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I didn't forget this guy. I was out later than expected last night gaming (Ablaze, Age of Industry and Defenders of the Realm) and didn't home 'til 1:15am. So I slept in 'til 6:30 and have been waking up and working on more HH. I have the base terrain and regular snow and ice done and am about to start some heavy snow and ice. Still looking good around 230ish so far after about 359 tests, but we'll see how the movement restrictions hurt the opponent's with heavy snow and ice. The extra defense from snow helped somewhat, but not always especially against multiple attacks or special defense opponents. His Freeze has been hitting pretty decently at 14 and should probably stay there IMO as while it's risky for him at times, it can also be devastating if used vs. figures w/o SS or if figures w/SS can't break free. Low life HH's with special defense (Iron Man/Men, GL's etc.) can be susceptible if he hits Freeze and rolls skulls at end of round.
Have, HH, squads and army test 1 done. So far 230 seems pretty good. It's nice to finally see the Freeze power work in an army test to see how it affects the opponent's options. If you have all OM's on a figure, you can get froze and screwed. If a synergy figure requiring clear sight to affect teammates gets froze, those synergies are lost. Do you attack an opponent's figure or use that turn to attempt to free a teammate? Good stuff. And the Freeze number at 14 is plenty. It's dangerous enough when it does hit that we shouldn't lower it IMO.
And we'll see Griff. I just finished second army test and they didn't fair as well as in the first test. Of course they had ranged support in test one and heavy snow and slippery ice, whereas they had only Sabretooth's DevPounce ranged attack to help them with range vs. Prof X Xmen army on regular snow and ice. There were 3 FG,Loki and Sabes vs. 1400 point X-Men army and multiple turns was just brutal.
Also something that happened was Colossus got frozen and then the giant that froze him died. I ruled that unlike other powers/effects that are negated once the wielder is destroyed, that the frozen figure is still frozen until breaks free with SS or gets broken out by teammates. And if I do say so myself, the ability of a frozen figure with SS to be able to break out with a blank was a brilliant idea and adds tons of theme and fun. That was a great ERB suggestion
I'll work on the test sheet hopefully tonight. Have a pool to finish taking down and clean and a fish tank to clean.
And if I do say so myself, the ability of a frozen figure with SS to be able to break out with a blank was a brilliant idea and adds tons of theme and fun. That was a great ERB suggestion
I like them at 230, thanks for taking over this testing. I may go home for the weekend next week and if I do, I'd love to do some testing on these guys if they are ready.
Also something that happened was Colossus got frozen and then the giant that froze him died. I ruled that unlike other powers/effects that are negated once the wielder is destroyed, that the frozen figure is still frozen until breaks free with SS or gets broken out by teammates. And if I do say so myself, the ability of a frozen figure with SS to be able to break out with a blank was a brilliant idea and adds tons of theme and fun. That was a great ERB suggestion
Yeah yeah yeah. It definitely does add to the theme and the fun factor, and its complication on the overall card is much better now that it is a two power card. So yeah, I am glad it is there now too. Oh, and you did rule that correctly. I mean, of course you ruled it right because you know the intention, but rule of thumb on powers is that they fizzle when all the figures on the card is destroyed, unless it is clear that it does so otherwise. I think it is clear.
Also something that happened was Colossus got frozen and then the giant that froze him died. I ruled that unlike other powers/effects that are negated once the wielder is destroyed, that the frozen figure is still frozen until breaks free with SS or gets broken out by teammates. And if I do say so myself, the ability of a frozen figure with SS to be able to break out with a blank was a brilliant idea and adds tons of theme and fun. That was a great ERB suggestion
Yeah yeah yeah. It definitely does add to the theme and the fun factor, and its complication on the overall card is much better now that it is a two power card. So yeah, I am glad it is there now too. Oh, and you did rule that correctly. I mean, of course you ruled it right because you know the intention, but rule of thumb on powers is that they fizzle when all the figures on the card is destroyed, unless it is clear that it does so otherwise. I think it is clear.
Yeah, with it cleaned up on the card better now, it certainly is less complicated. It's actually very easy. You either attack or you attempt to Freeze. You either freeze them or you're turn ends without attack or freezing. It's a risk that makes for great game time decisions. Now to the best part If a figure with SS didn't have a chance to break free, you'd have some super swing with these guys freezing the likes of Thor (which they did, and he escaped at the end of that round I believe) or Superman II etc. That would be super game changing and unless you had a teammate that could break them free of the Ice Rock, you would be at a huge disadvantage. This way, it not only is exciting as all get out when that blank is rolled, but the player with the Giants has to keep in the back of their mind that they might have someone else to contend with later on. It will be bad enough that figures without SS can't break free for sure.
As to the ruling, well it doesn't say to remove the Ice Rock from gameplay or whatever when that Giant dies, so since there's nothing saying to remove it, there's no reason to. Also, theme-wise the dude is frozen in a block of ice. It's not like a magical holding spell or something that would go away when the source of the magic died.
To the first: As I said and agreed with you, the theme and fun factors are there.
To the second: I absolutely agree that it is a simple issue of reading the card and doing what it says, and realizing that certain aspects of the card's power remain in play as long as certain aspects of the card's power are still in play.
- 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 too 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 – Very fun pulling off a successful Freezing Touch.
- 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 – Certainly geared more toward maps with snow and ice and will do even better when on heavy snow and slippery ice. Not the best for use on maps with lots of castle walls unless they get a Teleportation Belt or teamed up with someone that can place them on top of the structure.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. PASS – Ice Resistance will only be used on maps with snow and ice, but that’s a given. Freezing Touch can be used anywhere though not worth it against squad figures.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. PASS - . Freezing Touch is especially good against heavy hitters, dangerous figures w/o Superstrength, Unique Heroes that are loaded with OM’s and is a nice way to bypass special defenses and can be especially dangerous against lower life units that rely on special defense.
Heavy Hitter or Mid-Level Hero Test - Does it pass, Yes or No? .Yes - What should be the unit's point value? 230 - Give a brief overview..His attack isn’t the greatest for that price range, but has decent life and really good defense, especially on snow and ice. His Freezing Touch is what helps add to his cost as it can be dangerous.
Spoiler Alert!
TEST 1
Map: Custom with normal terrain.
Units: Frost Giant vs. Punisher - Frost Giant wins with 3 wounds. / Punisher's Rocket whiffed and the Giant closed in fast and battered Punisher.
TEST 2
Map: Custom with normal terrain
Units: Frost Giant vs. Green Goblin - Green Goblin wins with 3 wounds / Freezing Touch worked one time and missed one time. The time it worked, GG broke free at the end of that round. His PB and normal attack were too much for the FG.
TEST 3
Map: Custom with normal terrain
Units: Frost Giant vs. Doc Oc - Frost Giant wins with 0 wounds. / DO missed with first attack and the FG was able to kill him on two separate attacks. .
TEST 4
Map: Custom with normal terrain
Units: Frost Giant vs. Human Torch (Johnny) - Frost Giant wins with 4 wounds / Flame on put 4 wounds on FG. Leaving engagement put 1 wound on HT and the others were from normal attacks from FG.
TEST 5
Map: Custom with normal terrain
Units: Frost Giant vs. Baron von Strucker - Frost Giant wins with 4 wounds. /missed FT14 one time attempted.
TEST 6
Map: Custom with normal terrain
Units: Frost Giant vs. Iron Man IV - Frost Giant wins with 4 wounds / missed FT14 only time attempted, but normal attacks from the Giant were brutal and IM”s Unibeam only put 1 wound on FG.
TEST 7
Map: Custom with normal terrain
Units . Frost Giant vs. Iron Man IV - Iron Man wins with 1 wound / missed one FT14 attempted and IM took a LE wound to get to height and out of immediate reach of FG. Multiple attacks whittled down the FG.
TEST 8
Map: Custom with normal terrain.
Units: Frost Giant vs. C3G Spider-Man - Frost Giant wins with 1 wound / his FT14 was for sure needed to bypass Spidey Senses. It missed twice but hit on third attempt and kept Spidey frozen and taking wounds until he finally died at the end of round 7 from FT14 putting on all 5 wounds.
TEST 9
Map: Custom with normal terrain
Units: Frost Giant vs. Colossus - Colossus wins with 1 wound / FT14 worked in first round for 0 wound. Put 1 wound on Colossus at end of R2, but Colossus broke free at end of R3. FT14 missed a few times afterward as FG’s normal attack of 5 was not really a threat against Colossus’ Steel Skin. . TEST 10
Map: Custom with normal terrain
Units: Frost Giant vs. Iron Fist - Iron Fist wins with 1 wound after healing 1 / IF’s attack is brutal against HH’s.
TEST 11
Map: Custom with normal terrain
Units: Frost Giant vs. Iron Fist - Iron Fist wins with 3 wounds and had healed 1 in R1 / Missed FT14 and IF’s heal and big attack were too much
TEST 12
Map: Custom with normal terrain
Units: Frost Giant vs. Wolverine - Wolverine wins with 0 wounds after healing 1. / FT14 missed 1st time but hit second time. However, Wolvie would always be able to heal any end of round wounds and he is worth more points than the FG, so FG couldn’t leave him there forever as his player would lose. FG healed a wound by using the Ice Rock and thus let Wolvie go and then Wolvie kicked his ass.-
TEST 13
Map: Custom with normal terrain
Units: Frost Giant vs. Hawkgirl - Hawkgirl wins with 0 wounds / HG one punched FG to kill him.
- TEST 14
Map: Custom with normal terrain
Units: Frost Giant vs. Hawkgirl - Frost Giant wins with 2 wounds / FT14 was key as it hit in R2 and put 3 wounds on HG until she broke out in R7 but he FT14’d her again and she finally died at end of R13.
TEST 15
Map: Custom with normal terrain
Units Frost Giant vs. Hawkman - Hawkman wins with 0 wounds /a couple big hits by HM did FG in.
TEST 16
Map: Custom with normal terrain
Units: Frost Giant vs. Hawkman - Frost Giant wins with 1 wound / FT14 got HM froze early and he took 2 wounds from it and then after he broke free, the FG put final 3 wounds on HM with his normal attack.
. TEST 17
Map: Custom with regular snow and ice.
Units: Frost Giant vs. Hawkgirl - Frost Giant wins with 4 wounds / she got 4 wounds on him by end of R2 and he missed FT14 and made it in R2 but she escaped right away. She missed him on her next attack in following round and he FT14’d her again and she took 2 wounds from that. She escaped at end of R5 and they both missed attacks until he killed her with normal attack at end of R6. FT accounted for 2W and he put 1W and 2 W with normal attacks.
TEST 18
Map: Custom with regular snow and ice
Units: Frost Giant vs. Hawkman - FG wins with 2 wounds / didn’t attempt FT14, all normal attacks.
TEST 19
Map: Custom with regular snow and ice
Units: Frost Giant vs. Wolverine - Wolverine wins with 2 wounds after healing / FG lasted a little longer with a better defense on snow.
TEST 20
Map: Custom with regular snow and ice
Units: Frost Giant vs. Iron Fist - Iron Fist wins with 1 wound / Freezing doesn’t help against Iron Fist as he can heal that wound each round and out point the FG to win in a stalemate.
. TEST 21
Map: Custom with regular snow and ice.
Units: Frost Giant vs. Colossus - Colossus wins with 0 wounds / FT14 didn’t work on several attempts and Steel Skin is too much for FG to stand up to with normal attacks, even with +1 defense from snow.
. TEST 22
Map: Custom with regular snow and ice.
Units: Frost Giant vs. C3G Spider-Man - Spidey wins with 1 wound / Frost Giant was able to get past Spidey Senses once, but really wanted to freeze Spidey because Spidey could easily avoid normal attacks and chip away with ranged attack. FG missed a few FT’s but hit on one, but Spidey broke free at the end of that round, unlike the last time they met where Spidey took all 5 wounds from being frozen for several rounds in a row.
TEST 23
Map: Custom with regular snow and ice.
Units: Frost Giant vs. Iron Man IV - Frost Giant wins with 4 wounds /Iron Man would do better on a map with unreachable height for the FG. Though he would have also done better had he used his Unibeam, which he didn’t get a chance to this time.
TEST 24
Map: Custom with regular snow and ice.
Units: Frost Giant vs. Iron Man IV - Frost Giant wins with 3 wounds /FG got a FT14 to land at the end of R1 and poor Iron Man never broke free and took all 4 wounds from being frozen. IM certainly could have won had FT14 not worked or if he broke free, as he managed to put 3 wounds on FG in R1. So between these two last tests with IM, he certainly could have won both, but didn’t have the luck on his side.
TEST 25
Map: Custom with regular snow and ice.
Units: Frost Giant vs. Baron von Strucker - Frost Giant wins with 3 wounds /FG missed a FT14 attempt but was able to pound Strucker just the same. Equal attack and lives, but FG has better defense and BVS couldn’t use 2 of his powers.
TEST 26
Map: Custom with regular snow and ice.
Units: Frost Giant vs. Human Torch (Johnny) - Human Torch wins with 4 wounds/once again Flame on was nasty for the Frost Giant.
. TEST 27
Map: Custom with regular snow and ice.
Units: Frost Giant vs. Green Goblin - Green Goblin wins with 0 wounds/ FG missed FT14 a couple times and GG’s double attacks with PB and normal attack were too much for the FG.
TEST 28
Map: Custom with regular snow and ice.
Units: Frost Giant vs. Punisher - Frost Giant wins with 3 wounds/FG was able to freeze Punisher on T2R3 after P left engagement to attack with his Rocket but missed. The battle ended since Punisher would never be able to break out and would eventually take 3 more wounds to kill him.
TEST 29
Map: Custom with heavy snow and slippery ice.
Units: Frost Giant vs. Punisher - Punisher wins with 4 wounds/Punisher managed to lure the FG off the snow and ice to lower FG’s defense. Punisher has a range of 7, so he could shoot from quite a distance and chip away at the FG who is melee only.
TEST 30
Map: Custom with heavy snow and slippery ice.
Units: Frost Giant vs. Human Torch (Johnny) - Frost Giant wins with 0 wounds/FG froze HT in R1 and HT could never escape.
TEST 31
Map: Custom with heavy snow and slippery ice.
Units: Frost Giant vs. Human Torch (Johnny) - Human Torch wins with 0 wounds/ FT14 wasn’t working this time and HT put 3 early wounds on FG with normal attack and then finished him with Flame On.
TEST 32
Map: Custom with heavy snow and slippery ice.
Units: Frost Giant vs. Baron von Strucker - Frost Giant wins with 4 wounds/After a few attempts, FG hit FT14 in R3 and BVS couldn’t break free.
. TEST 33
Map: Custom with heavy snow and slippery ice.
Units: Frost Giant vs. Iron Man IV - Iron Man wins with 0 wounds/ FT14 wasn’t working this time and IM took a page out of Punisher’s book and left engagement to lure FG off of snow and whittle him down with double attacks. . . TEST 34
Map: Custom with heavy snow and slippery ice.
Units: Frost Giant vs. Green Goblin - Frost Giant wins with 3 wounds/FG missed FT14 several times and just relied on normal attack and the fact that GG couldn’t move quite as far on heavy snow since landing cost an extra move. It went to T2R5, so it was no cakewalk for sure.
TEST 35
Map: Custom with heavy snow and slippery ice.
Units: Frost Giant vs. C3G Spider-Man - Spidey wins with 0 wounds/Once again FG was relying on FT14 vs. Spidey and while he missed several times, he hit it once but Spidey broke free at the end of the round. Peter Parker is a smart dude and learned from the first time he was killed from FT14 and now he has his thermal Spidey Suit on. FG had 3 wounds when Spidey finished him off with a 3/0 attack.
TEST 36
Map: Custom with heavy snow and slippery ice.
Units: Frost Giant vs. Absorbing Man - Absorbing Man wins with 5 wounds/I just wanted to try AM out on the heavy snow and slippery ice since he could bypass the effects until he reaches the FG and Absorbs. He was able to Absorb FG’s defense to give AM and attack of 9, though he only put 1 wound on FG with that at first then took a wound to knock his attack to 8 and then missed when FG rolled 4 shields to block AM’s 4 skulls. FG managed to Freeze AM in round 2 and AM took 3 wounds while frozen until he broke free at the end of R6, Absorb again for 9Attack and put 3 wounds on FG then took a wound but finished off FG with a 5/1 pounding. Fun battle and only that close because FT14 put 3 wounds on AM.
Squad Test - Does it pass, Yes or No? YES - What should be the unit's point value? 230 - Give a brief overview..Multiple attacks can whittle FG down.
Map: .Custom with regular snow and ice
Units: .Frost Giant vs. Hand Ninja x 2 +2
Spoiler Alert!
Phantom Walk helped the Ninja move through FG to get height at times. FG can only kill one at a time and FT14 isn’t worth attempting vs. squads. Who won and how many wounds did they have?.4 of 8 Ninja survive to win on T6R2.
Squad Test - Does it pass, Yes or No? YES - What should be the unit's point value? 230 - Give a brief overview..Multiple attacks can whittle FG down and heavy snow made it last longer.
Map: .Custom with heavy snow and slippery ice
Units: .Frost Giant vs. Hand Ninja x 2 +2
Spoiler Alert!
Phantom Walk helped the Ninja move through FG to get height at times. FG can only kill one at a time and FT14 isn’t worth attempting vs. squads. Ninja move of 6 allows for move of 3 spaces in heavy snow as opposed to a move of 5 that could hinder a ground unit to only move 2 spaces. Who won and how many wounds did they have?.3 of 8 Ninja survive to win on T6R3.
Squad Test - Does it pass, Yes or No? YES - What should be the unit's point value? 230 - Give a brief overview..HYDRA Agents low attack, just not enough this time.
Map: .Custom with regular snow and ice
Units: .HYDRA Agents x 2 +3
Spoiler Alert!
FG was getting wounds early, but then was rolling good defense. Most attacks by Agents were only 2 dice, and they aren’t that mobile and can’t use either powers on card. FG just outlasted them, barely. Who won and how many wounds did they have?.FG wins with 4 wounds on T4R5.
Squad Test - Does it pass, Yes or No? YES - What should be the unit's point value? 230 - Give a brief overview..HYDRA Agents multiple attacks whittled FG down.
Map: .Custom with heavy snow and slippery ice
Units: .HYDRA Agents x 2 +3
Spoiler Alert!
[FONT="]FG wasn’t rolling the best defense this time as he always seemed to roll 0 or 1 shields vs a 2 skull attack from the Agents..[/FONT][/COLOR][FONT="] Who won and how many wounds did they have?.6 of 11 HYDRA Agents survive to win on T5R3.[/FONT]
Army Test - Does it pass, Yes or No? YES - What should be the unit's point value? 230 - Give a brief overview..Heavy snow slowed down the good guys and Mageto was a huge asset to team Frost Giant.
Map: .Custom with heavy snow and slippery ice
Units: .Frost Giants x 3 (690) and Magneto I (310) for 1,000 points vs. Thor (430), C3G Captain America (240), Punisher (180) and Jewel (150) for 1,000 points.
Spoiler Alert!
Cap made the others Avengers, but unfortunately it didn’t last too long as Cap was the focus of attention and was getting pounded by some really good attack rolls by Magneto who was perched on height and safe with the Frost Giants tying up the Avengers. Cap had taken 4 wounds and got Frozen (ironic eh?) and Thor used his hammer attack to attack both an adjacent FG and the Ice Rock but failed to free Cap or wound the FG. Fortunately Cap didn’t take the final wound at the end of that round and Thor was able to free him next round with his full normal attack. However, it didn’t take long for Cap to take final wound and the Avengers disassembled.
Even with Thor’s great attack, the FG’s good defense was able to save them from getting taken out quickly. Magneto always had OM 3, so he always took a shot at the end of the round with attack of 6 range of 7.
In Round 8, Thor had all 3 OM’s on his card and was ready to kick some ass, but a FG left engagement for 0 wound and got same level and adjacent to Thor, then Froze him, costing Thor’s army 3 activations since all 3 OM’s were on Thor (lesson learned as FT14 can mess you up no matter how baddass your hero is). With Thor frozen and the others standing around scratching their heads trying to figure out what to do, a FG and Magneto teamed up to put final wounds on Punisher, leaving only Jewel and a frozen Thor left. Thor took 4th wound at end of round from frostbite.
Jewel had all 3 OM’s in Round 9 as she was the only one left alive and unfrozen. She rolled 18 for PF and left engagement for 1w (1) to get height advantage vs.a FG and put 2 wounds on it. She defended a 4 skull attack then missed a FG. She took 1 wound from Mags and freed Thor with a crushing blow to the Ice Rock.
Thor missed a FG and a FG failed to freeze Thor. Jewel put 2 wounds (4) on a FG. Thor killed a FG and took a wound from Mags.
All FG’s are dead so Thor and Jewel go after Mags, but heavy snow slows them down and he misses with God of Thunder Strike. Mags misses Thor, Thor misses Mags with hammer throw. Mags throws Thor a couple times for no wounds, but Thor can’t get adjacent to Mags next turn because of heavy snow and Mags puts shield back up and blasts Thor for 2 more wounds (7). Thor misses Mags with hammer as he inches closer. Jewel moves.
Thor gets adjacent and puts 2 wounds (2) on Mags. Mags misses Thor. Jewel moves but can’t attack. Mags kills Thor. Jewel gets adjacent to Mags but misses attack and Mags missed his attack. (I had 2 OM’s on Jewel since Thor only had 1 life left).
Mags and Jewel went at it for a little bit and Jewel put 3rd wound on Mags, but he took her out in the end. . Who won and how many wounds did they have?.Magneto with 3 wounds survived to win in round 14.
Army Test - Does it pass, Yes or No? PASS - What should be the unit's point value? 230 - Give a brief overview..Prof X Mutant Army kicks butt, especially when FG’s don’t have ranged support. Heavy snow would have helped FG’s.
Map: .Custom with regular snow and ice.
Units: .Frost Giants x 3 (690) Loki (420) and Sabretooth (290) for 1,400 points. Vs. Professor X (220) Colossus (260) Wolverine (280) Quick Silver (215) Jean Grey (180) Ice Man (150) and Angel (90) for 1,400 points.
Spoiler Alert!
Each army maneuvered forces early. Colossus went furthest out to tie up FG’s and put 1 wound on one, but he was frozen right away, only to break free at the end of the round.
Disaster struck team Frost Giant as Loki’s plans went awry, with an X on him and one on Sabretooth, a 2 was rolled for GOM and Prof X removed OM1 from Sabretooth who was planning on using Devastating Pounce on Colossus since it’s a special attack and could bypass Steel Skin, unlike FG’s normal attack. So that kind of hurt team FG for the rest of the game perhaps? Colossus puts 2 wounds (2) on a different FG than before and Quick Silver puts 3rd wound on that same FG. QS takes a wound (1). QS puts final 2 wounds on a FG and Colossus puts 2nd wound on first FG he attacked. Loki moved and teleported adjacent to Angel. Prof X had Angel carry him away from Loki and has Iceman move adjacent to Loki and put a wound on him.
Loki puts 1 wound on Iceman and teleports adjacent to JG. Colossus puts a wound on FG (3) and JG missed Throwing Loki and couldn’t wound him with normal attack. FG freezes Colossus again. Both Wolvie and Iceman miss Loki. Sabretooth puts 2 wounds (3) on QS with DP and takes a wound but removes it right away. QS puts 3 wounds on Sabes with a 3/0 normal attack (Rocks were in way for Whirlwind attack to get more than +3). Iceman puts 2nd wound on Loki.
JG Throws Loki for no wound, but puts 3 wounds on him with her normal attack with height, but a roll of 19 for GOE allows Loki to put those 3 wounds on Iceman to kill him. (no other X Men were within 3 spaces). A FG moves 7 to try to freeze Angel but missed (that could have made a big difference if it succeeded). QS is able to WW all around a FG to put final 3 wounds on it. JG Throws Loki for 1 wound (5) and misses with normal attack. Sabes forces Prof X to burn X marker to shield him from a 4 skull attack and Sabes heals down to 2 wounds. Angel carries Prof X away and JG misses Throwing Loki but puts 6th wound on him with normal attack. Loki had wanted to get adjacent to Prof X after Sabes forced him to use the X, but darn that Angel from not getting frozen earlier so he is only able to put 4th wound on QS and teleport away. Sabes heals down to 1 wound at end of round and Colossus takes 1 wound from being frozen even though the FG that froze him is dead.
QS WW’s vs Sabes for 2 wounds (3), then Wolvie puts 2 more wounds on Sabes (5). Sabes kills QS and used Feral Instinct to move 1 space and miss JG and the he healed down to 4 wounds. Wolvie puts 2 more wounds on Sabes (6) then JG throws him for 0 wound and misses normal attack. Sabes runs away to get out of dodge and heal to 5 wounds as JG’s PG failed again. JG moved and tried to throw Sabes back into the mix but failed, though she was able to kill him with a 3/1 normal attack. Wovie moved. A FG fails to Freeze Wolvie (and while Wolvie could keep healing, at least he’d be out of the way for awhile). Colossus doesn’t take a wound at the end of the round.
Loki puts 4 wounds on Wolvie and teleports away. Wolvie misses 3 attacks vs. a FG and heals down to 3 wounds. JG moves and misses FG with normal attack. FG kills Wolvie with a 3/0 attack. JG moves and Angel (carrying Prof X) moves back to height. FG moves and misses JG. JG misses FG but Angel puts 1 wound on it (1). End of round, Colossus is able to break free of the Ice.
Colossus moves toward the action and Angel carries JG to height adjacent to Prof X. Loki moves and teleports adjacent to Angel. Colossus moves and misses FG. JG can’t throw Loki but puts 2 wounds on FG (3). FG moves (JG’s PG failed) and attempted to Freeze Prof X but only rolled a 1 (since Prof X was loaded with OM’s, this could have been huge for team Frost Giant). Colossus kills the last FG and JG can’t throw Loki and misses him with normal attack. Last FG dead so no turn.
JG throws Loki down below and kills him with a 3/2 attack. He rolled 16 for GOE (just missing again as he rolled a 16 before).
While it ended up being lopsided against team Frost Giant, it could have gone much better had Loki’s GOM backfired early on and costing Sabretooth a golden opportunity to put some wounds on Colossus. Then a few key fails of FT14 (against Wolvie, Angel and Prof X) could have made a huge impact had 1 or 2 of them succeeded as none of the targets had Super Strength. Angel always caused issues since he was always near Prof X and JG and team FG only had one special attack (Sabes) to try to bypass Angels power. Also, if the FT14 had worked vs. Prof X, that would have been huge to allow team FG to have free reign in attacking X Men. Then the following round X Men would only get 1 activation per turn and that would have helped.
Ultimately Prof X team is always dangerous, especially with 1,400 points to work with. Also, if the FG’s had FT14 go their way, things would have been better, but what they lacked and really could have used was ranged support and some special attack support. So while the outcome of this battle was lopsided, FG’s with a better build would have had much better chances.
Who won and how many wounds did they have?.Prof X with 0 wounds, Angel with 0 wounds, Colossus with 1 wound (from Ice) and Jean Grey with 0 wounds survive to win on T1R8.
You, sir, are a maniac. Excellent work here. It sounds like the design is exactly where we want it to be and that we all agree on how it works. And 230ish works just fine for me. A Frost Giant shouldn't be a slouch, IMO.
Okay, I finally got the test sheet up for these guys.
I went a little overboard with this test. But I'm just getting back into the swing of things and have to learn to curb things a bit. The main thing that I wanted to achieve with the extra testing was to see how these guys did in various terrain since they definitely get a defensive boost while on snow and the opponent gets a movement handicap while on heavy snow and slippery ice. So in that regard, I wanted to show any variances caused by terrain effects to give a good indication of where his cost could fall.
Certainly they will do best on heavy snow and slippery ice, but also do well on regular snow and ice. They can do fine on regular terrain too as they still have a good defense and decent life and if FT14 hits for them, they are even better no matter where they are. With multiple FG's in an army, they are best served to have ranged support.
They can't reach an opponent on a top of a castle wall and they can't climb ladders, so unless they have a Teleportation Belt or a teammate to place them up there, they will rely on either ranged units or flyers to take car of the high work on maps with castle walls.
Anyway, they were certainly fun for sure and I really love the Freezing Touch 14 the way it currently is. No need to lower the die roll as it can be devastating and the risk/reward seems fine as is. I also love (yes I'll say it again ) the ability for SS figures to break free. It adds soooooo much theme and fun to the game and gives the SS special power an extra importance without even using any optional rules.
FREEZING TOUCH 14
Start the game with one Ice Rock Destructible Object on this card. Instead of attacking, if the Ice Rock is on this card, you may place it adjacent to this Frost Giant or choose one adjacent small or medium enemy figure that is not an Event Hero and roll the 20-sided die. If you roll 14 or higher, switch the chosen figure with the Ice Rock on this card. At the end of each round, if the chosen figure is on this card and has not been destroyed, roll a single attack die. If a skull is rolled, the chosen figure receives one wound. If a blank is rolled and the chosen figure has Super Strength, destroy the Ice Rock. If the Ice Rock from this card is destroyed, switch the Ice Rock with the chosen figure on this card.
After hearing Hahma's comment about these guys being ground pounders, could we consider adding this line so that these guys could have a ranged attack by throwing the Ice Rocks? It wouldn't require any additional testing, as Bats and I can just test that aspect on the last tests, but it will give these expensive units a bit more options on a difficult map with heights and prevent them from being owned completely.
Hmm...I guess the other testing on this guy can bear out any changes to the cost this change can make.
The thing is that if they throw the Ice Rock, it's only an attack of 1 and has defense of 7, so it's not likely to wound opponent's often nor destroy itself to allow the FG to get another one on his card. So it might not really affect his cost.
It can help him heal though. He can move out of range of a ranged unit on height (maybe) and keep making Ice Rocks to heal a wound and then make another etc. Then when the ranged flyer has to come after them,they would be at a better health.
Both benefits could be subjective to map and circumstances. So while it can have benefits, I don't know if it will add too much to his cost if at all. A FG without a Ice Rock on his card (because it's thrown) can't use FT14, so that's the risk they would have to take.
I guess my one issue with that is that the really sharp theme breaks down a bit ... it's freezing touch - they find an object and freeze it in a block of ice. They don't just produce rocks of solid ice with nothing in them.
Nitpicky, I know, but it'd bother me. However, if the group as a whole digs this direction, I'm cool with it. 24 hours is on the clock before I can propose, as of 36 minutes ago!
Hmm.... I can see Bats' concerns as this being a theme issue with what Freezing Touch is meant to represent.
As I mentioned previously, I don't know that this would really help them that much as it would only be an attack of 1 and the defending figure would have +1 defense for having height advantage. Not only that, but then the FG loses it's one Ice Rock and can't freeze any figures that it can reach.
As it is, it can throw a frozen figure in the Ice Rock.
Yeah, I think I'd prefer to keep it as is ... I also feel like there's enough going on with the design without that, given its pretty small impact strategically. Do we need a poll here or are we ready to just move forward with what we have?