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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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I am going to be play-testing some for set 15.
I like to play "half games" with my squad to see how I advance, to see how I initiate attack, how I get to gambit, etc.
I play 4 rounds to see what it looks it and than start over. We do these on 2 different maps to see how it works on an open lay out vs closed lay out. I make any small changes that are required (door control, more range, etc)
Than we play a game with take backs (as in, oh that didn't work, lets go back and see the possibilities)
Than I play the final game that counts as the play-test that is reported because at this point I am comfortable with the squad. I can than play the squad against whoever and it be a good play report.
But the problem is getting the squad right, because investing that much time is difficult if the squad stinks :)
So my favorite technique is the half games to teach you a bit about the squad.
Post some of the things that you do that have worked well or that seem to bring good results from play testing. Tell us techniques that make games more "real"
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/22/2011 Posts: 593
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I self-test as in I play vs myself on Vassal with a few different Enemy squads, 1 hate, and 1 well rounded tier 1.5/2. I pick a map that is fairly neutral some doors but not something that require more than 2 doors be held at one time.
Once I set up the squad I'm using and set up the Opfor squad, I put the second Opfor squad pieces off the board ready for another run. Once all this is done, I save the game as "Vset-piece name Opfor1 setup".
Then I start and play about half a game. About to the point where I've used what I wanted to use from the playtested piece and if need be, reset to try a different approach (aggressor, super fast, ultra conservative). Once I've collected what I need, I document in a notepad (Start->run->type "notepad"). Then I reset and go against the second Opfor squad.
If I'm testing a jedi, then I use a very mean Vong squad, then maybe a simple Mace/GOWK/boba squad.
Once I've tested against the second squad I combine the notes and send them to whoever is taking them. They don't have the Human-to-Human interaction part, but for testing, I don't think it's required.
I also think that self testing is less intimidating. You can take time to think of whats best to do and redo a stupid move if need be to try to get the best possible test from your character.
I don't recommend to test 2 pieces on opposing squads unless it fits the mold for what is needed as a good testing matchup against the other testing piece's squad.
Here is the form I was given to fill out during testing.
(1): Title - Character I’m testing vs Enemy Squad name On Map name
(2): Squads – Enter squads below
(3): Brief summary of game. How did the tested piece(s) perform? What did they achieve? Give a good report of how your gameplay went and how you used the piece.
(4) Thoughts on the tested piece (a) Did you understand how the SA/CE work after reading them just once
(b) Is the cost accurate?
(c) What do you like about this piece? Does anything bother you about this piece? Thematically or in terms of gameplay? Does it obsolete another piece?
(d) Do you have any other ideas for squads we should test this piece with?
Final Thoughts:
Don't be intimidated or shy. Everything you send back helps and helps the community of SWM players. On average, I'd say each character start to finish will take about 1.5 hours of your time which isn't bad.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/19/2008 Posts: 1,740 Location: Orange County, CA
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Schools out in 11 days and I hope to play test again this summer.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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It's actually looking like my availability for play-testing is going to be more limited going forward, so it would be great if other people could take up the slack.
I'm maybe a bit casual about it, but because I've done a lot of testing in the past 2-3 years, it's been important for me that it's fun and sustainable. Normally for a play-testing evening, I'd make four squads using play-test pieces, then randomly draw them against each other. Sometimes there are pieces that are specific counters for particular squads, and sometimes there are pieces that are purposely tier one that need treating differently. But for a lot of pieces, playing against each other in Tier 2 squads often gives a pretty good idea of power levels - and additionally, I think squad building is a very underrated part of play-testing.
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