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.
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.
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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!
Round 1. Initi. Criminals
Turn 1.
Kingpin, Organized with Sandman, they both move forward.
Red Ghost, Commands the Super-Apes forward. He stays in SZ.
Turn 2.
Kingpin Organized with Boomerang, both move forward, Kingpin moves forward some but not much.
Red Ghost Commands Super-Apes, Peotor moves, (all 3 KP, Sandman, Boomerang in Grasp 12 range now) attacks w/h on Kingpin, dealing 1. (t1) Mikhlo moves, attacks w/h on Kingpin who blocks. Then throws KP for a Wound. (t2) Igor moves attacks but misses.
Turn 3.
Kiingpin Organized w/Sandman who moves, no Grasp 12, and attacks w/h on Igor dealing 2. (t2) Kingpin moves, no Grasp 12 attacks Mikhlo w/h who blocks.
Red Ghost Commands Super-Apes. Mikhlo attacks w/h on Kingpin, dealing 1. (t2) Then Throws him for no damage. Igor moves, attack w/h on Kingpin who blocks. Peotor attacks w/h on Kingpin dealing 1. (t3)
Round 2. Igor Shapeshifts and places 4 markers on his card. Initi Criminals
Turn 1.
Kingpin Organized w/Sandman who Sandstorms over Igor dealing 1, (t3) but misses the other roll. attacks Peotor dealing 1. (t1) Kingpin is Grasped and can't attack.
Red Ghost Commands Super-Apes. Mikhlo attacks Sandman, dealing 1. Then throws him for another. (t2) Igor attacks w/h on Kingpin, 4 skull roll destroys him. Peotor attacks w/h on Sandman who blocks.
Turn 2.
Sandman Sandstorms over both Peotor and Mihklo but misses both. Then attacks w/h on Igor who blocks. Then Heals 1. (t0)
Red Ghost Commands Super-Apes. Peotor Tosses Sandman into Water. Igor attack w/h on Sandman dealing 2. (t2) Mikhlo moves and attacks w/h on Sandman who blocks. Then throws him for a wound. (t3)
Turn 3.
Sandman Storms again, dealing 1 to Mikhlo only. (t1) Then attacks w/h on Peotor who blocks, Sandman heals for 1. (t2)
Red ghost Commands Super-Apes. Peotor tosses Sandman into water. Igor attacks w/h on Sandman, dealing 2 on a whiff.(t4) Mihklo attacks w/h on Sandman destroying him.
Round 3. Igor keeps 3 markers on him. Initi Super-Apes
Turn 1.
Red Ghost commands Super-Apes. Mikhlo moves attack w/h on Boomerang, dealing 3. (t3) then throws him for final wound destroying him. Peotor moves, tosses Electro. Igor moves attacks w/h on Electro dealing 2. (t2)
Boomerang dead OM.
Turn 2.
Red Ghost Commands Super-Apes. Mihklo moves adj to Electro taking a wound from Electric Skin. (t2) Attacks Electro, dealing 1. (t3) Misses the Toss. Igor attacks w/h on Electro, 5 skull roll destroys him.
Who won and how many wounds did they have? Team 1 wins. Red Ghost unwounded. Igor with 3 wounds, Peotor with 1 wound, Mihklo with 1 wound.
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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!Round 1 Initi. Fighters
Turn 1.
Cage I Got Your Back w/Iron Man, who Fly's to First platform, Cage moves out.
Red Ghost Commands Super-Apes. Igor moves out. Peotor moves, tries to toss Igor to middle platform but misses the roll. Mikhlo moves Super Throws Igor to middle platform. Red ghost, moves through obstacles ends under platform.
Turn 2.
Cage IGYB w/Iron Fist who moves. Cage moves to Asphalt in front of 1st platform.
Red Ghost Commands Super-Apes. Mikhlo Super Throws Peotor to middle platform. Peotor moves attacks w/h on Iron Man who blocks. Igor stays put. Red Ghost moves some.
Turn 3.
Cage IGYB w/Iron Man who Fly's (miss Grasp12) to middle platform attacks w/Repulsor Beam SA on Igor. 1 skull roll is blocked, twice. Cage moves.
Red Ghost Commands Super-Apes. Igor and Peotor attack Iron Man. dealing 1. (t1) Mikhlo, Red Ghost move but can't get attacks in.
Round 2 Initi. Fighters Igor Shapeshifts and puts 4 markers on his card.
Turn 1.
Cage IGYB w/Iron Man attacks w/RBSA on Igor. 4 skull roll deals 1. (t1) and placed off platform taking 1 for falling damage. (t2) Iron man then attacks w/RBSA on Peotor, dealing 1 (t1) also placing him off platform, out of Grasp sight. Cage moves up attacks w/h & Street Fighter on Igor dealing 1. (t3)
Red Ghost Commands Super-Apes. Mikhlo attacks Cage w/SF who blocks, then misses his Throw. Igor moves and attacks Cage who blocks again. Peotor attacks Cage w/SF who blocks a third time!
Turn 2.
Cage IGYB w/Fist who moves attacks w/Force of 1 (7) on Igor w/h destroying him. Cage moves (no Grasp12, miss LEA) attacks w/SF on Peotor, dealing 3 on a whiff. (t3)
Red Ghost Commands Super-Apes, Mihklo moves, attacks w/h on Iron Fist who blocks. Then Super Throws him for a wound.(t1) out of Cages IGYB range. Peotor attacks Cage w/SF who blocks. Red Ghost continues to bide his time under 1st platform.
Turn 3.
Cage IGYB w/Iron Man who attacks w/h on Peotor who blocks. Cage attacks w/SF on Peotor destroying him.
Red Ghost Commands Super-Ape. Mihklo who moves, attacks Cage w/SF. 6 skull roll! dealing 1 only though. (t1) Super throw\s Cage for another, into shadow. (t2) Red Ghost moves in, using Intangibility to get into position, attacks w/h on Cage dealing another (t3)
Round 3 Initi. Fighters again.
Turn 1.
Cage IGYB w/Iron Man who Fly's down adj and attacks on Red Ghost who blocks a 3 skull roll. Cage moves, Miss LEA (Fist now in range) attacks w/SF on Red ghost w/h. Dealing 1 (t1)
Red Ghost Commands Mihklo who attacks Cage w/SF. blocked. misses the throw. Red Ghost attacks w/h on Cage who blocks again.
Turn 2.
Cage IGYB w/ Iron Fist who moves adj to Cage, Focuses his Chi removes the X and heals him for 1. (t2) Cage attacks w/SF on Red Ghost w/h who blocks.
Red Ghost Commands Mihklo who attack Cage w/SF dealing 1. (t3) then misses throw. Red Ghost attacks w/h on Cage w/SF. Dealing another. (t4)
Turn 3.
Iron Fist, Stealth Leaps adj to Red Ghost attacks w/FO1, 6 skulls, 1 shield roll destroys Red Ghost.
Mihklo attacks Cage w/SF dealing 1 and finally destroying him. then throws Fist for 1. (t2)
Round 4 Init. Apes
Turn 1.
Mihklo attacks w/h on Iron fist dealing 1. (t3) then Super Throws him but misses.
Iron Fist moves attacks w/FO1 on Mihklo dealing 1. (t1) then Focus Chi heals 1. (t2)
Turn 2.
Mihklo, moves attacks Iron Man who rolls one shield and is destroyed. Super Throw is a miss on Fist.
Iron Man dead OM.
Turn 3.
Mihklo attacks w/h on Fist who blocks, misses the throw.
Iron Man dead OM.
Round 5 Initi. Fighters
Turn 1.
Iron fist moves, attacks w/Fo1 on Mihklo dealing 1. (t2) Then Focus Chi heals 1 (t1)
Mihklo attacks Iron Fist who blocks. still no Throw.
Turn 2.
Iron Fist attacks w/Fo1 on Mihklo dealing 1. (t3)
Mihklo attacks Fist who blocks. Super throws him for a wound. (t2)
Turn 3.
Iron Fist, moves attacks w/Fo1 on Mihklo dealing another (t4)
Mihklo attacks Fist, dealing 2. (t4) misses the Throw.
Round 6. Initi Fighters again
Turn 1.
Iron fist attacks w/FO1 on Mihklo dealing 1. (t4) Focus Chi Heals 1. (t3)
Mihklo attacks Fist who whiffs and is destroyed!
Who won and how many wounds did they have? Team 2 wins. Mihklo survives with 4 wounds.
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!
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
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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!The battle started with the apes moving up while Super Skrull inspired his soldiers. When they engaged, Super Skrull quickly finished off Peotor, only taking one wound from the apes. It was looking pretty grim after the Skrull commandos started ripping apart mikhlo, but they pulled it together, with some pretty lucky hits, and a few super throws, they were able to bring Super Skrull down to 2 life and destroy 3 out of the 4 soldiers before they lost mikhlo. However, Igor donated quite a bit as well. Once he was able to get up the the enemy, he was quite effective, with a 6 defense and 5 life, he was tough to kill, but he could still lay down some punishment with his 5 attack. In the end though, Super Skrull was able to achieve victory by bouncing Red ghost and Igor down to the water where he could rip them apart from height
Who won and how many wounds did they have? Skrull win, Super Skrull 5/6 wounds, 1 out of 4 Skrull commandos remaining.
Pretty good, he definitely made up his points, but I was surprised he didn't have flying. I'm not to savvy about my Fantastic Four villains, but I thought he could sort of "phase" through air, allowing him to fly, maybe I am wrong.
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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!So at the beginning, both teams kept their distance, trying to get some height advantage. But when Peotor hit Thor to start the battle, Thor just soared in and GOTS-ed all of the apes and Solovar, hitting both Solovar and Peotor. Then the apes swarmed him, dealing 4 wounds to the God of Thunder. Now surrounded by the apes, who are battering at his defenses, he uses Mjonir to hit Solovar from range but actually ended up doing more damage to Mikhlo, who is weak against special attacks, and Igor. Thor kills Mikhlo, but is brought down to 1 life left. Then the hulk jumps in and Smashes Peotor to a pulp, but then Grodd mind controls Thor into attacking Hulk, dealing 3 wounds and releasing the beast. He jumps into the middle of the fray with his last order marker, hoping to keep rage, and he kills Solovar. Grodd walks up and attacks Hulk for a lucky 2 more wounds. But Hulk can't be stopped, he hits Grodd for 3 wounds. Using the 3 wounds Hulk gave him, he mind controls Thor again and rolls a 7 attack to finish of Hulk. While Red ghost and Igor finish off thor, Cap Moves up and Throws his Sheld, missing Grodd but defeating Igor. Grodd then moves up and fights it out with iron man and Cap. Grodd just can't break through his shield, and eventually falls when Iron Man throws him to the water and attacks him with 2 plus to his attack. Red Ghost finally joins the fray, killing Cap (who had 1 life left) but falls to Iron Man
Who won and how many wounds did they have? Summary - Avengers win, Iron Man full health, all others destroyed. It was a close match with a few better rolls, the Apes might have been able to put in a win here
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