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The Book of Megatron

Re: The Book of Megatron - Public PT

What are you wanting to see here, YK? I’ll probably test against Order Marker hubs. Should Ivrun him with fast figures that don’t mind being engaged? Maybe some Speedsters?
 
Re: The Book of Megatron - Public PT

Nothing sticks out for me. Just try him however you think he might do the best.
 
Re: The Book of Megatron - Public PT

Sounds good! Can't promise they'll come fast, but hopefully within a week or two!
 
Re: The Book of Megatron - Public PT

C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE PLAYTEST UNIT: MEGATRON

Army Test
Map: Custom
Units: Ray Palmer (50), Ragdoll (100), Green Lantern (John Stewart) (340), Megatron (410), Robin (Dick Grayson) (100), Blob (165), Skrull Infiltrator (x3) (30) (1195) vs Mister Fantastic, Human Torch, Thing, Invisible Woman (1,000), Wasp (I) (50), Iceman (150) (1200)
Spoiler Alert!

___________________________________________________________​
Army Test
Map: Custom
Units: Atom (Ray Palmer) (50), Ragdoll (100), Green Lantern (John Stewart) (340), Megatron (410), Robin (Dick Grayson) (100), Blob (165), Skrull Infiltrator (x3) (30) (1195) vs Captain America (240), Leonardo, Donatello, Raphael, Michelangelo (700), Archangel (260) (1200)
Spoiler Alert!

___________________________________________________________​
 
Re: The Book of Megatron - Public PT

He felt solid. Based on my tests at least, I wouldn't mind seeing him drop to 390-400.
 
Re: The Book of Megatron - Public PT

Thanks! I like how you used Blob, Ragdoll, and the Skull Infiltrators to try and keep figures from engaging Megatron so the SA could be used. He felt solid but not maximizing his potential in my games too, so I am a bit worried now that the same thing happened in your tests.

I'd really like to get him up to 410 if he's feeling low, him and Prime were thought of as pretty evenly matched. Any thoughts on some small tweaks or that might boost him up to 410? I already lowered the d20 roll on cower and it does look like it worked a little better in your tests, so I'm thinking somewhere else. He has taken a serious beating on several times, even seemingly been defeated more than once only to return later, so maybe give him 1 more life than Prime? Would that push him up over 410 though?
 
Re: The Book of Megatron - Public PT

You could always bump the Cower back up if the Life bump is too much.
 
Re: The Book of Megatron - Public PT

Thanks! I like how you used Blob, Ragdoll, and the Skull Infiltrators to try and keep figures from engaging Megatron so the SA could be used. He felt solid but not maximizing his potential in my games too, so I am a bit worried now that the same thing happened in your tests.

I'm confused. I did that to maximize the bonus for his Cower power, not because of the special attack. Unless I missed something, which is possible, there's no requirement for him to not be engaged in order to use the special attack, is there? I'd hope not, as I didn't play him that way, and that'd make him less powerful.

Yodaking said:
I'd really like to get him up to 410 if he's feeling low, him and Prime were thought of as pretty evenly matched. Any thoughts on some small tweaks or that might boost him up to 410? I already lowered the d20 roll on cower and it does look like it worked a little better in your tests, so I'm thinking somewhere else. He has taken a serious beating on several times, even seemingly been defeated more than once only to return later, so maybe give him 1 more life than Prime? Would that push him up over 410 though?

The longer he's around the more value he's going to get out of his powers, I suppose. The special attack is cool, but it's once per round and all or nothing (I wouldn't waste time with the 4 and 6 version unless I'm after someone really hard to hit like Robin (Dick Grayson) or trying to off squaddies) and the Cower power is good, but in order to get the roll down you have to really set it up, and even then it's a 50/50. I'm sure he's something the competitive guys could exploit though, so I'd resist making him too much stronger.

His normal attack from range might actually be his strongest feature, but between being huge and having this threat level, he's hard not to target in a big way. Blob can keep him clean for a bit, but the enemy has every reason to target him.

Maybe I should've played him with more defensive back up and not just screeners?

I'd consider adjusting the Cower roll down one more or Life up one or just getting another test and seeing if the luck evens out a bit. I really do think the potential is there.

Oh, actually, thinking of this as I'm typing, probably the biggest thing holding him back from really unleashing is the range 4 for his powers. So if you really wanted to bump him some, just move the range of his powers up to 5 from 4 and that'll make a huge difference for him, IMO.
 
Re: The Book of Megatron - Public PT

It looks like you played it right Bats, I guess the unengaged clause got cut at some point from the SA and I was just mis-remembering what got passed. I feel like I rarely used the SA in my initial though due to him being engaged so I might have messed up my own tests.

I kind of wanted him to have a powerful normal ranged attack, but with a limited range to help keep it in check, so I'm not sure about increasing his base range. Maybe increase the range by 1 for the SA though since someone else is the one using it and to help show why he has & uses the gun mode (ie. it is stronger with 10 att. dice and has a longer range). Also would be fine with expanding the range on Cower, as that has proved to be not as impactful as I first feared it might be. That is a really good thought. I could even see that aura going up to 6 as he is a Huge figure that cast a long shadow. Due to the defense also being so high, I am leery of messing with the life as that could result in going over 410 by quite a bit.
 
Re: The Book of Megatron - Public PT

That is an interesting tweak and might just help out enough to bump him up to 410.
 
Re: The Book of Megatron - Public PT

This is what I think I'll send out to the next tester and see how it works out.

COWER BEFORE MEGATRON
After moving Megatron, you may choose a figure within 6 clear sight spaces of Megatron that is not Valiant. If there are 1 or more unrevealed Order Markers on the chosen figure's card, roll the 20-sided die, adding 1 to the roll for every figure you control engaged with a figure in that opponent's army up to a maximum of +5. If you roll 15 or higher, remove one unrevealed Order Marker from the chosen figure's card.

P38 HANDGUN TRANSFORMATION
Once per round, instead of taking a turn with Megatron, you may attack with a Hero you control within 2 clear sight spaces of Megatron that is not tiny. During that attack, it must use Megatron's Hand Cannon Special Attack and cannot use any other special powers.

HAND CANNON SPECIAL ATTACK
Range 5. Attack 4, 6, or 10.
Start the attack with 10 attack dice. You may attack with 4, 6, or 10 attack dice until all 10 attack dice have been rolled. Megatron cannot attack with this special attack.
 
Re: The Book of Megatron - Public PT

Can we go 5/5? Just seems odd to have three different ranges on three different functions (more for the brain to process and screw up). I think that upping the range on Cower will do the most to improve his effectiveness, though.

As it is, I had opportunities to use the special attack, but it felt more effective to just try for Cower and his normal attack most of the time unless I really wanted to try to take a target out.
 
Re: The Book of Megatron - Public PT

How about if we leave the SA at 4 then and just Cower up to 6 as the only change?
 
Re: The Book of Megatron - Public PT

I'm cool with that.
 
Re: The Book of Megatron - Public PT

Alright then, that is what I'll update the SP with then (only a change to Cower's aura up to 6).
 
Re: The Book of Megatron - Public PT

I think that's the power that'll truly unlock his potential, so the better you can screen him and keep him out of the thick of it, the stronger he'll be. Hopefully not too strong! But 400+ gives you some room to be fairly nasty.
 
Re: The Book of Megatron - Public PT

I added a bio as well today, pretty basic so if anyone wants something more just let me know what you are looking for.
 
Re: The Book of Megatron - Public PT

Just a thought, but the power of that hand cannon seems ripe for an "each skull you roll is doubled" clause. What if it was Range 4, Attack 2, 3, or 5? Start the game with 5 instead. I'd actually push for 1-5 at that point. Gives him that giant attack, "miss=big miss, hit=big hit" feel.
 
Re: The Book of Megatron - Public PT

I'd be okay with that. I do kind of prefer the 2 attacks or 1 though rather then turning the pistol into a machine gun with 5 attacks possible. So I'd just advocate leaving it at 2, 3, or 5.

Anyone else have any thoughts it?
 
Re: The Book of Megatron - Public PT

I like rolling ten dice. :-D
 
Re: The Book of Megatron - Public PT

Same. It's fun to roll a fistful.
 
Re: The Book of Megatron - Public PT

As do I, but mechanically, the 2 for 1 mechanic works better for him, IMO. Think about those gun blasts, often miss, still feared, really damages when he does hit. :2cents:
 
Re: The Book of Megatron - Public PT

Quick turn around by LV.

LordVenoc said:
Here it is. Ran the same team with Megatron twice, as it proved to be quite effective. Two quite big wins here really. Let me know if you have questions.

C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Megatron
Army Test
Map: Conflict Chernobyl
Units: Megatron, Arthrian Invaders x3, Skrull Infiltrators x5 vs Mister Fantastic, Thing, Human Torch, Invisible Woman
Unit Summary
Damage: 6 wounds dealt total.
Abilities: OM’s Removed: 2/6 Attempts
Hand Cannon Wounds: 6 additional wounds.
Spoiler Alert!

_____________________________________________________________​

Army Test
Map: Conflict Chernobyl
Units: Megatron, 3x Arthrian Invaders, 5x Skrull Infiltrators vs Optimus Prime, Captain America, Ms. Marvel
Unit Summary
Damage: 9 wounds dealt
Abilities: OM’s Removed: 1/2 Attempts
Hand Cannon Wounds: 8 additional wounds.

Spoiler Alert!

_____________________________________________________________​
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: Megatron is a solid powerhouse. I’m not sure if the success of these games is on his strength or the power of the combo with the Invaders. They were a really excellent screen against these foes, and managed to hold up well against multi-attacks. Megatron’s bulk makes it easy to just keep recycling in Invaders while he works to take out foes between his power and occasionally arming Skrulls that pop in.
GENERAL THOUGHTS ON THE TESTED UNIT: He has an interesting play style that I enjoyed a lot. I’m really not sure where I might say to reign him in, if that’s your feeling from these games. The OM removal didn’t play a tremendous part in all honesty. For these games, I really felt like it was on the sheer swarming potential of the Invaders. Foes just couldn’t clear them fast enough to even try and get to Megatron, who stayed so close that there was no real way to get to him without clearing the swarm.

Beating the Fan4 was pretty impressive, since they have the multi-turn potential to cut through the Invaders. Second game I'm not as concerned about, all 3 of those heroes want OM's for different powers on their cards so it wasn't as efficient at the Fan4 can be. Lots of damage from Megatron in that one though, which is actually kind of nice to see. He should be deadly.
 
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