Nomad Tue Aug 26, 2014 6:29 pm
NAME OF THE TEST UNIT: Doggin Trackers (we kept their move at 7 and dropped the points to 100.)
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.
FUN TEST: Was the unit fun to play? PASS. Derek ran out with the Trackers and Dund first. He lost some Trackers to Thralls, but got Dund into position to roll for OM removals and into Damon’s startzone to kill Iskra before she had a chance to take a turn. They probably would have been more fun had Dund been able to roll well enough to remove OMs.
FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying? PASS. They were very worrisome. With the disengage, a couple got into Damon’s startzone to punish Iskra before the Rechets joined the fray. The Thralls took them out, but Dund was close on their heels to create damage.
USAGE TEST: Were all of the powers on this card used, or at least usable? PASS.
STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game? PASS. Numerous ways to play them. Having the Dund movement bonding made Dund feel like he was worth about 110 points – oh, I guess that is his cost.
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.
DRAFTING TEST: Is this unit worth drafting? PASS. If I want to play Dund, I am playing these guys. If I am playing these guys, I am playing Dund. Down the road there might be some common Trackers to add to the fun.
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. I am tempted to PASS them here as well, but I think we need more play tests to determine their exact cost. I think the stats should stay as they are. Derek was still seeing potential and was thinking 100 points might be too low.
Map: Bridging the Fields of Fire
Army 1 (Derek): Laglor, Dund, Krav Maga Agents, Agent Carr, Doggin Trackers, Vindicators of Vydar = 580 points.
VS
Army 2 (Damon): Rechets Of Bogdan, Iskra Esenwein, Preyblood Thrall x4, Deathstrike Thrall x4, Nicholas Esenwein, Brunak = 590 points.
Battle: This was an incredibly fun battle. The Thralls won with 74 points left, but was only able to pull it off after Nikolas killed all three Krav which rebirthed Thralls. Nikolas killed Laglor in one roll of the dice, but Agent Carr killed Nick in one roll of the dice – lots of skulls! The Trackers didn’t roll well with their attacks and were only able to take out a couple of Thralls on the way to Damon’s startzone. They did put a couple of wounds on Iskra before falling. Dund followed to take her out. They got just about their points worth in kills/wounds, but the big benefit was seeing Dund become a major threat (Derek was 1/5 in Crippling Gaze rolls – and the successful roll only removed an X OM).
Final thoughts: Keep all the stats and powers the same. Conduct more play tests. I could see them at 105-110, but lets keep testing at 100.