C3V PUBLIC PLAY TEST FEEDBACK COMPREHENSIVE-FORM
C3V Public Playtest Form
NAME OF THE TEST UNIT:
Barbary Corsairs.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.
I think plunder is a very appropriate power for a squad of Pirates. Reckless hero bonding is good as well. I think limiting it to small or medium characters is the best route to go for fear of future reckless large heroes. Also, Manauvi’s speed enhancement feels off with the Corsair/Pirate faction.FUN TEST: Was the unit fun to play?
Yes, I have enjoyed playing the Corsairs and really like the way Plunder currently works.FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying?
The Corsairs are acceptable to play against. The only real annoying thing could be their ability to move glyphs to more advantageous locations.USAGE TEST: Were all of the powers on this card used, or at least usable?
Yes.STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game?
Yes, I think Plunder is an interesting tactic, and the strategy to pull it off adds to the game.BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately?
There are no bonding loops. Currently, Suds, Evar Scarcarver, Martial, and Darrin Razorbeak are the only Reckless Small or Medium characters.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?
I think dropping Manauvi from the bonding keeps everything in check.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.
The ability to move glyphs and take away treasure glyphs from opponents is pretty powerful but I haven’t seen it as broken yet. The powers are clearly defined.
DRAFTING TEST: Is this unit worth drafting?
Yes.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, the Corsairs performed adequately in both games. I think 60 points should be their cost. In the first game Plunder never really came into play. In the second game the Corsairs Plundered the attack +1 treasure glyph from Grimnak. Martial ended up with it, and I think that was a big factor in the Corsairs victory.Map: [Snow Drifts- Custom BOV style map with 1 BotU and 2 Taelik Tundra sets]
Units: Army 1: [Barbary Corsairs (60pts x4), Suds (110), Martial (90), Darrin (60). 500pts.] VS Army 2: [Grimnak (120), Tornak (100), Nerak (50), Heavy Gruts x3 (70), and Jean de Ascalon (20). 500pts.]
Rd. 1 The Corsairs got to the Intercept Order Marker glyph and remove order marker #3 from the Heavies. Darrin got the Whetstone of Venom treasure glyph. Pirates kill a Heavy and Darrin Acrobats to get next to Grimnak for 1 wound.
Rd 2. Corsairs put 1 wound on Jean. Darrin misses with double attack on 2 Heavy’s. Grimnak does some chomping on a Pirate and on Darrin, Darrin gets a Heavy but take some wounds in the process. A Corsair gets on the Unique Attack +1 glyph. Pirates lose 4 of their ranks to Heavy attacks.
Rd 3. Nerak moves out to aid with his aura and Heavy’s take over the Unique Attack glyph. Grimnak chomps a couple more Corsairs. Heavy’s put 3 wounds on Suds, who leaves engagement for 1 wound to try and stay alive with his dwindling defense. Suds manages to put 1 wound on Grimnak with a 4/6 skull roll and gets a heavy. Pirates add 2 wounds to Grimnak and get a couple of Heavys.
Rd 4. Suds finishes off Grimnak. Pirates put a couple of wounds on Nerak and get a few Heavy’s. Nerak and Heavy’s get a couple of Pirates. Suds gets a Heavy before he and a few more Pirates fall to the Heavy’s.
Rd 5. Heavy’s get last 2 Pirates who lose 2 order markers. Nerak puts a couple of wounds on Martial, but Martial finishes off Nerak. Heavy’s put 2 more wounds on Martial.
Rd 6. Heavy’s finish off Martial for the win. They had 3 Heavy’s, Tornak, and a 1 life Jean left.
Final thoughts- Suds didn’t do a whole lot and fell pretty quickly. Darrin was a threat and did OK before being chomped. Jean never decided anything with his 20-sided bonus. The Corsairs performed decently against the Heavy’s. ARMY TEST 2
Did the unit perform adequately? What should be the unit's point value? Give a brief summary.
[Suds gets Tornak, 1 Heavy, and 1 wound on Grimnak. Darrin manages 1 wound on Grimnak. The Corsairs Plunder treasure glyph from Grimnak, kill 6 Heavy’s, put 1 wound on Grimnak, and 2 on Nerak. Jean and Lodin gave the Heavy’s Initiative in round 6 which almost gave them a Victory. Jean’s 1 attack wasn’t enough to do any damage in his 2 attacks. The Corsairs manage a tight win with 1 Corsair and a 2 life Martial left. Map: [Same]
Units: Army 1: [Same] ([army 1 point total]) VS Army 2: [Same] ([army 2 point total])
Final thoughts
Barbary Corsairs- I think 60 pts. is correct and feel comfortable moving them to final editing
“Suds” Merrick- I am not convinced 110 pts is correct but am comfortable enough to move him to final editing at that cost.
Darrin Razorbeak- I like his little changes and bonding with the Corsairs. I could see him moving to final editing.
Jean de Ascalon- I think his attack should be 2 and he could move to final editing.