NAME OF THE TEST UNIT: AGENT SCARLETT
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. Perfect theme – the 4th Nakita Angel fits in just right.
FUN TEST: Was the unit fun to play? PASS. Scarlett attempted to add a little spice to an otherwise lengthy non-strategic battle.
FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying? PASS. She might have been annoying to Charros if Scarlett could have hit one of d-20 rolls.
USAGE TEST: Were all of the powers on this card used, or at least usable? PASS. They were all used, but not successfully.
STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game? PASS. Super cool powers! When to move Scarlett or other agents had a big impact on almost every turn, and often twice per turn. There will need to be many clarifications discussed and posted when we post her on Heroscapers – and I think I played her correctly.
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? INCONCLUSIVE – I have a number of questions which are included in the final thoughts below.
DRAFTING TEST: Is this unit worth drafting? PASS.
MIRROR TEST: Consider the test unit against itself. Are there any loops that would upset the balance of the Game? PASS.
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] INCONCLUSIVE. Scarlett added much strategy to the Agents, but couldn’t do anything. After a couple of rounds of learning a bit on how to use her and thinking about her potential, I thought she might be underpriced. Then, after failing on all d-20 rolls, I thought she should have a price of zero. Too early to call. I wouldn’t change a thing – just need more play tests and clarifications to my questions below before conducting those tests.
Map: Custom by Damon that included RotV and BftU
Army 1 (Damon): Microcorp Agents x3, Nakita Agents, Agent Scarlett = 500 points.
VS
Army 2 (Damon): Charros, Thorgrim, 4th Mass Line x3 = 500 points.
Battle Report:
I’m not going to bore you with a round-by-round report for all 20 rounds.
First half of battle: The 4th and Thorgrim and the Agents all moved to the center plateau and shot away at each other. Scarlett moved around instead of some microcorp a couple of times in the attempt to boost magic pants and smoke screen. Due to the extra range and getting some height advantage attacks, the Microcorp and Nakitas decimated the 4th – all 12 bluecoats fell while only 3 Microcorp bit the dust. A Microcorp did happen to get a wound on Charros as he sat in his start zone. This looked to be a complete blow out.
Before I go further, the Microcorp did not pull off a magic pants the entire battle until the very last Thorgrim attack in about round 22 despite a few being boosted by an adjacent Scarlett. The Nakitas did not hit a smoke screen once the entire battle – Scarlett attempted to boost this a handful of times. Oh, the other Nakita not next to Scarlett rolled a ‘12’ 3 out 5 times – go figure.
On to the last dozen or so rounds . . . Thorgim and 1-wound Charros against Nakitas, Scarlett and two squads of Microcorp. I figured Scarlett would be the perfect figure to earn some wounds on Charros, right? All Charros – attacks of 5 v defenses of 3. All Microcorp – attacks of 2 v defenses of 5 or 6 when Charros had height. Scarlett attempted 4 Intercept and Extracts, but couldn’t roll the d-20 to pull it off once. Charros took out all of the Nakitas, Scarlett, and all but one Microcorp before the the big green dragon was finally taken out of the game (this took about 10 rounds, earning a wound or so here and there).
Last two rounds – the last Microcorp against a full life Thorgrim. The Micro tried to keep his distance and shoot from range, earning two wounds on Thorgrim. The last Micro was finally corned on a water space on the edge of the map and Thorgrim hit 3 skulls to zero for the Micro, who rolled a 19 to magic pants (first success in nine attempts). The Micro circled around to height on Thorgrim, rolled 2/4 skulls and when Thorgrim whiffed, the agents secured victory.
Sounds like a thrilling battle – but most of it was 2 and 3 dice rolls, Charros taking out one figure at a time and occasionally missing on a defense roll. Yawn.
Final thoughts: I’m thrilled about Agent Scarlett! I wouldn’t change a thing at this point . . .
Questions that need clarification to which a spent much time considering:
Skahen’s Cover Fire?
After Skahen inflicts a wound, she can move a tricky figure, but let’s say that tricky figure is also an agent, so, instead of moving the tricky agent I can use Ghost Operative and move Scarlett six spaces instead. That is how I read it now, as long as I didn’t use Ghost Operative earlier in the turn instead of moving Skahen. But I could have used Intercept and Engage to switch Skahen and Scarlett, and then still used Ghost Operative.
Skahen’s Cover Fire?
After Skahen inflicts a wound, she can move a tricky figure, but let’s say that tricky figure is also an agent, so, instead of moving the tricky agent I can use Intercept and Exchange, switch Scarlett with a tricky agent and attempt Scarlett’s engagement strike if possible. That is how I read it now, as long as I didn’t use the Intercept and Engage earlier in the turn instead of moving Skahen. But I could have used Ghost Operative to move Scarlett instead of Skahen, and then still used Intercept and Exchange after Skahen fired away to earn a wound.
Declaring agent that did not move?
I reveal a marker on the Microcorp, I move two of them and then move Scarlett with Ghost Operative – do I have to declare the third Micro I chose not to move? As I read it, that third Micro can still attack but do I have to say which one prior to the attack phase? Same thing applies if I choose to use Intercept and Exchange.
Scarlett’s Ghost Operative and Intercept and Exchange used in combination in one turn?
I move one Micro, I use Ghost Operative to move Scarlett instead of moving a Micro, and then I use Intercept and Exchange to switch a Scarlett with another agent. I still get three attacks with the Micro, correct? That is how I read it and how I played it (to little success). And these exchange for moves are still predicated on the previous question.
Nakita’s Gorillinator movement bonding?
I can move Scarlett instead of one of the Gorillinators, correct?
Did Agent Carr get better?
I flip on OM on Carr, instead of moving him, I swap with Scarlett and roll the d-20 if he was engaged. Carr, who switched, still gets his plus 4 super attack on an adjacent figure if Scarlett had been engaged. Correct? Very cool.
Zaeus Gorillinator Attack Bonding?
I flip an OM on Zaeus to take a turn with the Gorillinators, who can’t move. But Scarlett can move because she is not a Gorillinator. Correct? I can interpret this the other way, but I just want to make sure.
The name of the Intercept and Exchange 13 power?
It seems that the terms intercept and exchange refer to the same part of this power. The 13 isn’t needed for that part of the power to exchange places with the agent. I think the power should be renamed as Exchange and Engage 13. Intercept sounds too similar to the Intercept OM glyph, and it is redundant with the exchange term.
That is all for now.