Lord Kai Thu Sep 04, 2014 1:57 am
NAME OF THE TEST UNIT: GALD’RABOK, Ice Demon of Valkrill
THEME TEST: Are there are any powers or stats on the test unit card that do not accurately reflect the theme or likeness of what the character should be able to do? Also consider whether or not this character's powers should affect destructible objects. PASS. Fairly standard attack/defense, and his ranged special “Ice Storm” works just like Shotgun Special Attack – so it should affect destructible objects.
FUN TEST: Was the unit fun to play? PASS. The Ice Demon was really fun with the Death Knights, and I think the fact that he was a “new” unit provided some surprises for my opponent (especially since we are used to the Death Knights generally being an all melee army – the fact that Gald’rabok had a ranged special attack forced my opponent to think of the D. Knights differently).
FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying? PASS.
USAGE TEST: Were all of the powers on this card used, or at least usable? PASS. Gald’rabok’s “Cold Healing” did not come in to play on this map, though there were several large hexes of water … so I drafted the Greater Ice Elemental for Valkrill in the event that I needed some healing. It didn’t come in to play but it gave me the option.
STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game? PASS. The ability to use Ice Storm as a ranged “shotgun” area of effect OR as a “whirlwind” style attack by targeting yourself made the Ice Demon very flexible in his attack options. At one point I was attacking a cluster of Glads/Blasts so my opponent split them up, and then with my next OM, I used my double-base to move adjacent to a Glad and Blast who were hexes apart but then still affected by the Ice Storm when I centered it on Gald’rabok. Very flexible uses for his powers.
BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately? PASS.
SYNERGIES TEST: Think of all the current cards that would have synergy with the unit card. Are there any factors that could break the game by making a unit too powerful or too weak? PASS.
POWER CHECK: When considering the test unit against all existing units (including released C3V and SoV units) and all glyphs, are there any powers that could be overamplified and break the game? PASS. He is very powerful at 110 points, with 5 Life and 6 Move. I could see dropping his move down to 5 but I personally hate double-space units with move 5 (especially one that should see some action in heavy snow/slippery ice).
DRAFTING TEST: Is this unit worth drafting? PASS. He could be a good tundra-terrain draft with or without Death Knights.
MIRROR TEST: Consider the test unit against itself. Are there any loops that would upset the balance of the Game? PASS, but Weird, as in a Mirror Match he cannot be damaged by Ice Storm, so it would just be a slug fest of normal attacks.
ARMY TEST
Did the unit perform adequately? What should be the unit's point value? Give a brief summary. [insert pass/fail, point value, and brief summary] PASS. See Battle Report.
Map: Pine Tree Marsh
Army 1 (Nomad): Laglor, Rygarn, Vindicators of Vydar, Gladiatrons x2, Blastatrons x2 = 540 points.
VS
Army 2 (Kai): Gald’rabok, Skull Demon, Death Knights x4, Greater Ice Elemental = 545 points.
Battle Report:
This was my second time playing Gald’rabok with the Death Knights. The first match was Death Knights + Gald’rabok versus Heavy Gruts + Skerak/Nerak/Tornak. Huskies16 was running the Gruts and he had a nice pod with multiple auras (defense from Nerak, attack/defense from Skerak and Tornak). Still Gald’rabok was on an ice map so he was healing quickly.
In this match, the first round I had the advantage of surprise with a new Unit and took out many more Glads/Blasts than Nomad expected. The tide quickly turned because of the surprises, and also I had a single Death Knight hold the +1 Defense glyph for about 5 rounds. Gald’rabok was the MVP and he lasted the entire game without any Cold Healing. It was a good match, since the Ice Demon could not be locked down by the Gladiatrons and a few key leaving engagements did not wound him when he broke ranks to Ice Storm the start zone.
Note the Laglor failed on every defense roll and was dropped fairly easily.
My Greater Ice Elemental was 0-1 on Ice Spikes and rolled 5 for 18 on normal attacks (1/6, 1/6, 3/6) but he hung on for a while sitting in water that became ice.
Final thoughts:
I see Gald’rabok as a great addition to the Death Knight army, providing a much needed Special Attack (and some Range), and a cool repaint that can be used on tundra or normal terrain. He might be closer to 120 points, but I think the Death Knights are weaker as a 2-person squad, so maybe it balances out.