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The Book of Red Ghost

Re: The Book of Red Ghost: Design

SUPER-APE COMMAND
After revealing an Order Marker on this card, before taking a turn with Red Ghost, you may take a turn with up to three Super-Apes you control.

Just realized I forgot to change this to just read Super-Apes instead of Simian Minion Heroes. Is the above wording correct still?
 
Re: The Book of Red Ghost: Design

Looks good to me.
 
Re: The Book of Red Ghost: VOTE for Playtesting

Well the 24 hours are up:
I propose we move to playtesting at 200 points

Down to Hahma already. :lol:
 
Re: The Book of Red Ghost: VOTE for Playtesting

Cool. This passes to Playtesting!
 
Re: The Book of Red Ghost: Playtesting

Red Eyed Jedi said:
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Red Ghost

- 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, I Don't know this character though.

- 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. New factions/synergies are always fun to see, and play.

- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
Pass, take out the Super-Apes one at a time is best.

- DRAFTING TEST/ Consider whether or not this design is worth drafting.
Pass. Works great with the Super-Apes, might be fun to try with some GCW and Apes, If ya want to play 1200 points or so.

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Pass, Intangibility was used to get him into position.

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Pass. What Super-Ape should go first? Keep him in SZ or risk moving with the Apes to get an extra attack in? Both nice strategy points.
_____________________________________________________________​



Army Test
- Does it pass, Yes or No? Yes.
- What should be the unit's point value? 200 seems low to me after this one sided win. The Super-Apes got several lucky rolls though.
- Give a brief overview. I kept Red Ghost in the SZ the whole game. He commanded the Super-Apes from there. The Super-Apes combine their offense on Kingpin taking him out early. Then they move to Sandman who is thrown into water reducing his defense, and quickly destroy him. One shot Boomerang for a lost OM. Then take out Electro, In this one sided game, where the Super-Apes got good rolls and the Criminals never got their synergy going.
Map: Quasatch Playground. (all C3G optional rules, no glyphs)
Units: Team 1. Red Ghost, Super Apes. (Igor, Peotor, Mikhlo) 700 points.
Team 2. Kingpin, Electro, Sandman, Boomerang. 695 points.
Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass, Yes or No? Yes.
- What should be the unit's point value? 200 seems fine after this one.
- Give a brief overview. Red Ghost moves with the Super Apes in this one, but bides his time looking for an opportunity but not wanting to get into the action early, fearing destruction. The Super Apes, get height early Throwing each other to platforms, but are then blasted by Iron Man w/RBSA moving them off platform, Street Fighters combine their offense taking out one Ape then another, until only Mihklo and Red Ghost are left. Red Ghost and Mihklo fight valiantly, but Red Ghost is ganged up on and with a final whiff is destroyed. Mihklo manages to take out Cage finally who really excelled with all the Concrete and Asphalt. Then he destroys Iron Man. Mihklo and Iron Fist duke it out with Fist only dealing 1 wound due to Mihklos Endurance then Focus Chi healing one per round. Mihklo gets several Super Throw12 attempts but misses most, outlasts Iron Fist finally destroying him with a whiff in this very close and fun solo game.
Map: Platforms 5 & 6. (I put Turbo Lifts on the longest ladders, all C3G optional rules, no glyphs)
Units: Team 1. Red Ghost, Super Apes. (Igor, Peotor, Mikhlo) 700 points.
Team 2. Luke Cage, Iron Fist, Iron Man. (Mark IV) 700 points
Spoiler Alert!
 
Re: The Book of Red Ghost: Playtesting

Ouch. Anymore like that and he might need to be bumped. Though it sounds like the first was as much about the dice as anything.
 
Re: The Book of Red Ghost: Playtesting

Smithy Winfred said:
I agree with 200, he's a little on the soft side, but any lower and he would be under priced. Thanks for letting me play test him, it was a blast!:D


C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Red Ghost

- 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, Definitely saw a lot of opportunity with this figure

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Pass, Intangibility helped a ton

- 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? 200 seems good to me, possibly 190 or 195
- Give a brief overview. This battle proved very informative. Not only is Red ghost difficult to kill, he also gives you a huge edge in combat, allowing you to move and attack with up to 4 figure at once. Total, he can utilize 700 points worth in one turn, thats really devastating.

Map: Sewer Labyrinth
Units: Red ghost, Super apes (x3) (vs) Super Skrull (kl'rt), Skrull commandos (x2)

Spoiler Alert!

_____________________________________________________________​


Army Test
- Does it pass
, Yes or No? .
- What should be the unit's point value? Feeling pretty solid at 200
- Give a brief overview. For this battle, I was trying to see how he did when combined with synergies from Solovar, but that didn't really work out to well b/c Thor pounded him into the ground in his first attack. I still think he's a very good, safe unit, by placing OMs on him, you can ensure you don't get a lost turn when one of your figures is destroyed

Map: Sewer Labyrinth
Units: Red ghost, Super apes (3x), Solovar, Gorilla Grodd (vs) Captain America, Thor, Hulk, Iron Man (mk II)

Spoiler Alert!


Really like him, one of my favorite play tests so far. He is hugely useful and flexible. Allowing you to either spread out to kill soldiers, or uniting to bring down a more powerful hero. My only remark is the lack of flying, but I'm sure you guys no more than I do

Yea flying is not really his power. He's just called a ghost because he is intangible and can walk through walls and people can go through him but not for flying. Thanks for the tests.
 
Re: The Book of Red Ghost: VOTE for Final Editing!

I propose we move to Final Editing at 200 points.
 
Re: The Book of Red Ghost: VOTE for Final Editing!

yea!
 
Re: The Book of Red Ghost: VOTE for Final Editing!

Yea
 
Re: The Book of Red Ghost: VOTE for Final Editing!

Btw, glad to see Smithy finally get a chance to finish one of the tests he signed up for. :) He and Clembo are both definitely on the Ally watch list right now (and Puzzle Monkey too!).
 
Re: The Book of Red Ghost: VOTE for Final Editing!

This passes to Final Editing. I'm working on the cards now. :up:
 
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