Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.
Re: The Book of Reed Richards (Visionary) - Playtesting
I like the clarity of the unblockable happening before the glyph goes flying away. It looks like you can have it hit an opponent who picks up a loose glyph and then looses it. A good way to discourage your opponent from using your tech against you. That extra W might finish them!
Re: The Book of Reed Richards (Visionary) - Playtesting
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: Reed Richards VERSION TESTED
Spoiler Alert!
NAME = REED RICHARDS
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = VISIONARY
PERSONALITY = BRILLIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 8
RANGE = 1
ATTACK = 4
DEFENSE = 6
POINTS = 220
VISIONARY THEORETICIAN
Start the game with 4 Invention Equipment Glyphs of different types in a Glyph Pool, power-side up. After winning initiative, you may choose a glyph from Reed Richard's Glyph Pool and place it onto the card of a Visionary you control, or onto the card of a friendly adjacent Unique Hero. When a figure would lose that glyph, before removing it from a figure's card, you may roll an unblockable attack die against a figure on or within 1 space of that glyph.
ELONGATION
Before moving Reed Richards normally, you may subtract up to 8 from his Move number to add that to his Range number for this turn. If you subtract at least 4, he also gains the Flying special power during that movement. Reed never takes any leaving engagement attacks and may attack non-adjacent figures while engaged.
CONTINGENCY PLAN
While Reed Richards is in play, when an Army Card you control has all of its figures destroyed, you may immediately remove any unrevealed Order Markers from that card and place them on any other card you control.
SUPER STRENGTH
Army Test
Map: Elm Street.
Units: Reed, Strange, Xavier, Stark (1,000) vs Skrull Emperor (300), Super Skrull (340), Skrull Warriors (110)x3, Skrull Infiltrators (10)x3 (1000)
Spoiler Alert!
Illuminati moved in with Strange with an E-Ray, the strat was to use it to turn Super-Skrull into a Gorilla. The entire team died trying to accomplish this.
Who won? List figures remaining in the winning army (include life remaining for heroes): Emperor (no wounds), Super Skrull (no wounds), Infiltrators X3, Warriors (3/6).
Army Test
Map: Elm Street.
Units: Reed, T’Challa, McCoy, Strange, Final Ruin, Temporal Inversion, Mesmerize (1,000) vs Professor X (190), Cyclops (II) (240), Angel (90), Psylocke (250), Nightcrawler (AoA) (230) (1000)
Spoiler Alert!
T’Challa went down early, the rest of the team was trying to stop Xavier’s Mind Blasts, but Nightcrawler was engaging and getting blanks. Initiative was not won until the very last round when Reed was pretty much dead anyway. The X-Team was a hard counter.
Damage Done (Normal Attack): Inflicted 0 wounds.
VISIONARY THEORETICIAN: Reed got the Neutralizer in the very last round.
ELONGATION: Was solid. Good for movement.
CONTINGENCY PLAN: Used well.
Who won? List figures remaining in the winning army (include life remaining for heroes): Cyclops (safe), Nightcrawler (safe), Psylocke (safe), Angel (safe), Xavier (¼ remaining).
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: Reed himself worked fine. I whiffed a metric ton on both games and the luck was not there. The glyphs are fun and a lot of Inventions serve as excellent counters to things, so it really helps Reed feel leadery in that he gets the Illuminati to meet whatever challenge they are facing. Elongation is a really nice power that’s guaranteed some use, especially if you held him back and now he needs to get somewhere. Contingency Plan makes a ton of sense and is useful for the Illuminati. Stats are just okay, but Reed isn’t a powerhouse. The games were abysmally bad, but Reed was probably about the second best performer overall, so I’d say cost is good. Maybe another 210, so he's swappable with T'Challa, but 220 feels fine.
GENERAL THOUGHTS ON THE TESTED UNIT: Good unit that does well for the faction. The toys are fun, but like many Illuminati designs, the payoff stacks with winning initiative and is punishing when you don’t. The main problem is I am apparently crap at playing Illuminati.
Re: The Book of Reed Richards (Visionary) - Playtesting
I played as the opponent in the above games. The Illuminati inflicted 3 total wounds each game.
Game 1 shows that Black Panther would have been a much better draft than Reed at 10 points less. It would have given the team turn efficiency that could better compete against the very efficient Skrulls, and it would allow Prof X to best use his Mental Blast.
Reed mostly just preserved Order Markers of his friends being mowed down.
Game 2 I used a Cyclops (II) and Prof X (Visionary) team I had tested Xavier in. It’s a nasty army normally, but I didn’t think about Cyclops’ initiative boost until the game started.
The X-Men’s +6 beat the Illuminati’s +3 (and potential re-roll) almost every time, so while the Illuminati were knee-capped, Xavier was cloaking the X-Men. Again, Reed mostly just preserved Order Markers of his friends being mowed down.
I’m going to call back to @Ericth74’s thoughts about being closer to 200. I think in Reed’s ideal build, he competes with Beast in terms of value, and doesn’t against Black Panther. Would like to see more tests. Could be one at 210 and one at 200? Or just two at 200?
Re: The Book of Reed Richards (Visionary) - Playtesting
If 210 is the tough sell since BP is an essential draft, id go with 200. That makes him and Beast interchangeable or either as an easy tack on to a 900 or 1000 point army to bump them to 1100 or 1200.
So if that's the desire, test him there and adjust stats accordingly to get him there if needed.
Re: The Book of Reed Richards (Visionary) - Playtesting
I think 200 also works as a go to add on for the Illuminati builds. Does he really need more tests at that cost, I think he might be good for final editing. The glyphs and the interactions are variable and swingy, it'd be cool to have him as just a loaded but not undercosted 200 pointer, like Batman at 250.
Re: The Book of Reed Richards (Visionary) - Playtesting
What's the breakdown of what version has been tested and how he felt to the playtesters at each point? (Sorry, been immersed in 2.0 and want to be able to have an informed opinion here).
What's the breakdown of what version has been tested and how he felt to the playtesters at each point? (Sorry, been immersed in 2.0 and want to be able to have an informed opinion here).
Sorry that I'm just now answering this. Reed playtest W/L record had been 3/6. Just tried him at 200, so it is now 4/7. He's generally felt fun, but not game changing, and there's been a general trend in suggestions that he go down in points.
Here's two tests at 200, one against Splash, then against Ericth.
NAME OF THE PLAYTEST UNIT: REED RICHARDS Version Tested:
Spoiler Alert!
NAME = REED RICHARDS
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = VISIONARY
PERSONALITY = BRILLIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 8
RANGE = 1
ATTACK = 4
DEFENSE = 6
POINTS = 200
VISIONARY THEORETICIAN
Start the game with 4 Invention Equipment Glyphs of different types in a Glyph Pool, power-side up. After winning initiative, you may choose a glyph from Reed Richard's Glyph Pool and place it onto the card of a Visionary you control, or onto the card of a friendly adjacent Unique Hero. When a figure would lose that glyph, before removing it from a figure's card, you may roll an unblockable attack die against a figure on or within 1 space of that glyph.
ELONGATION
Before moving Reed Richards normally, you may subtract up to 8 from his Move number to add that to his Range number for this turn. If you subtract at least 4, he also gains the Flying special power during that movement. Reed never takes any leaving engagement attacks and may attack non-adjacent figures while engaged.
CONTINGENCY PLAN
While Reed Richards is in play, when an Army Card you control has all of its figures destroyed, you may immediately remove any unrevealed Order Markers from that card and place them on any other card you control.
SUPER STRENGTH
Army Test Map: Ivy’s Greenhouse Units:
Reed (200), Strange (320), Iron Man (270), Black Panther (210) (1000)
Orig X-Men Results:
Crushing defeat for the X-Men, but not due to the Illuminati. Angel and Prof X hung out near one end of the left bridge while Cyclops and Jean on the other bridge ran straight into the fire of Iron Man and Doctor Strange. Once they fell, Iceman and Beast did the same thing. Had Angel and Professor X been in the game it would have gone much differently.
Reed didn’t take turns until the last two rounds. On one of his turns, he made Angel a Simian. Too late to matter, but was fun. The Shrink Ray crippled Beast, who had to leap to move around. It did get used against Iron Man at one point. The two unblockables from losing glyphs both failed.
Spoiler Alert!
Game Summary: Invention Pool: Web Pistol, E-Ray, Shrink Ray, Teleportation Belt
Initiative: Splash rolled a 20
R1T1(Player): Angel carries Prof X up. Beast moves up.
R1T1(Player): Strange destroys a tree.
R1T2(Player): Angel carries Prof X. Cyclops destroys tree.
R1T2(Player): Strange moves back 1 space.
R1T3(Player): Cyclops and Jean move up. Jean destroys a tree.
R1T3(Player): Strange stays put.
Initiative: Splash gets a 20 again.
R2T1(Player): Jean moves up and throws Beast, and Cyclops wounds Strange.
R2T1(Player): Iron Man puts 1 wound on Cyclops.
R2T2(Player): Iron Man blocks Jean and Cyke.
R2T2(Player): Strange puts 2 wounds on Cyclops.
R2T3(Player): Jean throws Strange and inflicts 1 wound. Strange blocks Cyclops.
R2T3(Player): Strange Is blocked by Cyclops
Initiative: Toy. Iron Man get the Shrink Ray.
R3T1(Player): Iron Man’s explosion wounds 1 on Jean and destroys Cyclops. Shrink Ray fails. Strange moves adjacent to Jean and inflicts 1 wound.
R3T1(Player): Jean fails to throw Iron Man and wounds Strange. Iceman moves up and Strange blocks.
R3T2(Player): Jean blocks Strange. Iron Man inflicts 1 wound on Beast and shrinks Jean.
R3T2(Player): Jean retreats and inflicts 1 wound on Strange, and Iceman inflicts 1 wound on strange, removes X order marker.
R3T3(Player): Strange destroys Jean and Iron Man engages Iceman and inflicts 2 wounds. Shrinks him.
R3T3(Player): Beast moves up. Iceman is blocked.
Initiative: Toy. BP gets teleportation belt.
R4T1(Player): Iron is blocked, shrinks Beast. Strange retreats.
R4T1(Player): Beast leaps up. Iceman inflicts 1 wound on Iron Man. Unblockable fails. Shrink ray goes flying.
R4T2(Player): Strange puts 2 wounds on Beast. Black Panther moves up, teleports and Iceman blocks.
R4T2(Player): Beast grabs shrink ray and shrinks Iron Man. Iceman takes an LEA and BP blocks him.
R4T3(Player): Strange and BP are blocked.
R4T3(Player): Beast engages Iron Man, takes a Fending Daggers wound, unblockable fails and Shrink Ray goes flying. Iceman destroys Strange.
Initiative: 11+3, Reed gets the E-Ray.
R5T1(Player): Iron man takes no lea, grabs Shrink Ray. Iron Man’s explosion destroys Beast and Iceman. Reed moves up.
R5T1(Player): Angel moves up Prof X.
R5T2(Player): Iron Man uses Explosion on a tree, which is destroyed, wounding Prof X, who takes an unblockable, and so does Angel. Reed turns Angel into a Simian.
R5T2(Player): BP blocks Prof X.
R5T3(Player): Prof X takes a wound from IM and ends BP’s turn.
R5T3(Player): Prof X is knocked away from BP.
Initiative: Toy rolls 21. Can’t place Neutralizer.
R6T1(Player): Iron Man explosion attacks a bush, which destroys Prof X. Reed is blocked by Angel.
R6T1(Player): Angel is blocked.
R6T2(Player): Angel blocks
R6T2(Player): Angel whiffs
R6T3(Player): Iron man destroys Angel.
Who won?
Iron Man 1 wound, Reed and Black Panther unwounded.
Army Test Map: Sacred Shrine Units:
Reed (200), Strange (320), Iron Man (270), Black Panther (210), Professor X (190), Lightning Bolt (5)x2 1200
Captain America (240), Wasp (160), She-Hulk (370), Thor (430) Results:
Massive win for the Avengers. I don’t think I’ve ever beaten a team that had Wasp/She-Hulk, let alone one filled out with Cap and Thor.
I took Strange too far out, and he got Super-Leaped by She-Hulk, and then she and Thor just objected and unblockable and beat him to 1 life remaining by the end of R1. Tried to use the Experimental Medicine glyph to save him at the start of the next round, but of course it killed him instead. Contingency at least preserved his Order Markers. Thor and She-Hulk then went person to person and finished them all off.
Some pretty bad luck for the Illuminati as well. Fending daggers failed 5 of 6 times. Mental Blast failed 5 of 6 times. Both Glyph unblockables failed. And when Black Panther rolled any skulls against Wasp, she met with equal or greater shields. Spoiler Alert!
Spoiler Alert!
Game Summary: Pool: Shrinking Ray, Web-Pistol, Teleportation Belt, Experimental Medicine
Initiative: Strange re-roll gets the win, gains teleportation belt
R1T1(Player): Strange moves up. BP moves up.
R1T1(Player): Cap moves up.
R1T2(Player): Strange throws a Bolt at Cap for 1 wound, Xavier moves up.
R1T2(Player):Thor puts 1 wound on Strange, She-Hulk Sensational Smashes Strange for 1 wound. Attacks for 1 wound.
R1T3(Player): She-Hulk Objects Strange’s turn. Prof X fails all rolls against She-Hulk
R1T3(Player): Strange is brought to 5 wounds.
Initiative: Re-Roll teleports Iron man, who gets Experimental Medicine.
R2T1(Player): Iron Man swaps Experimental Medicine with Strange. Teleports away to attack Ruin with explosion attack, which destroys ruin and wounds Wasp. Strange is destroyed by Experimental Medicine, and his unblockable fails. Glyph goes flying. His Order Markers go to Iron Man.
R2T1(Player): Iron Man blocks Thor, but takes 2 wounds from She-Hulk.
R2T2(Player): Iron Man teleports back, 1 wound on She-Hulk. BP moves up.
R2T2(Player): Thor engages IM, fending daggers fails, Thor destroys IM, unblockable fails. She-Hulk leaps to Prof X for no wound and Daggers fail. Attacks for 1 wound.
R2T3(Player): BP puts 2 wounds on She-Hulk and Mind Blast puts 1 wound on She-Hulk.
R2T3(Player): Thor takes a Fending Dagger engaging Prof X. Thor inflicts 1 wound, She-Hulk destroys him.
Initiative: Ericth
R3T1(Player): Thor inflicts 1 wound on Reed, She-Hulk inflicts 3 wounds.
R3T1(Player): BP heads for Wasp.
R3T2(Player): Cap grabs Teleportation belt, and inflicts 1 wound on Black Panther. She-Hulk attacks Reed, who blocks.
R3T2(Player): BP Closes in on Wasp.
R3T3(Player): Cap teleports to BP. Fending Daggers fails. Cap is knocked back by Vibranium. She-Hulk destroys Reed.
R3T3(Player): Wasp blocks BP’s 3 skulls with 5 shields
Initiative: Toy
R4T1(Player): Wasp blocks BP’s 4 skulls with 4 shields
R4T1(Player): No fending Daggers. Cap inflicts 1 wound on BP and is knocked back. She-Hulk moves up.
R4T2(Player): Wasp blocks BP’s 2 skulls with 2 shields
R4T2(Player): No fending Daggers, BP blocks Cap.
R4T3(Player): Wasp blocks BP.
R4T3(Player): Fending Daggers fails, She-Hulks destroys BP.
Who won?
Wasp 1 of 3 wounds, Cap 2 of 5 wounds, She-Hulk 4 of 7 wounds, Thor 1 of 8 wounds
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
200 seems the right spot. Doesn’t rock the world, but is nice to have. In a generalist army, Reed is more draftable than Prof X (190), but Prof X is more deadly and probably overall more useful in Illuminati. Reed also isn’t a must-draft over Beast, which is good.
GENERAL THOUGHTS ON THE TESTED UNIT:
Despite his mobility, there was never much of a reason to take a turn with Reed, so he tends to live or die in the Start Zone. @Ericth74 had an interesting idea that he can help retain the inventions that would be lost within a certain range of him. That would be a good reason to get him out on the field to grab and pass. With the unblockables all failing in both games, maybe Ericth’s idea could replace that aspect. Here is a proposed change:
VISIONARY THEORETICIAN
Start the game with 4 Invention Equipment Glyphs of different types in a Glyph Pool, power-side up. After winning initiative, you may choose a glyph from Reed Richard's Glyph Pool and place it onto the card of a Visionary you control, or onto the card of a friendly adjacent Unique Hero. When a figure within 9 clear sight spaces of Reed would lose that glyph, you may immediately place that glyph on this card.
Re: The Book of Reed Richards (Visionary) - Playtesting
I kind of like that idea as well. Him being worried about his inventions, keeping a close eye on them and catching them before they hit the ground, seems like it would make sense. Then from a game play aspect, not letting those inventions fall into the opponents hands could be a nice boon.
Re: The Book of Reed Richards (Visionary) - Playtesting
I wrote it as going on the card for the theme Splash and YK were saying, where he's grabbing the glyph instead of letting it go flying, with the 9 spaces tying into his max Elongation range.