Re: The Book of Rogues Revolution Scenario (Initial Test)
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Rogues Revolution Scenario
Army Test
Map: Conflict Chernobyl
Units: Flash (Barry), Rogues Scenario (500) vs Captain Cold I, Weather Wizard I, Heat Wave, Pied Piper, Captain Boomerang (Digger), Rat Swarm x3 (500)
Card Summary
Ability Summary:
Back to Lockup: Used R2 T1 and R2 T3.
Rapid Rotation: Used R3 T2 to move Heat Wave.
Flash Time: R1 T2 allowed kill of remaining Rats and Pied Piper. R2 T3 allowed for finishing off Cold. R3 T2 did no damage to Heatwave.
General Flow:
R1: Barry takes out Piper and the Rats. Cold and Weather Wizard put 3 wounds on Flash. Flash puts 2 on Boomerang.
R2: Flash survives Cold and takes out Boomerang, hauling him to Iron Heights and healing a wound. Barry races back, and Flash time lets him take out Cold.
R3: Flash goes after Heatwave, then takes 2 wounds from him. Flash uses his Rotating Arms to knock Heat Wave to low ground, but 2 attacks from Height doesn’t take him out. He dodges lightning, then puts Weather Wizard one away from defeat. Barry whiffs and is taken out though.
General thoughts: Actually pretty fun. Everything came up, but obviously had varying levels of use. Flash probably needs whiff insurance more than he needs healing ultimately. Gonna try it again, swapping out Piper and the Rats for Glider, taking it a wee bit closer to the cover art we’re using for now, then trying a once per round heal a Speedster who is unengaged at the end of their turn (thus knocking down some of the Fusillade spam).
Who won and how many wounds did they have? Rogues win.
Heat Wave and Weather Wizard 1 life remaining each.
Map: Conflict Chernobyl
Units: Flash (Barry), Rogues Scenario (500) vs Captain Cold I, Weather Wizard I, Heat Wave, Golden Glider, Captain Boomerang (Digger) (500)
Card Summary
Ability Summary:
Speedy Healing: R1 T2. R2 T1.
Rapid Rotation: Used R2 T1 to knock Boomerang down from Height.
Flash Time: R1 T2 allowed kill of Cold. R2 T3 killed Boomerang. R3 T2 to finish Heatwave.
General Flow:
R1: Barry’s initial Fist Fusillade is a complete wash. However, turn two plus Flash time lets him take out Cold (also eliminating Glider’s Rogue partner in the process). He heals
R2: Lisa fails to get a first wound, but Barry puts two on Boomerang, then runs to Heal. In the last turn, he takes out Weather Wizard, and Flash time lets him take down Boomerang.
R3: Barry takes down Heatwave and Glider.
General thoughts: Dropping Cold so early was super duper rough for the Rogues. They had a hard time coming back from that one, then spreading out a tad made it worse, as this map the jungle favors Barry a bit. Lets try making healing a “At the end of the round, remove one wound marker from an unengaged Speedster”.
Who won and how many wounds did they have? Flash wins with full health.
Map: Conflict Chernobyl
Units: Flash (Barry), Rogues Scenario (500) vs Captain Cold I, Weather Wizard I, Heat Wave, Golden Glider, Captain Boomerang (Digger) (500)
Card Summary
Ability Summary:
Speedy Healing: R1 3 wounds healed down to 2.
Rapid Rotation: Used R1 T2 to knock Weather Wizard down to low ground. Used R2 T1 to knock Boomerang to low ground.
Flash Time: R1 T3 allowed Barry to escape after failing to kill Cold.
General Flow:
R1: Weather Wizard gets to early wounds on Barry. Barry charges him, Rotates to the ground, then puts 2 wounds on him. He puts 1 on Cold, then goes running. Glider knocks him down to 1 life left, then Barry heals at the round’s end.
R2: Flash Time lets Barry take down Cold thanks to a lucky initiative win. Barry takes out Wizard and the Rogues have gone a round with no turn. Barry rolls poorly and goes down to Boomerang.
General thoughts: This feels a bit better. Now there’s bit more of a running and gunning, oh snap sort of feel for Barry if he starts getting hurt instead of a “Oh better knock em out faster.” Lots of interplay with Barry’s mechanics making it fairly interesting here, and feeling like it could go either way. Flash time is the big winner here for abilities, as the timing on it is what really makes thing flow right.
Who won and how many wounds did they have? Rogues win. Boomerang and Heatwave unwounded.
Army Test
Map: Conflict Chernobyl
Units: Flash (Wally), Kid Flash (Wallace), XS, Rogues Scenario (820) vs Captain Cold II, Weather Wizard II, Plunder, The Top, Magenta (820)
Card Summary
Ability Summary:
Speedy Healing: R1: Wally heals. R2, no one unengaged.
Rapid Rotation: Used R2 T1 Wallace knocks Plunder to low ground for 2 wounds.
Flash Time: R1 T3 lost when Cold froze in place. R2 T1 blocked again by Cold.
General Flow:
R1: Wally takes a bit of a beating after being thrown by Magenta, XS can’t get wounds going, and Wallace puts 1 on Plunder.
R2: Weather Wizard fails his Lightning Storm and Plunder gets 1 more wound on Wally. XS takes down Plunder and puts 2 on Magenta. Weather Wizard drops a Sharknado by Wally and the Top fails to hit XS. Wally experiences death by Sharks. Cold takes out XS.
R3: Wally goes all in trying to take out The Top with Flash Time, but can’t finish the job. Top gets him down to 1 life, and Cold freezes Wallace by the Tornado. Wally is killed by the Tornado.
General thoughts: Interesting matchup. Still fun, but as you go above the 500 range, the Rogues can start getting some nasty toys. This was especially evident with Cold II and Weather Wizard II, as I definitely felt like they were the glue here (though Top’s defense reduction is definitely big as well).
Who won and how many wounds did they have? Rogues win. Weather Wizard unwounded. Cold with 1 wound, Magenta with 2 wounds, and Top with 3 wounds.
GENERAL THOUGHTS ON THE TESTED UNIT: This feels like a good place for the base I’d say. I’m feeling 1-2 games with a bigger bunch and this should be ready to move out. Will update after that.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Rogues Revolution Scenario
Army Test
Map: Conflict Chernobyl
Units: Flash (Barry), Rogues Scenario (500) vs Captain Cold I, Weather Wizard I, Heat Wave, Pied Piper, Captain Boomerang (Digger), Rat Swarm x3 (500)
Card Summary
Ability Summary:
Back to Lockup: Used R2 T1 and R2 T3.
Rapid Rotation: Used R3 T2 to move Heat Wave.
Flash Time: R1 T2 allowed kill of remaining Rats and Pied Piper. R2 T3 allowed for finishing off Cold. R3 T2 did no damage to Heatwave.
Spoiler Alert!
General Flow:
R1: Barry takes out Piper and the Rats. Cold and Weather Wizard put 3 wounds on Flash. Flash puts 2 on Boomerang.
R2: Flash survives Cold and takes out Boomerang, hauling him to Iron Heights and healing a wound. Barry races back, and Flash time lets him take out Cold.
R3: Flash goes after Heatwave, then takes 2 wounds from him. Flash uses his Rotating Arms to knock Heat Wave to low ground, but 2 attacks from Height doesn’t take him out. He dodges lightning, then puts Weather Wizard one away from defeat. Barry whiffs and is taken out though.
General thoughts: Actually pretty fun. Everything came up, but obviously had varying levels of use. Flash probably needs whiff insurance more than he needs healing ultimately. Gonna try it again, swapping out Piper and the Rats for Glider, taking it a wee bit closer to the cover art we’re using for now, then trying a once per round heal a Speedster who is unengaged at the end of their turn (thus knocking down some of the Fusillade spam).
Who won and how many wounds did they have? Rogues win.
Heat Wave and Weather Wizard 1 life remaining each.
_____________________________________________________________
Army TestMap: Conflict Chernobyl
Units: Flash (Barry), Rogues Scenario (500) vs Captain Cold I, Weather Wizard I, Heat Wave, Golden Glider, Captain Boomerang (Digger) (500)
Card Summary
Ability Summary:
Speedy Healing: R1 T2. R2 T1.
Rapid Rotation: Used R2 T1 to knock Boomerang down from Height.
Flash Time: R1 T2 allowed kill of Cold. R2 T3 killed Boomerang. R3 T2 to finish Heatwave.
Spoiler Alert!
General Flow:
R1: Barry’s initial Fist Fusillade is a complete wash. However, turn two plus Flash time lets him take out Cold (also eliminating Glider’s Rogue partner in the process). He heals
R2: Lisa fails to get a first wound, but Barry puts two on Boomerang, then runs to Heal. In the last turn, he takes out Weather Wizard, and Flash time lets him take down Boomerang.
R3: Barry takes down Heatwave and Glider.
General thoughts: Dropping Cold so early was super duper rough for the Rogues. They had a hard time coming back from that one, then spreading out a tad made it worse, as this map the jungle favors Barry a bit. Lets try making healing a “At the end of the round, remove one wound marker from an unengaged Speedster”.
Who won and how many wounds did they have? Flash wins with full health.
_____________________________________________________________
Army TestMap: Conflict Chernobyl
Units: Flash (Barry), Rogues Scenario (500) vs Captain Cold I, Weather Wizard I, Heat Wave, Golden Glider, Captain Boomerang (Digger) (500)
Card Summary
Ability Summary:
Speedy Healing: R1 3 wounds healed down to 2.
Rapid Rotation: Used R1 T2 to knock Weather Wizard down to low ground. Used R2 T1 to knock Boomerang to low ground.
Flash Time: R1 T3 allowed Barry to escape after failing to kill Cold.
Spoiler Alert!
General Flow:
R1: Weather Wizard gets to early wounds on Barry. Barry charges him, Rotates to the ground, then puts 2 wounds on him. He puts 1 on Cold, then goes running. Glider knocks him down to 1 life left, then Barry heals at the round’s end.
R2: Flash Time lets Barry take down Cold thanks to a lucky initiative win. Barry takes out Wizard and the Rogues have gone a round with no turn. Barry rolls poorly and goes down to Boomerang.
General thoughts: This feels a bit better. Now there’s bit more of a running and gunning, oh snap sort of feel for Barry if he starts getting hurt instead of a “Oh better knock em out faster.” Lots of interplay with Barry’s mechanics making it fairly interesting here, and feeling like it could go either way. Flash time is the big winner here for abilities, as the timing on it is what really makes thing flow right.
Who won and how many wounds did they have? Rogues win. Boomerang and Heatwave unwounded.
_____________________________________________________________
Army Test
Map: Conflict Chernobyl
Units: Flash (Wally), Kid Flash (Wallace), XS, Rogues Scenario (820) vs Captain Cold II, Weather Wizard II, Plunder, The Top, Magenta (820)
Card Summary
Ability Summary:
Speedy Healing: R1: Wally heals. R2, no one unengaged.
Rapid Rotation: Used R2 T1 Wallace knocks Plunder to low ground for 2 wounds.
Flash Time: R1 T3 lost when Cold froze in place. R2 T1 blocked again by Cold.
Spoiler Alert!
General Flow:
R1: Wally takes a bit of a beating after being thrown by Magenta, XS can’t get wounds going, and Wallace puts 1 on Plunder.
R2: Weather Wizard fails his Lightning Storm and Plunder gets 1 more wound on Wally. XS takes down Plunder and puts 2 on Magenta. Weather Wizard drops a Sharknado by Wally and the Top fails to hit XS. Wally experiences death by Sharks. Cold takes out XS.
R3: Wally goes all in trying to take out The Top with Flash Time, but can’t finish the job. Top gets him down to 1 life, and Cold freezes Wallace by the Tornado. Wally is killed by the Tornado.
General thoughts: Interesting matchup. Still fun, but as you go above the 500 range, the Rogues can start getting some nasty toys. This was especially evident with Cold II and Weather Wizard II, as I definitely felt like they were the glue here (though Top’s defense reduction is definitely big as well).
Who won and how many wounds did they have? Rogues win. Weather Wizard unwounded. Cold with 1 wound, Magenta with 2 wounds, and Top with 3 wounds.
_____________________________________________________________
GENERAL THOUGHTS ON THE TESTED UNIT: This feels like a good place for the base I’d say. I’m feeling 1-2 games with a bigger bunch and this should be ready to move out. Will update after that.
Last edited: