Derek S Thu Oct 31, 2013 1:16 pm
NAME OF THE TEST UNIT: Minotaurs of Nullondia
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.
Really not necessary to have Minotaurs move a space as they have to start their turn unengaged to use the power.
FUN TEST: Was the unit fun to play?
. In the next 2 games they were fun to play as well.
FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying?
The unit makes you consider the placement of your figures, often causing an effort to keep the Minotaurs from getting first strike from a distance. I do like the way the unit plays.
USAGE TEST: Were all of the powers on this card used, or at least usable?
Scent of the Prey was used several times and Gore with mixed results, if Gore works these guys are real good, if it fails you are giving up a 4 attack which is pretty fun consideration.
STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game?
Placement strategy for both sides is increased with these guys.
BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately?
They bond with Minotaur heroes and I did not run across any bonding loops.
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?
All figures that add to the 20-sider help, (Myrddin, bell guy). Raelin would make them real formidable but I think they would often out run her so I don’t think it would be anything that is not already seen with Raelin. I don’t think there are many others that offer any synergy.
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? Each power should define when it takes place, who or what it affects, and what conditions (if any) apply.
I think all checks clear here. Move +2 could really help them. I think all powers are clearly defined as to when they take place and what conditions apply (must move in a straight line and count the spaces in between original placement.
DRAFTING TEST: Is this unit worth drafting?
Yes, very fun.
MIRROR TEST: Consider the test unit against itself. Are there any loops that would upset the balance of the Game?
Not that I see.
ARMY TEST 1
Did the unit perform adequately? What should be the unit's point value? Give a brief summary.
[Yes, I thought the unit performed adequately, I think 85-95 points is appropriate. Their speed with Scent of Prey and versatility for potentially 6 kills is formidable. Tecer held his own both games and Apeo proved useful as well. ]
Map: [Smokeys Lament]
Units: Army 1: [Tecer 110, Apeo 30, Minotaurs x4 at 90] ([500]) VS Army 2: [KoW x3, Finn, Thorgrim, Sir Orrick, Gilbert] ([515])
Rd1- on final order marker Tecer kills 1 knight in range, a Minotaur Scent of Preys on road for 9 move & kill on knight (3sk 2sh), another Minotaur blocked by Finn (thorgrimm) (3sk 3sh), Minotaur gets a knight on height (2sk 1sh).
Rd2- Tecer gets height and kills knight (thorgrimm 2sk 1sh) and 1 wound on Finn (thorgrimm 2sk 1sh), 3 Minotaurs get height, one 1 wounds Gilber (2sk 1sh), kill a knight (3sk 1sh), wound Finn (thorgrimm 1sk 0sh). Gilbert gets height on Minotaur & kills (3sk 1sh), a Knight misses a Minotaur on height, a Knight (Gilbert) gets a Minotaur (3sk 0sh), Knight (finn & gilbert) blocked by Tecer on height (2sk 2sh). Tecer kills Finn (thorgrimm) with double attack (2sk 1sh-2sk 0sh), a Minotaur misses Gore (1 space with 8 roll) on Knight with height & Thorgrimm, a Minotaur kills knight (1sk 0sh), a Minotaur whiffs on Gilbert. Finn placed on Gilbert. Gilbert 2 wounds Tecer (3sk 1sh), knight with height kills a Minotaur (1sk 0sh), Knight with height & Gilbert blocked by a Minotaur (1sk 3sh). Tecer on Gilbert (3sk 0sh- 2sk 0sh) for kill, a Minotaur blocked by Thorgrimm (1sk 1sh), a Minotaur with height 5sk for kill on Knight. Orrick moves 6 & kill Mino on height (2sk 0sh), 3 Knights surround Tecer (2sk 1sh- 1sk 1sh- 1sk 2sh) for 1 wound, last Knight with height kills a Minotaur. (2 knights die to lava, Tecer and 1 knight safe)
Rd 3- Thorgrimm kills a Mino (1sk 0sh), 1 knight blocked by Tecer on height (1sk 2sh), a Knight whiffs roll, a Knight kills Tecer (3sk 2sh). Minotaurs move up. Knights get height with Thorgrimm. Minotaur puts 1 wound on Thorgrimm on height (2sk 1sh), 1 Minotaur kills a knight on height with 4sk 1sh roll. Thorgrimm with height misses attack on Minotaur, a Knight with height misses a Minotaur (2sk 2sh), a Knight with height kills a Minotaur (3sk 1sh). Apeo kills a knight, Minotaur kills last knight (height & thorgrimm) with (4sk 3sh) roll. 2 Minotaurs attack Thorgrimm (2sk 1sh) Thorgrimm with height (4sk 2sh) for kill. (1 Minotaur dies to lava, Apeo takes 1 wound)
Rd 4- A Minotaur on Orrick (thorgrimm) (3sk 1sh), Minotaur with height whiffs. Orrick blocked by Minotaur (2sk 2sh). Apeo with 5 attack kills Orrick (2sk 1sh).
2 life Apeo and 5 Minotaurs left 170pts.
ARMY TEST 2
Did the unit perform adequately? What should be the unit's point value? Give a brief summary.
[Yes all 3 were adequate, Tecer and Apeo look good, Minotaurs around 90. The use of Gore on High defense or Aura’d figures is extremely useful. I think 90 is pretty close.]
Map: [Shattered]
Units: Army 1: [same] ([army 1 point total]) VS Army 2: [same] ([army 2 point total])
Spoiler Alert!