now, guys like Thor aren’t really any more scared of her than they’d be of someone like Supergirl, but if she could act as a deterrent by being able to fly in, keep them tied up and hit them with a big attack, one bigger than she could hit anyone else with, then that would be effective, and subtly allow two different ways to strategically use the same power;
3) It would make her more interesting and useful to play - if you can use strategy to make sure you can menace your opponents with an attack of 8, then she’d definitely be a lot more fun and more worth her points, and I doubt it would be OP as it’s still conditional; and;
4) It would increase her options for a tactically viable Mate - if they’re boosting her attack, then they’re less likely to just overshadow her. Sure, someone like Thor may well still do so, but it still opens up a lot more options who really shouldn’t be closed off in order to use her effectively. I particularly think that a Maxima/Superman vI combo would be interesting if she worked like this - Maxima deals the pain, Superman protects her with Heroic Duty. Considering her main thematic link is with Superman, this seems like a good thing.
Just this one change, this one little addition, is all I feel is needed to change her from a fairly disappointing use of 340 points to a fun addition to the game. Well, that and a drop to her Psychokinesis roll - seriously, that power may as well not be there right now.
Hope I was helpful.
Okay, here's test one for the revised Maxima:
Name Of The Playtest Unit: Maxima
Army Test 1
Map: Grundy’s Grave (no glyphs)
Armies:
Maxima, Superman (vI), Steel (1,000)
vs
Frankenstein, Abomination (C3G), Dragon Man (1,000)
Spoiler Alert!
Overview of Maxima’s performance:
Wounds inflicted through normal attacks: 6 on Frankenstein, 2 on Dragon Man, 6 on Abomination.
Times moved by Seeking A Mate: Four
Wounds received through leaving engagements triggered by Seeking a Mate: Two
Attack dice bonus in Lover’s Fury used ten times
Extra wounds inflicted due to blanks counting as skulls: 1 on Frankenstein, 5 on Abomination
Psychokinesis never used
Wounds inflicted through Psychokinesis - none
Maxima chooses Superman to be her Mate at the start of the game.
Round One
The creatures claim the initiative and Frankenstein advances.
Superman flies up to Frankenstein, punching him for a wound and knocking him backwards. Maxima flies forwards, but can’t quite keep up with Superman.
Frankenstein charges Maxima, but Superman flies in the way, taking the hit himself and receiving a wound. Dragon Man flies up to a perch, blasting Superman with his Fire Breath, Frankenstein and Maxima getting caught in the blast. Frankenstein gets burned, but shrugs off any wounds, Maxima and Superman get scorched for a wound each.
Maxima punches Frankenstien, inflicting a wound, though he shrugs two off.
Frankenstein lashes at Superman, inflicting a wound. Dragon Man breathes fire at Superman again, Frankenstein and Superman taking a wound, though Maxima is unscathed.
Maxima punches Frankenstein with a devastating 6 skull attack. He only blocks two skulls, but shrugs another two off, taking two wounds.
Round Two
Maxima claims the initiative, striking Franky, who shrugs it off thanks to Undead Resilience.
Frankenstein strikes Superman for a wound, and Dragon Man breathes fire, which everyone manages to shrug off.
Maxima strikes Frankenstein, rolling 2 skulls and 2 blanks. He rolls 1 shield, taking the exact number of wounds he would have received if her blanks didn’t count as skulls - 1.
Frankenstein fails to harm Superman, but Dragon Man blasts him for two wounds - but scorches Frankenstein for a wound.
Maxima punches Frankenstein, rolling 4 skulls, one of which he blocks and two of which he shrugs off.
Dragon Man moves in to strike Maxima, but she blocks.
Round Three
Maxima decides to ignore any reasonable mourning period for Superman, deciding to take Abomination as a mate. She claims the initiative, knockng Frankenstein out and eliminating the Creatures’ first turn.
Maxima punches Dragon Man for two wounds.
Abomination Super Leaps forwards, remaining out of engagement with Maxima, forcing her to rush towards him and take a leaving engagement attack from Dragon Man as she did so.
Maxima punches her scaly beau for 2 skulls and two blanks, to which he rolls two shields - Lover’s Fury is definitely worthwhile.
Abomination retaliates for a wound and knocks her backwards, but she flies back into combat with him.
Round Four
Abomination claims the initiative and strikes Maxima, inflicting no wounds but knocking her back - out of her desperation to return to engagement with him, she takes a wound from a swipe from Dragon Man on the way in.
Maxima retaliates, striking Blonsky for a wound.
Abomination makes a pathetic two skull attack, which Maxima still fails to defend, and fails to throw her.
Maxima makes a massive two skull, three blank attack, inflicting 3 wounds on Emil!
Abomination crushes Maxima’s skull, removing his foes’ final turn.
Round Five
Steel claims the initiative, flying forwards onto a perch and firing his bolt gauntlets at Dragon Man, inflicting a wound.
Dragon Man closes in, smashing Steel for a wound.
Steel’s hammer is deflected by the giant robot.
The metal dragon smashes Mr. Irons with a deadly strike - he is taken by surprise, not even attempting to block, and is left broken on the asphalt.
Creatures win, Dragon Man 3 wounds, Abomination 6 wounds.
Overview: Okay, she works now - Lover's Fury makes her actually really dangerous, making the whole Mate thing feel like an advantage to make use of, even if it can be a pain to work with and a weakness (as Abomination showed us, taking advantage of her obsession with him to open her up to leaving engagement attacks from Dragon Man - as I said before, I like that it's exploitable, as long as it's actually providing you something worthwhile, which it is now). She was a wrecking ball in this game, doing almost all the damage to the enemy team, an amount that may sound broken on paper, but really, you have to think of her as a 740 point figure in this game, as Superman was basically just a shield for her - I thought it would be an interesting combo, and it is fairly effective, Superman taking the hits while she deals the pain. When you think of her that way, the insane amount of damage she inflicted suddenly looks a lot more reasonable, and she did still lose - it's obviously not a broken combo, even if it's a good one.
And here's the rest!
- 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. Tentative Pass - No change.
- 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 - No change.
- 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 - Zero Synergies.
- 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 - see above.
- 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 - She's much stronger now, and really scary, but I wouldn't say she was overpowered.
- Fun Test/ Consider whether or not the design was fun to play. Pass - Now that she's getting a bonus from her mate, she feels fun to play.
- Fun Competitive Test/ Consider whether or not the design was fun to play against. Pass - No issues.
- Drafting Test/ Consider whether or not this design is worth drafting. Pass - She has two strong and decent methods of playing her, either with a big bruiser on her team so you can control her bonuses (which can be pretty restrictive, but I'd argue it's actually nowhere near as restrictive and hard to use as Beta Ray Bill - a good figure, but hard to use), or to just use her as a cheap-ish counter-draft to a big hitter, basically to use her as a homing missile to run towards her target and do as much damage as possible, but which also leaves her free movement open to exploitation by her oponent by, say, forcing her onto low ground, or forcing leaving engagement attacks, a bit like Heroic Duty.
- Usage Test/ Consider whether or not all of the powers on this card were used or at least usable. Fail - I know you've said you don't want to change it, but I'm sorry, when in four games I haven't had one occasion when I've even considered using Psychokinesis, and can imagine almost none at all (unless I'm on a lava map), I can't give her a pass here. I really recommend dropping the roll to 11 - it still won't be a go to, but I can at least imagine risking it occasionally, but giving it only a 40% chance of working when I could instead just be, oh, I don't know, punching something, makes it almost worthless.
- Strategy Test/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass - I think I said most of it on in Drafting - she has two really distinct methods of play, both of which are equally viable, but her opponent is perfectly capable of exploiting weaknesses in Seeking a Mate - the strategy feels worthwhile.
Army Test 2
Map: Fulcrum (no glyphs)
Armies;
Maxima, Baron Heinrich Zemo, Yellow Lantern (Arkillo), Radioactive Man (990 Points)
vs.
Captain America (C3G), Thor, War Machine, Bucky (1,000 Points)
Spoiler Alert!
Overview of Maxima’s performance:
Wounds inflicted through normal attacks: 6 on Thor.
Times moved by Seeking A Mate: One
Wounds received through being put into bad positions via Seeking a Mate: None
Attack dice bonus in Lover’s Fury used five times
Extra wounds inflicted due to blanks counting as skulls: 3 on Thor
Psychokinesis never used
Wounds inflicted through Psychokinesis - none
Maxima chooses Thor to be her Mate at the start of the game.
Round One
The Avengers claim the initiative - Bucky scouts ahead and Steve advances.
Radioactive Man advances and fires a Radioactive Blast at Bucky - he rolls all skulls, only one of which Bucky manages to block, before he dies from the radiation poisoning.
War Machine flies to the eastern hill and fires a shot of 6 + 1 auto at Chen Lu, leaving him two wounds off death.
War Machine flies to the hill across from Radioactive Man, opening fire on him with his primary weapon, inflicting two wounds.
Radioactive Man charges Cap, smashing him from height for a wound and sending him careering into a ruin for another wound.
Thor flies up to the absolute peak of the eastern hill, and Maxima flies up to him, and dodges the shot from War Machine’s auto chain gun on the way in.
Maxima punches Thor, failing to hurt him but knocking him backwards into the water.
Round Two
The Avengers claim the initiative. Captain America advances, throwing his shield at Radioactive Man and Arkillo, bringing Radioactive Man close to death but failing to hurt the Lantern.
Maxima flies to the riverbank and punches Thor - she gets insane luck, rolling 5 skulls and 3 blanks, inflicting four wounds!
Thor moves back to the riverbank himself, bringing the hammer down on Maxima for 6 skulls - she receives three wounds.
Maxima retaliates, rolling 4 skulls and blank, but Thor blocks the blow.
Thora smashes Maxima for two wounds.
Maxima punches Thor, rolling 2 skulls and 2 blanks, and he takes two wounds.
Round Three
The Masters claim the initiative. Maxima strikes Thor, but fails to harm him.
Thor retaliates, smashing Maxima into the ground.
Radioactive Man charges Cap, hitting him for two wounds and knocking him back two spaces.
Cap charges Arkillo, hitting him from height for two wounds.
Arkillo moves to equal height to strike Cap, ripping him apart.
Thor flies to the eastern hill, throwing Mjolnir at Chen Lu, knocking him out.
Round Four
The Avengers claim the initiative, and Thor flies to the western hill, throwing his hammer at Arkillo for a wound.
Arkillo flies to the western hill, slightly higher than Thor, taking a bullet from Rhodey on the way in, before ripping Thor’s head clean off.
Rhodey flies to lower ground on a smalll, grassy hillock, firing a carefully aimed shot at Zemo, leaving him all but dead.
Arkillo flies up to War Machine, taking no damage on the way in, before striking him, but only managing a single wound.
War Machine breaks engagement and moves to low ground, his armour being ripped by Yellow Lantern on the way out. He opens fire on Arkillo with his Armour Piercing Rocket Launcher - the second rocket kills the alien, allowing him to fire a his last missile at Zemo, who dodges the shot.
Round Five
Zemo claims the initiative and charges War Machine, but the shot he fires fails to penetrate Stark-pattern armour.
War Machine breaks engagement, taking a wound, and flies to height, before firing a volley of rockets, killing Zemo.
Avengers victorious, War Machine with 3 wounds.
Overview: Well, it doesn't get much closer than that, does it? Maxima was good this game, managing a fairly scary 6 wounds on Thor, but admittedly, she was often stacking attack bonuses (Lover’s Fury, Masters of Evil vs Avengers, and, once, height), and her second strike was essentially an 8 skull attack, which was some terrifying luck! Plus, her opponent wasn’t able to exploit Seeking a Mate in this game, which is a weakness for her - some better rolling from Rhodey would have helped here - plus, she did still lose, and while I'd say that definitely wasn't on Maxima's performance, I'd argue it also suggests her performance isn't too dominant, even with pretty good luck. The blanks as skulls is a big bonus, making her actually feel like a major threat now, one that makes her hassle and weaknesses feel worthwhile at last.
Final Thoughts On The Tested Unit:
Alright, this is exactly what I wished she was when I was playing her before (except for, you know, Psychokinesis still being useless). She’s deadly, and finally feels like the faff with he Mate is worth the problems attached - before, it just felt like a frustration, now, it remains something to plan around and a weakness, but I feel no frustration with it because I’m getting something out of it now, rather than it just being an additional factor to work around without any benefit. I can’t say she’s my favourite unit, or one that particularly excites me, but that’s more my personal preferences in game-play and theme than any actual issues in the design - the design works now, is fun to play and dangerous, and I can actually see myself drafting her now. Good job!
~ Lazy Orang, saying Happy Holidays!
NAME OF THE TEST UNIT Maxima @ 340
Army Test 1
Map: Custom
Units:
Maxima(340), Martian Manhunter I(300), Star-Lord(250), Bane(190), Darkseid(380) (1460)
vs.
Fantastic Four(1000), She-Hulk(310), Iceman(150) (1460)
Spoiler Alert!
Attack Damage:
R2T3: 5 wounds on Invisible Woman(botched defense) (Darkseid + Mate Bonus)
Notes:
R1: Maxima's Mate is Darkseid
R1T1: Fantastic's team rolls 13, Torch, IW, and Mr. F move.
R1T1: No blanks for MM.
R1T2: Mr. F rolls a 15, She-Hulk, Thing, and Mr. F. move.
R1T2: MM puts 1 wound on She-Hulk, moves Star-Lord and Darkseid.
R1T3: Mr. F rolls a 15, She-Hulk puts 3 wounds on MM, Torch's attack is blocked, Mr. F. locks down MM.
R1T3: No blanks for MM.
R2: Maxima's Mate is Darkseid.
R2T1: MM puts 1 wound on HT, 1 blank.
R2T1: Mr. F. rolls an 18, She-Hulk botches attack, HT takes 1 wound from LEA and puts 2 wounds on MM with Fo4, IW moves and botches attack, Mr. F. attacks MM but it is blocked.
R2T2: Darkseid takes 1 wound from LEA, moves and puts 4 wounds on IW, Maxima moves.
R2T2: Mr. F. rolls a 10, Thing moves and attacks Darkseid with a full Clobberin' Time, 4 wounds, attacks again, blocked. Mr. F. attacks MM, kills him.
R2T3: Thing kills Darkseid, Mr. F. locks down and attacks Maxima, blocked.
R3: Maxima's Mate is She-Hulk.
R3T1: Bane puts 1 wound on Human Torch.
R3T1: Mr. F. rolls a 14, Human Torch takes 1 wound from LEA, puts 2 wounds on Bane and S-L with Fo4 then uses Supernova, 3 wounds on Bane and 2 wounds on S-L, Thing attacks Maxima with a full Clobberin' Time twice, kills her, then Mr. F. moves and attacks Bane, kills him.
R3T2: Can't go.
R3T2: Mr. F. rolls a 7, Thing moves and kills Star-Lord.
Human Torch with 4 wounds. Mr. Fantastic, Thing, She-Hulk, and Iceman all with 0 wounds.
Lucky game for the Fantastic Four's team, and unlucky on Maxima's team.
___________________________________________________________
Army Test 2
Map: Custom
Units:
Maxima(340), Drax(350), Oracle(110) (800)
vs.
Wrecking Crew (800)
Spoiler Alert!
Attack Damage:
R1T3: 4 wounds on Wrecker. (Oracle + Mate Bonus)
R2T2: 2 wounds on Wrecker, kills him. (Mate Bonus)
R2T3: 3 wounds on Piledriver. (Mate Bonus)
R3T1: 4 wounds on Piledriver, killed him. (Oracle + Mate Bonus)
R3T3: 1 wound on Bulldozer.
R4T1: 4 wounds on Bulldozer, kills him. (Mate Bonus)
R5T2: 5 wounds on Thunderball. (Mate Bonus)
R5T3: 2 wounds on Thunderball, kills him. (Mate Bonus)
Notes:
Drax's Nemesis is Wrecker.
R1: Maxima's Mate is Drax.
R1T1: Wrecker moves. Drax moves. Piledriver moves.
R1T2: Wrecker moves, attacks Drax, blocked. Drax moves.
R1T3: Wrecker puts 3 wounds on Drax(botched defense).
R2: Maxima's Mate is Drax.
R2T1: Drax attacks Wrecker, blocked.
R2T2: Bulldozer moves, Piledriver moves and attacks Drax but it is blocked, Bulldozer moves and attacks Maxima for 3 wounds.
R2T3: Piledriver kills Drax, Bulldozer moves and takes 1 wound from LEA.
R3: Maxima's Mate is Piledriver.
R3T1: Bulldozer puts 3 wounds on Oracle, Piledriver puts 2 wounds on Maxima.
R3T3: Bulldozer kills Oracle.
R4: Maxima's Mate is Bulldozer.
R5: Maxima's Mate is Thunderball.
Maxima with 5 wounds.
Maxima was definitely a force to be reckoned with in this match. She took a beating early on after Drax fell, but ever since she was dealing out crazy big hits, upwards of 5-6 skulls per attack, with a potential bonus skull from Oracle. Wrecking Crew didn't play horribly, but their defense rolls left more to be desired.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: First game her team got steam rolled by the Fantastic Four + Adventurers. So they had a bad string of luck against a team that dominated due to their luck. Just about everything went the opponent's way in the 1st game, but the 2nd game was slightly more even, except Maxima was rolling huge hits. In combination with Oracle's Secret Attack Plan, it got even nastier. When Maxima can effectively pick apart her opponent's biggest hitters, she's quite a force. I'd say 350-370 is reasonable. I wouldn't go beyond that, as she does have some ways to expose her and take advantage of her weaknesses from the opponent's side, but I wouldn't go any lower than 350. Certainly draftable, but the team needs to be properly constructed, otherwise you may be struggling with Leaving Engagement Attacks, something I didn't have to suffer with here due to the sweep of the 1st game against her, and the 2nd game going in her favor Mate wise at each turn. Her Psychokinesis special went unused, as I didn't find much use for it with her bread and butter being an attack of 7 with blanks being skulls.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: Maxima @7 Life, 350 points
Army Test
Map: Custom
Units: Maxima, Superman II, Star-Lord, Hawkeye (II), Martian Manhunter (I), Angel (Warren) (1600) vs Fantastic Four, Silver Surfer (C3G), Wasp, Iceman (1600)
Spoiler Alert!Maxima advances with Superman, and manages to get a couple hits in on Reed. She would have gone down first to Surfer and Thing's attacks, but Reed flubbed a couple Fantastic Leader 4 rolls in a row to give Maxima the opening to take him down.
Unit Summary:
- Damage Done (Normal Attack): 0 wounds to Silver Surfer in 1 attack, 5 wounds to Mister Fantastic in 3 attacks (destroyed)
- Seeking a Mate: Superman became her Mate at the start of the game. Advanced 1 time. Never chose another
- Lover's Fury: added 2 dice 3 times, counted blanks as skulls 3 times (0 extra skulls, then 1, then 0)
- Psychokinesis: not used
- Damage Taken: 5 wounds from Silver Surfer in 1 attack, 0 wounds from Invisible Woman in 1 attack, 0 wounds from Mister Fantastic in 1 attack, 2 wounds from Thing in 1 attack
Who won? List figures remaining in the winning army (include life remaining for heroes): Silver Surfer, Iceman and Wasp all unwounded
___________________________________________________________
Army Test
Map: Custom
Units: Maxima, Baron Zemo (Heinrich), Superman (II), Solomon Grundy, Star-Lord, Angel (Warren) (1600) vs Captain America (C3G), Bucky, Ms. Marvel, Martian Manhunter (I), Spider-Man (C3G), Captain Marvel (Mar-Vell) (1600)
Spoiler Alert!Okay, here's the blowout victory that's been holding out on me. As much Superman as it is Maxima (probably more Superman), but in the first three rounds, Supes OHKOs Ms. Marvel on an 8-skull roll and then Captain Marvel on a 9-skull roll. Maxima, for her part, one-shots Captain America. Spider-Man becomes the first member of his team to survive an attack, thanks to Spidey-Senses.
Superman gets right back to business by taking out Martian Manhunter in one hit, though, on another 9-skuller. Thus, the match comes down to World vs Spider-Man (and Bucky, but come on, basically just Spider-Man). At the end of round three.
Grundy dispatches Spider-Man in a single hit on the Masters' first OM of round four. Superman seals the deal by finishing off Bucky, with a paltry six skulls.
Unit Summary:
- Damage Done: 5 wounds to Captain America in 1 attack (destroyed)
- Seeking a Mate: Superman becomes Maxima's Mate. Advanced 2 times.
- Lover's Fury: added 2 dice 1 time, counted blanks as skulls 1 time (4 extra skulls)
- Psychokinesis: literally will never be used except sometimes against Professor X
- Damage Taken: none
Who won? List figures remaining in the winning army (include life remaining for heroes): Star-Lord with one wound, Grundy with three wounds, rest of Masters unwounded
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: Ridiculous blowout win in game two, but I'm giving that one to Superman. Still a great showing from Maxima, one-shotting Cap is hard to spin as bad, but Superman was ridiculous and OHKO'd all the other heavy-hitters on the opposing team. Finally got to see a little of that high potential she has in these games.
So, in total, she's at two wins to four losses with the current Danger Room powerset (the whole blanks-as-skulls thing). I'm a little wary of her still since, when she goes all out, she can do a ton of damage... but she requires being in another army with other heavy hitters and is going to be tough to use. So while I'm tempted to dial her down a bit I don't think the results really warrant it.
She was tested at 340-350 and seems fine either way. Looking at it, though, it doesn't seem we have any figures at 345, so I figure, why not slide her in there. Means she fits pretty nicely with Superman II in an 800 point army... but not quite perfectly.
So, second post updated, and I PROPOSE WE MOVE TO FINAL EDITING!
Got a couple sharper ones.
Spoiler Alert!
First one's probably a bit better because you can't tell her eyes are lopsided.
SEEKING A MATE
At the start oftheeach round, if Maxima does not have a Mate on the battlefield, you must choose another figureUnique Hero other than Maxima with the Super Strength special power on the battlefield.that hasThe chosen figure must be the Unique Hero with the highest Attack number listed on its card among Unique Heroes on the battlefield. Aftera player takes a turn with Maxima'sher Mate takes a turn, you mustimmediatelymove Maxima as close tothat figureher Mate as possible, moving up to a maximum of 7 spaces. When moving with Seeking a Mate, Maxima will take any leaving engagement attacks.
LOVER'S FURY
Add 2 to Maxima'srolls 2 additional attack diceAttack number when attacking an adjacent figure. When rolling dice for a normal attack against an adjacent figure or for a leaving engagement attack with Maxima, if Maxima is adjacent to her Mate,when attacking an adjacent figure with her normal attack, or when rolling dice against a figure leaving an engagement with her,all blanks rolled count as extra skulls.
PSYCHOKINESIS 13
Instead of attacking with Maxima, you may choose a figure within 4 clear sight spaces of Maxima and rolla twentythe 20-sided die. If you roll 13 or higher, you may either inflict 1 unblockable wound on that figure or, if that figure is small or medium, you may place that figure on any empty space within 4 spaces of its original placement. Placed figures will not take any leaving engagement attacks.
SUPER STRENGTH
FLYING
SEEKING A MATE
At the start of each round, if Maxima does not have a Mate on the battlefield, you must choose a Unique Hero other than Maxima with the Super Strength special power on the battlefield. The chosen figure must be the Unique Hero with the highest Attack number listed on its card among Unique Heroes on the battlefield. After her Mate takes a turn, you must move Maxima as close to her Mate as possible, moving up to a maximum of 7 spaces. When moving with Seeking a Mate, Maxima will take any leaving engagement attacks.
LOVER'S FURY
Add 2 to Maxima's Attack number when attacking an adjacent figure. When rolling dice for a normal attack against an adjacent figure or for a leaving engagement attack with Maxima, if Maxima is adjacent to her Mate, all blanks rolled count as extra skulls.
PSYCHOKINESIS 13
Instead of attacking with Maxima, you may choose a figure within 4 clear sight spaces of Maxima and roll the 20-sided die. If you roll 13 or higher, you may either inflict 1 unblockable wound on that figure or, if that figure is small or medium, you may place that figure on any empty space within 4 spaces of its original placement. Placed figures will not take any leaving engagement attacks.
SUPER STRENGTH
FLYING