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View Full Version : ultradoug presents: Ironclad.


ultradoug
July 4th, 2006, 09:40 PM
http://i50.photobucket.com/albums/f348/coolmondoug/efd087f6.jpg

this is a 4 squad unit.
I'm gonna be fighting him soon, what do you think?

Fallen Templar
July 4th, 2006, 11:17 PM
If there a squad how about making the name plural like the Iron clad orcs and his ability is way to powerful

ultradoug
July 4th, 2006, 11:18 PM
He's sposta be hecka tough.

Fallen Templar
July 4th, 2006, 11:19 PM
what about a unique hero insted of a squad

ultradoug
July 5th, 2006, 12:26 AM
you could play him that way i guess. I'm gonna try to beat him as a squad lol.

Widigo
July 5th, 2006, 12:38 AM
He is not to powerfull, if i roll 3 a die and 4 d die then i use my d die if i roll 6 a die and 1 d die then i use attack. for 240 pts, for a 4 man squad i would give them 2 life, and 6 attack with 4 move (cause of the heavy armor) also it is bad enough people are using wiz kid figs without putting any work into making them unique you could at least use a proper Hs base in your picture.

Fallen Templar
July 5th, 2006, 12:40 AM
He rolls seven atack dice as defense he has a greater chance of rolling blocks then normal. and it's a squad

Doc_Savage
July 5th, 2006, 02:17 AM
Seems too expensive for 4 unique squad guys with no range. Run a Chomp against them...

reapersaurus
July 5th, 2006, 03:18 AM
(They do seem more like a hero to me too)

This is an interesting quandry, this unit.
At 60 points per figure, taking one out would be painful. I'd guess the best draft against them would be Braxas. Of course, if even a few of them get adjacent, they will pummel whatever hero is sent against them.
Actually, Me-Burq-Sa would be an obvious draft, too. Maybe Dead Eye Dan, too.

I don't think they'd be playable as written, but with 5 attack and effecively over 10 defense, this is an interesting take on a powerful common squad. That's for making me think about this kind of power level, UD - it's been awhile since someone stretched the limits of HS this far. :thumbsup:

Jason
July 5th, 2006, 03:54 AM
I don't think they'd be overpowering. You'd definitely want to focus on units with Auto kill or a good ability: Marro Hounds, Dan, Sudema, Braxas, Grimnak could all do great. Me Burq Sa could run circles around them. Dw7k could be great too. They would really have to spread the pieces out

Agent Minivann
July 5th, 2006, 04:33 AM
I like the unit, but I wouldn't draft it as is unless I knew my opponent couldn't do some sort of autokill or something. If I drafted this one first and then my opponent picks up Chompy, I'd start crying then and there. :joke: I'd hate to spend that kind of points on a squad and then get chomped. I have to agree that it would be better as a hero. But reaper really got it in a nutshell. It is an intersting unit.

Imagine it as a unique hero with Finn on the card, with elevation, Taelord, and a glyph. Your opponent is going to be praying for a good initiative roll if he's anywhere near range with three order markers.

ultradoug
July 5th, 2006, 12:01 PM
ok, I played agenst just one of them, and the skulls just keeped on rolling.
I forgot an inporant note that I had writen down for this guy in real life.
Each time he rolls for defence, he rolls one less die, because his armor is "fallling off"

Old Armor or perhaps "Rusted Armor." effect: Roll one less die for this squad each time they roll for defence. -- since this was a common squad, I think adding this ablity should make it a unique squad so you can keep track of that more easyly, after a few attacks agenst them, they are going to start droping like flys.

Also I had writen that this was an optional ablity, so if you do not use it, your armor does not go down, but if I did that- I'd have to use shild markers or something to keep track of when he uses it and not, so thats a bit complex , best if its just always on, eventualy they will have no defence... not sure if by doing that there cost should get lowered.