Nomad Thu Aug 15, 2013 3:14 am
NAME OF THE TEST UNIT: NA'BORA SAAR SNIPER
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. OK here, attacks should affect destructible objects.
FUN TEST: Was the unit fun to play? Pretty fun. They provided boost and bonding options through the first few rounds, until I let them die. But, they did get Zetacron out of the start zone and to height early.
FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying? Hmm . . . early on, yes because they rolled through Stingers. Later, Tor-Kul-Na took care of them. Annoying? Not so much.
USAGE TEST: Were all of the powers on this card used, or at least usable? All powers are usable and were used.
STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game? For this lowly used bunch of misfits, yes, great strategy alternatives and potentialities. I would do things very differently in my next play test. It also caused my opponent to rethink how to pursue this uncommon hero and army.
BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately? No bonding loops. All is good here.
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? Hmm . . . more playtesting is needed. I thought I would walk through the park on this one . . . but it was a close battle. I think I might try NA'BORA SAAR SNIPER x12 in my next playtest to see if it works. Wouldn't be fun, but it is an option. Maybe NA'BORA SAAR SNIPER x7, Zetacron, and a few squads of Mohicans. Hmm . . . we have lot's to play-test here to figure out if this figure works.
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? I don't think these guys will break the game, but given their options for benefits and that I can field a bunch of them . . . I'm thinking they are underpriced at 40 per. I think that if it were a unique hero, 40 points would be about right. Just theoryscaping right now . . . we need to do many more playtests to see if NA'BORA SAAR SNIPER is viable as is in the previous post.
DRAFTING TEST: Is this unit worth drafting? Often. Even as a 40 point filler this is the best unit I can think of - range of 8, 3 lives with 3 def, despite the bonding option.
MIRROR TEST: Consider the test unit against itself. Are there any loops that would upset the balance of the Game? No
ARMY TEST 1
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] Yes, they perfomed adequatly. 40 points seem way too low in my opinion . . . but, honestly, I was surprised. I thought I would walk through the opponent and it looked like it early . . . but I mis-strategized and got all 3 NA'BORA SAAR SNIPERs killed. Then it was a battle to the end. I think I will play them better next time and then who knows. I need to do more play tests and do more NA'BORA SAAR SNIPERs in my army. So, I cannot insert a pass/fail yet.
Map: Sirocco
Units:
Army 1: NA'BORA SAAR SNIPER x3, Mohicans x3, Kira Jax, Zetacron, Dead-eye Dan, Isamu = 490 points
VS
Army 2: Tor-Kul-Na, Stingers x3, Nagrubs x3 = 490 points
Rd 1. All three OMs go on the NSS, one on each. NSS moves and so does Zeta. Stingers flank left and right. A NSS kills a Stinger from long range (no bonding). Three Stingers fire on Zeta and roll 3/3, 2/4, and 2/4 . . . but Zeta defends against them all! A NSS kills another Stinger (no bonding). Stingers attack the NSS and get one wound on the NSS on left side of the map but the other 2 defend.
Rd 2. Mohicans move up with Stingers in sight of NSS and roll 8/9 skulls, but only kill 1 Stinger. Great rolls going on for both armies. Stingers attack, but can only get 1 more wound on the left NSS. Mohicans kill 3 more Stingers, two were engaged. Three Stingers move to height and no one is range. [Is this a wipe out or what?] Mohican grabs the Initiative +8 glyph while two other move out from the start zone. Stingers move to the right side and kill a NSS in 2 attacks.
Rd 3. A NSS attack Tork from long range, no wounds while Zeta kills a Stinger clear across the map. A Stinger engages Zeta while another skirts by to grab the Def+1 glyph - no wounds on Zeta. NSS attacks Tork again but fails, Zeta kills a Stinger. Tork charges and places a wound on the middle NSS, Grubs fail in 2 attacks. [OK, two OMs into this round and NSS's and team have killed 140 points of Stingers while only losing 53 points in NSS - this will be a cake walk]. Mohicans roll 1/10 skulls in three attacks - no wounds. OUCH! Tork tramples a NSS for a wound and then kills him with an attack, 2 Grubs fail in their attacks.
Rd 4. Marro team wins initiative despite the +8 Initiative glyph - this was a huge turning point. Tork kills the last NSS while a Grub kills the Mohican on the initiative glyph. Mohicans can only kill one Grub in 3 attacks, while the last of the Stingers continues to hold the def+1 glyph. The Mohicans retreat to the right side and finally kill the last of the Stingers and a Grub. Tork moves to height on the left side and then a Grub kills another Mohican. The Mohicans take the def+1 glyph to the left of the map and kill 2 Grubs.
Rd 5. Tork tramples down the hill to take out Dan in one attack into the opponents startzone while a Grub kills another Mohican. OM#1 was on Dan - another oops. Tork tramples Kira for 1 wound and then finishes her off with an attack while the Grubs fail in their attacks. 2 more Mohicans run from Tork and kill 2 Grubs. Tork tramples Isamu dead while the Grubs still can't kill the Mohican on def+1.
Rd 6. Tork charges to the right side hill. Zetacron blasts on Tork from height and gets 3 wounds on the monster. Tork keeps charging up and gets 3 skulls on a Mohican, but it is blocked with a roll of 3/4 shields. Three Mohicans engage Tork in hand-to-hand combat and get two more wounds (Tork is down to one life left). Tork tramples one Mohican and kills another with his attack. Zetacron for the game . . . he only needs one wound . . . Zeta has height on Tork . . . and he rolls 0/3 skulls. OUCH!
Rd 7. Tork charges up and wounds Zeta. A grub kills the Mohican on def+1. The Last of the Mohicans rolls a perfect 3/3 skulls on Tor-Kul-Na . . . but Tork rolls 3/5 shields to stay alive. OUCH! Tork snacks on a Grub and kills Zeta, who whiffed in defense. OM was on Zeta. Tork then rolls 5/7 skulls to take out the Last of the Mohicans and bring yet another victory into the hands of the test army. OUCH - I haven't won yet.
Final thoughts: Team Tor-Kul-Na only had 85 points left in this one. It could've gone either way at numerous points in the battle. I am learning how the NSS work best and will venture a rematch - dropping a couple of heroes and going with more NSS and/or Mohicans. I misplayed the NSS this game - they are an interesting twist to the game (when do you bring them up to get other's bonus for attacks, when do you keep them safe?). I am more intrigued with how they played more than I would've ever thought with their benefits to proverbial Heroscape slackers. All that being said, their numbers suggest much more than 40 points. I will retest them as written in the previous post and I guarantee a wipeout!