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toddrew
July 30th, 2006, 03:19 AM
First off, thanks to justjohn for the tutorial on getting cards put together without photoshop :)

Custom made for Fallen Templar's Rasputin Contest (http://heroscapers.com/community/showthread.php?t=2393&postdays=0&postorder=asc&start=0) (still time to enter, through (to?) 10/1 :) ):
Here's my go at it:
http://i32.photobucket.com/albums/d45/toddrew/SmudgedRasputinWabilitiesWstats.jpg

I was vaguely familiar with the folklore surrounding Rasputin, but wiki'd his name to get a refresher and that led to the above take on Rasputin as a heroscape figure.

Mechanically he's a healer about as consistent as Kelda, except towards King or Queen figures, a nod towards his healing of a member of the royal family of russia, which led to all the other tales of Rasputin. He will last though due to "prophetic revenge", unless I've missed a loophole :) The idea is that he will only be destroyed when the enemy is confident that the game will end soon (i.e. before the end of the following round).

Can't fly, nor move exceptionally fast (5) - player will have to sacrifice an attack (basically) to use him, but will benefit Sudema, Braxas, Charos, and any other King/Queen hero I left out (60% chance to heal 2 or 3 wounds, 100% chance to heal at least one wound. He won't go down early like Kelda is susceptable to, but also won't draw fire early like Kelda can be used to do, either. I think 100 points is a good un-playtested starting point, but definitely subject to revision...

"Prophetic Revenge" comes from the tale of his letter that he penned before his assasination, detailing that if a member of the royal family had a hand in his death, all members of the royal family would be dead within 2 years (which happened, the time period roughly coinciding with the Bolshevik Revolt (at least I think that was that coup)).

Here's the wikipedia link (http://en.wikipedia.org/wiki/Rasputin)

EDIT: read a little deeper, and it appears that there was an initial revolution in 1917 that overthrew the monarchy, followed by a second revolution (the Bolshevik Revolution) later in 1917 that established the communist state.

Also, could've gone with making Rasputin the HS figure exceptionally hard to kill (those were the stories about Rasputin that I remembered), but preferred to take the simplier route of "Prophetic Revenge".

Figure added 9/20/2006
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http://i32.photobucket.com/albums/d45/toddrew/kraichekthemountaintrollwStatswAbil.jpg

Figure is from D&D War of the Dragon Queen "Mountain Troll", 50/60, uncommon

Originally he also had "Wild Swing SA" in order to scrape the castle walls, but too much text + his defense ability already makes him tough against squads, the majority of which are medium figures.

ADDED 9/16/2006

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Here's my entry for jcb231's just for fun "existing abilities contest" (http://heroscapers.com/community/showthread.php?t=2719&highlight=)(an all around fun thread :) ):
http://i32.photobucket.com/albums/d45/toddrew/warapeseinarwStatsnAbilities.jpg
figure(s) used: D&D War of the Dragon Queen "War Ape", 22/60, common
ADDED 9/15/06
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Quickly posting the figure we're currently working on:

http://i32.photobucket.com/albums/d45/toddrew/PhaedrawStatswAbilities.jpg

For whatever reason, first thing I thought about the figure was it would be cool if it would work directly with the rats (rats 'n' cats, why not, no, must be, etc.), but more formal thinking went into making her a castle infiltrator (climb and SA) and all-around bad mambajamba :)

ADDED 9/11 - figure used is D&D mini from the War of the Dragon Queen Series: Displacer Beast Pack Lord, 29/60 uncommon

Definitely looking for constructive criticism!

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After a short break for "official fun", here's our latest with a nod towards Reaper's bizarroscape project, as this is basically bizarro Krug, with a door busting special attack:
http://i32.photobucket.com/albums/d45/toddrew/gnarl20wAbilities20wStats.jpg
Added 8/29/2006
Figure used is a D&D Angelfire series Werebear, 13/60, uncommon
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My other "daughter" card (can't have favorites, now, can we :) )
http://i32.photobucket.com/albums/d45/toddrew/MasterArcherNaomi.jpg
Added 8/2/2006
Figure used is a Mage Knight mini: "Councillor Laurell"
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More on these two versions of the same figure later, but posting them now for commentary:

http://i32.photobucket.com/albums/d45/toddrew/GwendolynCentaurShamanBW.jpg

and:

http://i32.photobucket.com/albums/d45/toddrew/GwendolynCentaurShamanPS.jpg

Figure used is Mage Knight "Centaur Shaman" - #006
Added 7/31
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Same story (.pub file better formatted, but the .pdf won't upload as an attachment? - only 165kb)

I know that there are other customs of this figure, and I'll take a peek and see if those change our ideas of what we wanted this figure to do, but wanted to get this one up first and then see what others' had done for abilities, being such a cool looking figure and all:

http://i32.photobucket.com/albums/d45/toddrew/purpleworminprogressJPG.jpg

Added 7/30/2006
The figure used is from the D&D War of the Dragon Queen series: 21/60
"Purple Worm"
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So here's the first (recorded, anyway) custom to come out of our household:
EDIT: UPDATED CARD STATS AND ABILITIES 8/1:
http://i32.photobucket.com/albums/d45/toddrew/EliteDragonSentinelsTEXT8-1.jpg

Added 7/30/2006
The figure used is from the D&D War of the Dragon Queen series: 35/60
"Greenspawn Razorfiend"
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toddrew
July 30th, 2006, 03:26 AM
First custom:
ELITE DRAGON SENTINELS
http://i32.photobucket.com/albums/d45/toddrew/EliteDragonSentinels.jpg

The figure used is from the D&D War of the Dragon Queen series: 35/60
"Greenspawn Razorfiend"

Haven't playtested yet, but current tinkerings will be with
1) Attack (wanted to make it 3, but think maybe too powerful for cost)
2) Fake bonding (in case you haven't figured it out, currently bonds with Charos - true bonding I think would be too powerful for cost)
3) Cost itself - based roughly on Izumi Samurai, but boosted for buffed counter strike and fake bonding with Ullar Dragon Kings (Charos)


Other issue is cosmetic, sorta, the wings should not be hitzones, but I don't know a good way of doing that other than freehand selecting - anybody else have a plan - I'm using GIMP and MSPaint and Publisher (well, the card here is just GIMP and MSPaint.)

monkeyfish
July 30th, 2006, 12:38 PM
Seems too underpriced. My :2cents:

toddrew
July 30th, 2006, 05:42 PM
Muddying up the commentary by posting another custom after only one comment, but please be at liberty to talk about any past or future custom on this thread at anytime.

I know that there are other customs of this figure, and I'll take a peek and see if those change our ideas of what we wanted this figure to do, but wanted to get this one up first and then see what others' had done for abilities, being such a cool looking figure and all:

http://i32.photobucket.com/albums/d45/toddrew/purpleworminprogressJPG.jpg

Added 7/30/2006
The figure used is from the D&D War of the Dragon Queen series: 21/60
"Purple Worm"

Of note:
The base for this figure will be the same as the large tree from RttFF's base - 4 hexes. Movement rules for now (until playtesting shows that they are broken :) ) are that figure must rest on same level at all four hexes (same as the 2-spacers), but no penalty for rotating about the center. Movement is counted from whichever leading hex and figure may rotate at any point along movement.

Card doesn't say so at the moment, but the range of 3 will be limited to total elevation change of 20 levels up or down from base - shouldn't be an issue on most maps, but there are those Smatterhorn types (that this figure likely wouldn't perform well on anyway.)

Plan on tinkering a lot with the dynamics of life, defense, and "mollusk regeneration" to see what will be the right balance. We think it's a good start right now - average of 0.66 shields per base defense roll, 70% chance of negating each wound. 10 life should last awhile, but the worm is susceptible to every attack, no matter how small.

Burrow Attack will likely have a lot of rough edges - please poke away and offer any refinements/major overhauls.

EDIT: already see one adjustment for Burrow Attack - should read "Worm cannot end move on any spaces occupied by large or huge figures" instead of "Worm cannot move to any spaces occupied by large or huge figures." Change made on .pub file - I'll wait to change the MSPaint file until review of the other stats/abilities.

cavie
July 30th, 2006, 06:56 PM
You know what this means toddrew...
I'm going to need your help with some customs I'd like to make since I don't have the software capabilities. :? I like what you've made so far.

Turtleboy
July 31st, 2006, 09:44 AM
Those dragons are way underpriced.

First off No one ever uses Utgars orders ,should take that right off the card :2cents:

But the Counter rolling 2 skulls, No squad or weak hero would attack them. They could possible take out krug early in the game.

:Checking out your worm now:

Grungebob
July 31st, 2006, 09:57 AM
The blade wing counterstrike is unnecessarily powerful. I say just reduce it to regular counterstrike that is not usable against any other dragon and call it done as then 90 points seems fair enough.

toddrew
July 31st, 2006, 10:04 AM
Those dragons are way underpriced.

First off No one ever uses Utgars orders ,should take that right off the card :2cents:

But the Counter rolling 2 skulls, No squad or weak hero would attack them. They could possible take out krug early in the game.

:Checking out your worm now:

Thanks for the feedback, Turtleboy.

I was trying to price them so that a Charos + EDS army would be 300 points, but am definitely open to adjusting the price.

Ullar's Orders was put on the card in place of true bonding to keep the cost down, but still allow some versatility and feeling of cooperative use between Charos and EDS. We are considering making it true bonding and boosting the EDS's cost. Maybe so that the cost of both units is close to 400 points, adjusting the EDS's other stats accordingly.

The customs in general that we are making right now are made with the goal of being effective unique counters to horde armies. I am going to put up 2 versions of the other custom we made over the weekend right now in fact :)

toddrew
July 31st, 2006, 10:11 AM
The blade wing counterstrike is unnecessarily powerful. I say just reduce it to regular counterstrike that is not usable against any other dragon and call it done as then 90 points seems fair enough.

Yeah, this probably will end up being a failed experiment - wanted an ability that would penalize range attacks, mostly, but also that would make some sense flavor-wise and got it in my head that counter vs. melee would need to be stronger. I would like to keep the counterstrike ability against range in some form - got to get to work right now, but am thinking regular counterstrike except applicable to ranged normal attacks, or keep the ability as is (is no different to squads and commons, a hit is the same as two), but have it not apply to other dragons.

Grungebob
July 31st, 2006, 10:33 AM
The blade wing counterstrike is unnecessarily powerful. I say just reduce it to regular counterstrike that is not usable against any other dragon and call it done as then 90 points seems fair enough.

Yeah, this probably will end up being a failed experiment - wanted an ability that would penalize range attacks, mostly, but also that would make some sense flavor-wise and got it in my head that counter vs. melee would need to be stronger. I would like to keep the counterstrike ability against range in some form - got to get to work right now, but am thinking regular counterstrike except applicable to ranged normal attacks, or keep the ability as is (is no different to squads and commons, a hit is the same as two), but have it not apply to other dragons.Well, it simply does not fit the theme of this unit. I don't want to sound too criticle here but these guys don't have any thematic reason to bounce ranged attacks back at the attacker. It just seems to be at odds with them.

toddrew
July 31st, 2006, 12:52 PM
Well, it simply does not fit the theme of this unit. I don't want to sound too criticle here but these guys don't have any thematic reason to bounce ranged attacks back at the attacker. It just seems to be at odds with them.

I haven't taken the time to write down any sort of backstory yet for this unit (or the others, for that matter :) ) but the idea came from a confluence of the figure looking thematically like a good support unit for Charos, desire for some sort of "ranged counterstrike", and the figure having organic/metal wings being of a substance that would redirect ranged attacks and be very effective at countering melee attacks. But maybe too much of a reach for putting this ability on this particular unit.

toddrew
July 31st, 2006, 02:13 PM
Still working out the kinks for this thread, so any input about "formatting" is appreciated, specifically, is it better to post one custom in the thread itself every few days (or longer period), or just post them as they come and let the discussion lead where it may?

Regardless, after posting this (these, sort of) one, I think I'll work on refining these in the next week(s?) before posting more customs.

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At first the figure had all of the abilities that are shared between these two versions (my son tends to get carried away with the units abilities), but we instead broke it into two versions, and see which one bears out, or have 2 useable customs (or none, I suppose, is a possibility as well :) )

http://i32.photobucket.com/albums/d45/toddrew/GwendolynCentaurShamanPS.jpg

The first is an effort to improve Dund by adding the possibility of using an adaptation of MBS' (and to a lesser extent, James Murphy's) special. Lots to tinker with there as far mechanics of the d20 go, but it's a start. One idea is to reverse the order of effect, having the inability to defend an attack happen at the lower roll threshold, and the removal of any ordermarkers happen at the higher threshold.

Poison Spore attack is to give her some recourse against squads and to perform on par with squads (i.e. ability to attack multiple figures, if not multiple times.)

Next version:

http://i32.photobucket.com/albums/d45/toddrew/GwendolynCentaurShamanBW.jpg

This ability was inspired by the glowing green hand of the figure and coming up with a shamanistic ability to match up with it, also keeping it in-line with having a big effect against common horde armies, but allowing it to be versatile enough to be of use against any figures. Plan on a lot of tinkering with this as it doesn't have an easy official figure comparison. Any reference to similar custom abilities are appreciated.

The figure has a single hex base.
Figure used is the Mage Knight "Centaur Shaman" #006

toddrew
August 1st, 2006, 12:06 PM
After reading the Official Special Abilities thread (http://heroscapers.com/community/showthread.php?t=1225&postdays=0&postorder=asc&start=40), I found an implementation for gliding ability that I had intended to put on the EDS card, but was lazy and went with flying. That will bring the card down in cost compared to current abilities. We should have time to playtest some of these this week.

justjohn
August 1st, 2006, 07:26 PM
I like the dragons, TD. I think that the 2x attacks per shield is kindof excessive. The fact that the reflect ranged attacks is cool, but I just think the other end of it sort of too powerful.

The purple worm looks good. It is different from the custom I did for that figure, aside from the burrow ability, which seems like a gimmie considering the figure. Mine is also on a 4 space-base (used 4xglyphs). In playtesting, it was pretty self explanatory how to move them, just apply the double base rule, basically. It was very limiting in where they could go, however, but that is one of the draw backs to my version.

Keep up the good work!

toddrew
August 2nd, 2006, 01:18 AM
I updated the EDS' card to reflect some of the observations here (thanks much all :) ) and switched out Flying with Gliding, as detailed by Kepler and Srmalloy, and worded in hopefully an elegant and unambiguious way (but i think ambiguities will abound :lol: ):

http://i32.photobucket.com/albums/d45/toddrew/EliteDragonSentinelsTEXT8.jpg

EDIT: after thinking it over, I guess to be mathematically correct, the rise to run should be always less than -1, as the slope is in a negative direction :( Anyway the point being that to glide over four spaces legally, the drop from the first space to the 2nd must be at least 2 level difference, the drop from the second to third also must be at least 2 levels less, and so on and so forth...

toddrew
August 2nd, 2006, 01:33 AM
The purple worm looks good. It is different from the custom I did for that figure, aside from the burrow ability, which seems like a gimmie considering the figure. Mine is also on a 4 space-base (used 4xglyphs). In playtesting, it was pretty self explanatory how to move them, just apply the double base rule, basically. It was very limiting in where they could go, however, but that is one of the draw backs to my version.



I thought that there were more than yours, but after searching through the customs threads, I only came across your "Cepholapox" (excuse any misspelling :) ), which uses 2 figures and does have quite different mechanics than the custom we've got up now. Very cool custom(er), yours, by the way :)

The base I was going to use was from the large tree, but using 4 extra glyphs makes more 'cents', as I'm partial to the trees :lol: , but the tree base does grip the board nicely.

I meant to create a nice flat board to test this figure out, but ended up with a monstrosity that would render the figure almost useless. (http://www.heroscapers.com/community/showthread.php?t=1510)

sigmazero13
August 2nd, 2006, 11:31 AM
I like these customs, for the most part. I think the changes to the Dragons work well (I also note that they only counter NORMAL attacks, not Special attacks; that gives them a chink in their armor, which is good).

The one thing that potentially concerns me is with the Purple Worm, though. The Mollusk Regeneration seems a bit too powerful, especially considering that the thing has 10 whopping life! Unless, of course, I'm misunderstanding it. Lets say after rolling defense, he takes 5 skulls. Would you roll the d20 for each skull, or would one roll hit-or-miss the whole slew of them? In the former case, I guess it's not TOO bad (though you still only have a 35% chance of each one pushing through), but in the latter case, that just seems a wee bit overpowered, especially for 220 points.

Maybe I"m just misunderstanding the ability, though :)

toddrew
August 2nd, 2006, 01:01 PM
The one thing that potentially concerns me is with the Purple Worm, though. The Mollusk Regeneration seems a bit too powerful, especially considering that the thing has 10 whopping life! Unless, of course, I'm misunderstanding it. Lets say after rolling defense, he takes 5 skulls. Would you roll the d20 for each skull, or would one roll hit-or-miss the whole slew of them? In the former case, I guess it's not TOO bad (though you still only have a 35% chance of each one pushing through), but in the latter case, that just seems a wee bit overpowered, especially for 220 points.

Maybe I"m just misunderstanding the ability, though :)

I think you've got it - it's the former, each wound is rolled separately. We will be tinkering with this ability - I'm certain we didn't get it right off the bat :) Considered having the defense be 1 or even 0, making lives higher or lower, but we'll start out with where it's at.

I'll have to reread my own writing, but it should be 7 or higher to regenerate, or 70% chance of successfully ignoring the wound - but that threshold is subject to change.

I think I stated this earlier, but our feeling is that the worm will usually be a sitting duck and not able to access many parts of the board (even with the 3 range), and he may even be too weak for the points. Need to try him out to see. Anyone else, please feel free to test drive the worm or any other of the customs - feedback much appreciated :!:

sigmazero13
August 2nd, 2006, 02:26 PM
True, I didn't really consider the attack portion of the Worm, I was just looking at how hard the sucker would be to kill.

With the "roll for each wound", it may not be quite as bad, though I think "on average" having a 30% chance of a wound sticking to a 10-life figure would be roughly equivalent to it having 30 life.

I'm not a statistics expert, so maybe someone else can see what the mean would be, and the standard deviation, though.

reapersaurus
August 2nd, 2006, 02:42 PM
I like that green dragon mini from WotDQ - is that the rare one, or uncommon?
I am working on a dragon squad that has that fig as one of the choices for it - it's a nice one.

As for their Counterstrike - I'm firmly with Grungebob here - I see no thematic reason to refelct ranged attacks back. What would a green dragon do? I don't see how their wings would do anything like that described ability.....

Just in case you didn't see them, the Reflective Monks in the Barracks personify that power - that's their schtick, and that's all they do. Actually, if you don't look at the figures, this squad is simply them with one more defense, adjacent-also counterstrike, "crappy bonding" and "crappy flying". :lol:

As mentioned, some people don;t like crappy bonding and don;t think it sees much play. I think it's a nice thematic addition. The Gliding - I don't think is very well written. :(

LilNewbie
August 2nd, 2006, 02:46 PM
Reaper,

That figure is a Greenspawn Razorfiend (35/60 Uncommon). Nice choice of figure and I like the card, toddrew!. The wording for glide needs a little work. There was a glide power in the draconum figure contest that seemed to be written well. Anyone have that card?

Newb.

toddrew
August 2nd, 2006, 02:48 PM
Thanks for getting me thinking, sigma :)

I'm betting that we probably do end up with one roll to determine if the wounds stick or not. Not overly excited about all those potential dice rolls, but do prefer the mechanic of a wound by wound basis otherwise.

An attempt at a clumsy calculation, each life with the regeneration ability on the worm is worth 1/ 0.3, or 3 1/3 lives without the regeneration ability, so on average 33 life (and what about Kelda :twisted: ), but I'll leave the deviations to someone else - needless to say, I'm aware that that might be excessive, and either the defense will be dropped or the d20 threshold raised (or as hinted, change the mechanic to a flat roll to cover all wounds, which would keep the average lives the same but ramp up that deviation.)

Of course, the easiest way to handle regeneration is implicitly, by dropping the text altogether and simply raising the life and/or defense + fiddling with the cost. Definitely another option as well, seeing as how the burrow attack is so involved already, for a game that favors simplicity.

Definitely want to see how effective the figure is offensively and strategically before making wholesale changes, but I really feel that the board will dictate that sometimes the worm is undercosted, and other times overcosted.

toddrew
August 2nd, 2006, 02:52 PM
Reaper,

That figure is a Greenspawn Razorfiend (35/60 Uncommon). Nice choice of figure and I like the card, toddre!. The wording for glide needs a little work. There was a glide power in the draconum figure contest that seemed to be written well. Anyone have that card?

Newb.

Thanks for the kind words, Newb. Any suggestions to improve the wording are greatly appreciated - much easier if the intent of the ability has already been parsed and converted into a nice paragraph on a former custom.

Fsiv330
August 2nd, 2006, 07:30 PM
i like the centaur

Widigo
August 2nd, 2006, 09:57 PM
I am unsure if this has been said, I have not read the whole thread, but Become Wood needs a new name. Nice cutom though.

toddrew
August 2nd, 2006, 09:57 PM
i like the centaur

Which one :D

Seriously, though - do you like one version over the other? To make your choice more difficult I'll post another centaur as soon as I get the kids in bed.

toddrew
August 2nd, 2006, 10:00 PM
I am unsure if this has been said, I have not read the whole thread, but Become Wood needs a new name. Nice cutom though.

That's what this thread is for, outside input :) Any suggestions? At this point most of the abilities names are placeholders until the ability is refined to its playing form, then will try harder (or more likely take the path of least resistance and keep the rough draft name)

toddrew
August 3rd, 2006, 12:02 AM
Here's the one I was referring to, Fsiv330:

http://i32.photobucket.com/albums/d45/toddrew/MasterArcherNaomi.jpg

Figure is Mage Knight "Councillor Laurell"

Meant to beef up the elf archers, but not too much. I've an idea of cost for her, but would like to get some uncolored commentary about what her cost should be. Always interesting to me how others cost units.

"True Shot", as it's currently called, is obviously a take on Mim's Fireline attack, and meant to function almost the same - main difference being that the first figure in the line of fire receives a "deadly strike" roll, all others receive the regular # of hits from the 3 dice roll.

Attacks have some punch, but mainly will be a support figure for the archers, and then if it comes down to it, a formidable advisary in her own right.

toddrew
August 5th, 2006, 02:08 AM
Got a chance to play around with Master Archer Naomi a little today. Really fun to use with the Aubrien Archers.

Played two games on this board. (http://heroscapers.com/community/showthread.php?t=1510&highlight=)

First was MAN and AAx2 vs. Drake, Raelin, and Airbourne Elite.

Elves and centaur started on the waterfall/forest corner of the board, Army army started on the volcano corner.

AE got the drop and initiative and after a round of grenades, two archers and 3 wounds on MAN. AA struck back, 2 from height and 1 w/+1 from Archer Tactics, and two AE where taken from the board. AE got off 2 attacks on MAN, taking her to 5 wounds, then the AA finished 'em off. Last turn of the round, AA marched towards the bridge, frenzied to get closer (but not too close :) )

Next round, MAN went hunting for Drake, and got within range of Raelin (who was protecting Drake) and gave her 2 wounds with a normal attack from height. Drake then advanced and MAN used her amalgam of wait then fire, deadly strike, and fireline special attack to inflict one wound on Drake by rolling one skull and Drake a sheild. Drake then reached her on his next move and wiped her from the board, but 2 AA were able to engage him, and inflict a wound, then frenzy and get fortiutous 2 skull rolls and finish him off.

Raelin put up a fight, taking out one of the AA (due to being able to catch up being on the road) but eventually fell.

Extra movement and range allotted to the AA due to MAN's enhancement didn't really come into play, but the added attack and defence helped considerably in the initial skirmish with the AE (though it also percipitated being vulnerable to the grenade attack :( )

Special attack didn't really do anything too special, though it did afford a wound to Drake at range on a weak roll, which is what it was intended to do. Deadly strike is very forgiving when rolling 3 attack die - as long as you don't whiff, you've a decent chance of inflicting some damage.


Next battle was with larger armies, though my son fell into his old habits when picking his army: Jotun, Su-Bak-Na, Ne-Gok-Sa, Me-Burq-Sa, and Drake - thinking advancing one figure at a time is the way to take out a squad dominated army :) (the little synergy that this army did have - the marros - was at my proding, him being fixated on SBN's 7 attack.)

MAN's forces included 3x AA, Syvarris, and Guilty.

Army placement was the same: MAN on the waterfall, Drake on the volcano.

Jotun was the first to come crashing over. MAN came out to bait him further, took one normal shot at him and wounded him once, then ran back.

She made it to the AA who were placed to avoid the 2 spaced Jotun, who took an arrow volley and 2 more wounds during his approach. A positioning blunder on my part left an AA subject to a wild swing from Jotun that affected MAN and 2 more AA as well. Outcome of the game may have been far different if not for Jotun's whiff. AA regained their composure, and after another volley, followed up by a successful frenzy roll (a 15, hooray MAN :!: ) Jotun was off the board.

Next to rush in was Drake, during his approach he suffered one special attack from MAN (same result as last game - 1 wound) and then rushed into the AA positioned around her. Drake was able to take out one AA, before another took it's place and administered another wound on him. Drake then disengaged (taking a third wound) in order to blindside MAN. He was able to get one hex away after dispatching of another AA - leading to an all important initiative roll...

...which Drake lost. He was never able to make it to MAN, but did end up taking out 5 AA before falling. I never took the risk of allowing Drake to engage MAN in order for her to be able to get a clean SA on Drake without one of the AA being in the way. So, I knda like how her special attack is weakened a little by her being able to boost adjacent archers, but that in turn limits the directions in which she can fire her SA arrow.

Drake ended up going down with 1 more order marker on him, which lead to 2 turns in a row for the AA who managed 3 frenzies between the 2 turns and were able to reach and take down MBS, and nick NGS with a wound.

SBN left his perch, but well positioned AA were able to gun, er, arrow him down without losing any #'s. NGS proceeded to roll crazy defense die (consistent rolls of 3 and 4) and take down an AA, before a lowly roll of one skull was met by a whiff.

Not that 2 (somewhat flawed) games is a good sample size to draw any conclusions from, but MAN definitely makes playing with the AA fun.

Also, not really related to the playtime, other than thinking about the figure, but we are strongly considering changing True Shot SA to being just the composite of wait then fire and deadly strike. Weakens the attack against hordes, but allows it to perform well against high powered heroes while still maintaining the formation of surrounded by AA. Also makes a little more sense flavor-wise - the idea behind the initial ability was an incredibly forceful arrow release that powered through up to eight figures ( :!: ) and really put the hurt on the first. Re-worded the ability is meant to simulate taking aim and delivering (hopefully) a kill shot.

Anyway, hope those pictureless battle reports weren't too tough to slog through. As always, any feedback appreciated.

toddrew
August 29th, 2006, 11:14 PM
Here's the latest from our basement to your monitor:
http://i32.photobucket.com/albums/d45/toddrew/gnarl20wAbilities20wStats.jpg

The figure used is a D&D mini from the Angelfire series, #13/60, uncommon, titled Werebear.


A nod to Reaper's bizarroscape project, basically this is a bizarro Krug in concept (if not sculpt :) ), with the Supernatural Hide ability + Adrenal Survival meant to mirror the Double Attack + Wounded Smash combo. Couldn't resist adding on a castle seige ability, though, which couple with this brut's staying power should work as a stand-in until official castle warfare catches up. And tacked on Maul, as it fit thematically, plus needed to do a little something for this guy offensively, but not too much, as, in theory, we expect this one to remain on the board for quite awhile, barring being sharpshot, stone stared, or completely negated (heck, even a 16-19 from Morsbane and this guy is quickly toast.)

As always commenting freely is much appreciated!

EDIT: Also, comments specifically about the "Wood Splitter SA" would be great, as we were originally thinking 8 or even 10 attack in order to get the door down on average 4 turns or 3 turns, respectively, rather than the 5 or 6 turns averaged by the 6 attack.

robaula
August 30th, 2006, 04:20 PM
Toddrew, just had a look at the door-buster, and must say that Gnarl is very interesting. I am not familiar with the figure though - how big is it when compared to Krug, for instance?
Maul, I wouldnt imagine, would occur not very often, but thats not necessarily a bad thing.
I like Supernatural Hide, but can envision it making Gnarl very hard to kill - especially when his attack dice are raised after he has been wounded. Again, not a bad thing. Have you played him, and if so, how does he fare?
Like the Purple Worm card too. I have seen several custom cards using that figure (on Heroscapers and on Ebay) but yours seems more balanced than most.
Great stuff!

toddrew
August 30th, 2006, 06:51 PM
Toddrew, just had a look at the door-buster, and must say that Gnarl is very interesting. I am not familiar with the figure though - how big is it when compared to Krug, for instance?

The height of 6 is pretty accurate, he's about 5.5 levels tall, and not as wide as Krug - thus the large designation rather than huge. I'll take some pictures tonight when we play him for at least a part of a game (don't know if we'll have time for a whole game.) Already drafted armies, but won't be able to start the game until after dinner.

Jo's army:
Tagawa Samurai
Kozuke Samurai
Ninja's of the Northern Wind
Airbourne Elite
Sentinels of Jandar
2x Dumetef Guard
600points

My army:
Either:
Gnarl
Krug
3xGrut Archers
3x Swog Rider
Nerak
485 points

Or:
Gnarl
Major X-17
2x Blastatrons
2x Gladiatrons
500 points

I'm leaning towards the Krug/Gnarl army, not for any particular tactical advantage, but to play the 2 brutes together, and I like playing orc armies! But I'm also itching to try out the Gladiatron/Blastatron combo, so game-time decision :)


Like the Purple Worm card too. I have seen several custom cards using that figure (on Heroscapers and on Ebay) but yours seems more balanced than most.
Great stuff!

Thanks for the feedback - I think you have a customs thread up, I'll take the time to get over there and comment when I get the chance! We haven't had the opportunity to play test the purple worm much, but he is definitely a work in progress. Just too cool of a sculpt to not do anything with.

robaula
August 31st, 2006, 03:27 PM
The height of 6 is pretty accurate, he's about 5.5 levels tall, and not as wide as Krug - thus the large designation rather than huge. I'll take some pictures tonight when we play him for at least a part of a game (don't know if we'll have time for a whole game.) Already drafted armies, but won't be able to start the game until after dinner.

Thanks for the feedback - I think you have a customs thread up, I'll take the time to get over there and comment when I get the chance! We haven't had the opportunity to play test the purple worm much, but he is definitely a work in progress. Just too cool of a sculpt to not do anything with.

Will look forward to the pictures. I do have a customs thread up, but there is not much in it - just my spiders and Grimnak Jnr. There's more in my Custom Scenery thread - I tend to spend more time making scenery now-a-days rather than generating cards and figures.

toddrew
September 1st, 2006, 03:21 PM
Will look forward to the pictures. I do have a customs thread up, but there is not much in it - just my spiders and Grimnak Jnr. There's more in my Custom Scenery thread - I tend to spend more time making scenery now-a-days rather than generating cards and figures.

Sorry that I'm slow with the pictures - our digital camera batteries died on me and I can't find the charger :( I did take some stills with our video camera, but they won't be of the best quality - should be able to see how big Gnarl is compared to Krug though.

I remember Grimnak Jr. (he of soiled undergarments :) ) !!

toddrew
September 1st, 2006, 11:48 PM
Here's the photo of Krug and Gnarl:
http://i32.photobucket.com/albums/d45/toddrew/Picturesfrom7.jpg

robaula
September 2nd, 2006, 03:59 AM
Thanks Toddrew. I wanna get me a Gnarl... Going by the base, looks like a D&D mini - any ideas what his name is so I can have a peek on Ebay for him? Sorry for all the questions!!!!!

toddrew
September 2nd, 2006, 09:15 AM
Thanks Toddrew. I wanna get me a Gnarl... Going by the base, looks like a D&D mini - any ideas what his name is so I can have a peek on Ebay for him? Sorry for all the questions!!!!!

Ask away ;) I thought that I had posted the figure info in both posts that contain the werebear, but only did so in the post at the beginning of this thread :oops: (well, until now - just edited it.) Anyway, yeah, it's a D&D mini from the Angelfire series, #13/60, uncommon, titled Werebear.

I had picked up an odd Angelfire booster at the local gameshop, as they were out of War of the Dragon Queen, and got a few interesting minis. Next up is a custom for the Mounted Paladin and the Bugbear Champion that were also in that pack.

robaula
September 2nd, 2006, 06:00 PM
Cheers, Toddrew. Will look out for your Bugbear and Paladin updates...

toddrew
September 11th, 2006, 09:50 AM
Quickly posting the figure we're currently working on:

http://i32.photobucket.com/albums/d45/toddrew/PhaedrawStatswAbilities.jpg

For whatever reason, first thing I thought about the figure was it would be cool if it would work directly with the rats (rats 'n' cats, why not, no, must be, etc.), but more formal thinking went into making her a castle infiltrator (climb and SA) and all-around bad mambajamba :)

Definitely looking for constructive criticism!

toddrew
September 11th, 2006, 10:52 AM
Also considered allowing full bonding with Dund in place of the deathreaver movement bonding - and aside from the initial attraction to bonding with the rats, this will probably win out. Rationale is that thematically the two figures seem to go well together: both being creepy mutations of household luvables, plus the irony quotient (Human sacrifice, dogs and cats living together - mass hysteria. )

Phaedra would then be from Feylund, of course.

robaula
September 11th, 2006, 12:47 PM
Nice figure. Looks like something out of the PS2 Baldurs Gate game.

toddrew
September 11th, 2006, 01:07 PM
Nice figure. Looks like something out of the PS2 Baldurs Gate game.

Yeah, really like the sculpt on this figure. Purchased it blind at a game store after weighing the boxes trying to get the "griffon calvary" D&D figure :lol: We already had the purple worm (heavy) and were going for one of the smaller larger figures :) We had noted previously that the displacer beast would be a good catch too, though.

toddrew
September 15th, 2006, 11:25 PM
Here's my entry for jcb231's just for fun "existing abilities contest" (http://heroscapers.com/community/showthread.php?t=2719&highlight=)(an all around fun thread :) ):
http://i32.photobucket.com/albums/d45/toddrew/warapeseinarwStatsnAbilities.jpg
figure(s) used: D&D War of the Dragon Queen "War Ape", 22/60, common

Hex_Enduction_Hour
September 15th, 2006, 11:58 PM
http://i32.photobucket.com/albums/d45/toddrew/PhaedrawStatswAbilities.jpg

Great custom, Toddrew! I think the Dispacer beast has too many abilities. I think you could drop Disengage and Reflexes. It's a bit powerful. Or Drop the attack way down.

I love Climb X3 and I want this beast in my next castle siege.
What is a Displacer Beast's power in the original novella/D&D realm? I think it had an illusion ability. Perhaps if it gets within 6 spaces of any figures and is attacked, roll the D20. on a certain number rolled the Displacer Beast may choose another figure within 6 space and in LOS of the attacker to take and defend against the attack?

Just my thoughts

D-Dyzzle
September 16th, 2006, 12:11 AM
sweet. i like the cat.

toddrew
September 16th, 2006, 12:19 AM
Great custom, Toddrew! I think the Dispacer beast has too many abilities. I think you could drop Disengage and Reflexes. It's a bit powerful. Or Drop the attack way down.

I love Climb X3 and I want this beast in my next castle siege.
What is a Displacer Beast's power in the original novella/D&D realm? I think it had an illusion ability. Perhaps if it gets within 6 spaces of any figures and is attacked, roll the D20. on a certain number rolled the Displacer Beast may choose another figure within 6 space and in LOS of the attacker to take and defend against the attack?

Just my thoughts

Just so you (and anyone else who happens to be reading this) know, I cringe whenever I reach three abilities on the card and go for more :lol:

We started picking up the War of the Dragon Queen series of the D&D figures mainly for the huge sculpts, with the agenda of adapting some "hero" figures that can handle multiple squads ("Call the Brute Squad - you are the Brute Squad"). So this is our first foray into the world of D&D. Really, I've little to no idea what a "Displacer Beast" is, and grafted all of the abilities on the card from the sculpt. Definitely in need of editing, and that's why these are posted here (so thanks for the FB :) ).

Reading the card that comes with the figure (though I've just vague notions of the D&D mini mechanics) I don't think I'm too far off: From the dimness came a thunderous roar, then raking tentacles lashed out. Suddenly the horrors were all around us. And then reading all the shorthand on the card, it looks like I should add about 10 more abilities :lol:

Definitely want to revisit this one and hone it into a playable beastie. I think we're gonna post a lot of rough cards that we've been tinkering with first though...

Jandars_Hope
September 16th, 2006, 04:40 AM
cool cat custom!
and toddrew those apes look quite scary - i'd run away from them in a fight!

justjohn
September 16th, 2006, 11:38 AM
TD. I love the apes. I tried for a while making a swarm-style common squad with these figures (they are some of my favorite figures, ever) to no avail. You've done an awesome job, and I really, really like where you took them.

The Displacer is quite the toolbox. I like it. Main problem I see is with her climb, since large figures can't climb ladders. Her special attack is quite cool, and makes alot of sense.

Good job on these.

toddrew
September 16th, 2006, 11:42 AM
TD. I love the apes. I tried for a while making a swarm-style common squad with these figures (they are some of my favorite figures, ever) to no avail. You've done an awesome job, and I really, really like where you took them.

The Displacer is quite the toolbox. I like it. Main problem I see is with her climb, since large figures can't climb ladders. Her special attack is quite cool, and makes alot of sense.

Good job on these.

Thanks for the comments and the catch on climb - I'll just take the ladder bit out.

I love that war ape sculpt, too! Our customs are very much "sculpt driven" :)

toddrew
September 16th, 2006, 01:14 PM
Speaking of sculpt driven customs:
http://i32.photobucket.com/albums/d45/toddrew/kraichekthemountaintrollwStatswAbil.jpg

Figure is from D&D War of the Dragon Queen "Mountain Troll", 50/60, uncommon

Originally he also had "Wild Swing SA" in order to scrape the castle walls, but too much text + his defense ability already makes him tough against squads, the majority of which are medium figures.

toddrew
September 20th, 2006, 01:44 PM
Custom made for Fallen Templar's Rasputin Contest (http://heroscapers.com/community/showthread.php?t=2393&postdays=0&postorder=asc&start=0) (still time to enter :) ):
Here's my go at it:
http://i32.photobucket.com/albums/d45/toddrew/SmudgedRasputinWabilitiesWstats.jpg

I was vaguely familiar with the folklore surrounding Rasputin, but wiki'd his name to get a refresher and that led to the above take on Rasputin as a heroscape figure.

Mechanically he's a healer about as consistent as Kelda, except towards King or Queen figures, a nod towards his healing of a member of the royal family of russia, which led to all the other tales of Rasputin. He will last though due to "prophetic revenge", unless I've missed a loophole :) The idea is that he will only be destroyed when the enemy is confident that the game will end soon (i.e. before the end of the following round).

Can't fly, nor move exceptionally fast (5) - player will have to sacrifice an attack (basically) to use him, but will benefit Sudema, Braxas, Charos, and any other King/Queen hero I left out (60% chance to heal 2 or 3 wounds, 100% chance to heal at least one wound. He won't go down early like Kelda is susceptable to, but also won't draw fire early like Kelda can be used to do, either. I think 100 points is a good un-playtested starting point, but definitely subject to revision...

"Prophetic Revenge" comes from the tale of his letter that he penned before his assasination, detailing that if a member of the royal family had a hand in his death, all members of the royal family would be dead within 2 years (which happened, the time period roughly coinciding with the Bolshevik Revolt (at least I think that was that coup)).

Here's the wikipedia link (http://en.wikipedia.org/wiki/Rasputin)

EDIT: read a little deeper, and it appears that there was an initial revolution in 1917 that overthrew the monarchy, followed by a second revolution (the Bolshevik Revolution) later in 1917 that established the communist state.

Also, could've gone with making Rasputin the HS figure exceptionally hard to kill (those were the stories about Rasputin that I remembered), but preferred to take the simplier route of "Prophetic Revenge".

toddrew
September 20th, 2006, 03:17 PM
updated Elite Dragon Sentinels:
http://i32.photobucket.com/albums/d45/toddrew/EliteDragonSentinelsrevised9.jpg

Steared clear of the messy gliding ability (though still think it could be saved from clumsy text), dumped range counterstrike, pumped melee counterstrike, and used movement bonding to simulate escorting Charos, boosted the price to 110. Raelin, Charos and these guys for 400. No range, but hopefully I'll have time to playtest this weekend (maybe a game or two tonight, even).

Thinking of boosting their attack up to 3 to give them some bite...

jcb231
September 20th, 2006, 04:01 PM
I would change it to Dragon King bonding, partly to mix things up but really to remove the awkward "place a Charos" wording. Look at movement bonding rules on other cards to get the wording right as your current wording is very awkward. While you're at it, double check all your power wordings as compared to official wordings of the same powers on real cards.

I'd also knock their defense down by one given the uber-powerful CS. But you could bump the attack up by one to make them feel like a dragony beast. Two attack is weak, and 110 points should not feel quite so weak on the offense I think. I think an attack 3, defense 4 figure would feel better for 110 points given their other powers.

Finally change wording from "Dragons" to "Dragon" to be consistant with other HS cards. They are "Dragon Sentinels" not "Dragons Sentinels" after all.

If you feel like it, mix up the facing of the dragons in your picture and LOS picture, just for visual interest.

Jandars_Hope
September 20th, 2006, 05:56 PM
Rasputin sure looks different! Very creative tod!

robaula
September 20th, 2006, 06:14 PM
My first impression of Rasputin was, what the hell?! You cant kill him! That really sucks... how could anyone sensibly make a custom like that?!
Then I actually read what you had written underneath, and re-read the card several times. He is actually pretty damn smart - smashing idea with the Prophetic Revenge special. All I need to do now is get hold of that figure, print off a card and field him against my youngest son... His tactics are a little sucky (bless) so no doubt I will win after a few turns when he kills off Rasputin for me :-)

jcb231
September 20th, 2006, 06:44 PM
Custom made for Fallen Templar's Rasputin Contest (http://heroscapers.com/community/showthread.php?t=2393&postdays=0&postorder=asc&start=0) (still time to enter :) ):
Here's my go at it:
http://i32.photobucket.com/albums/d45/toddrew/SmudgedRasputinWabilitiesWstats.jpg

I was vaguely familiar with the folklore surrounding Rasputin, but wiki'd his name to get a refresher and that led to the above take on Rasputin as a heroscape figure.

Mechanically he's a healer about as consistent as Kelda, except towards King or Queen figures, a nod towards his healing of a member of the royal family of russia, which led to all the other tales of Rasputin. He will last though due to "prophetic revenge", unless I've missed a loophole :) The idea is that he will only be destroyed when the enemy is confident that the game will end soon (i.e. before the end of the following round).

Can't fly, nor move exceptionally fast (5) - player will have to sacrifice an attack (basically) to use him, but will benefit Sudema, Braxas, Charos, and any other King/Queen hero I left out (60% chance to heal 2 or 3 wounds, 100% chance to heal at least one wound. He won't go down early like Kelda is susceptable to, but also won't draw fire early like Kelda can be used to do, either. I think 100 points is a good un-playtested starting point, but definitely subject to revision...

"Prophetic Revenge" comes from the tale of his letter that he penned before his assasination, detailing that if a member of the royal family had a hand in his death, all members of the royal family would be dead within 2 years (which happened, the time period roughly coinciding with the Bolshevik Revolt (at least I think that was that coup)).

Here's the wikipedia link (http://en.wikipedia.org/wiki/Rasputin)

EDIT: read a little deeper, and it appears that there was an initial revolution in 1917 that overthrew the monarchy, followed by a second revolution (the Bolshevik Revolution) later in 1917 that established the communist state.

Also, could've gone with making Rasputin the HS figure exceptionally hard to kill (those were the stories about Rasputin that I remembered), but preferred to take the simplier route of "Prophetic Revenge".

As always, check your wording....look over the Kelda card.

Anyway, as for the card itself....

Prophetic Revenge is one of the most insane powers I've ever seen. It's a great idea in theory, but your execution is way off. As is I would draft this guy every game because it would be next to impossible to not win with him. I just charge him into the enemy forces and start pummeling stuff. What are they gonna do? Attack him? No, of course they won't, because they don't want to accidentally kill him and thus lose. They'll just be forced to run away and run away and run away. Frustrating gameplay and an almost assured win for the Rasputin player. Seems like the only reasonable counter to Ras would be to surround him with Counter-strike early on.

Imagine parking him next to any figure that you want to be protected from explosions...who's going to grenade somebody if they are next to Ras? He could lock down figures forever, because they are never going to want to attack him. There's just so many issues here.

So many loopholes emerge with Ras. You really need to tone the power down to only work if he is killed by a normal attack I think, and even then it could be sketchy....but it would be a start.

I like your dragons, but I don't like Ras at all, sorry to say.

robaula
September 20th, 2006, 06:51 PM
I just charge him into the enemy forces and start pummeling stuff. What are they gonna do? Attack him? No, of course they won't, because they don't want to accidentally kill him and thus lose. They'll just be forced to run away and run away and run away.

Hmm.... he would wipe everyone out with his 1 attack die? :shock:
He wouldnt bother me - if an opponent was foolish enough to waste all their markers on Rasputin, to get him inside my army and start twatting away, I would tut, shake my head and ignore him completely, advancing my troops towards the REAL dangers....
1 attack die just doesnt scare me :P
I like this custom! :wink:

jcb231
September 20th, 2006, 07:24 PM
They'd keep taking disengage from him though, and that would wear down a figure over time.

toddrew
September 20th, 2006, 09:02 PM
Thanks for reading everybody :)

jcb231, I'd considered that tactic, just going on a free for all with Rasputin, but came to the same conclusion that robaula did, namely that an attack with Rasputin, except in desparation, is not an effective use of an order marker. Using him to protect against explosion type attacks would be a good use of him, and one I did anticipate.

I had considered not allowing him to take passing swipes, but I think I'd like to see how he plays out without taking that away from him. I'd like to keep the strategy of him being able to tie a figure up with engagement and how that impacts a game. It does go with the folkloric version of Rasputin, basically being immortal, a death dodger. But if that does become too much of hinderance to enjoyable game play, "catatonic fervor" will make its appearance on Rasputin's card: too entranced to notice he's engaged - no passing swipe (something like that :lol: )

Busy weekend ahead (possibly playing kickball with caravaggio :lol: ), but I hope to get some time to playtest a lot of these customs.

toddrew
September 20th, 2006, 09:19 PM
I would change it to Dragon King bonding, partly to mix things up but really to remove the awkward "place a Charos" wording. Look at movement bonding rules on other cards to get the wording right as your current wording is very awkward. While you're at it, double check all your power wordings as compared to official wordings of the same powers on real cards.

I'd also knock their defense down by one given the uber-powerful CS. But you could bump the attack up by one to make them feel like a dragony beast. Two attack is weak, and 110 points should not feel quite so weak on the offense I think. I think an attack 3, defense 4 figure would feel better for 110 points given their other powers.

Finally change wording from "Dragons" to "Dragon" to be consistant with other HS cards. They are "Dragon Sentinels" not "Dragons Sentinels" after all.

If you feel like it, mix up the facing of the dragons in your picture and LOS picture, just for visual interest.

Thanks again for all your input, jcb231. I had tabled these guys for a while and then saw the "dragon king" thread and decided to start whipping them into shape again.

I've been trying to keep their cost down, and that's likely lead to the awkwardness associated with them :lol: I'm not sure anymore why exactly I've been avoiding true bonding. I think that's where this unit is heading, but I'd like to keep them no higher than 110. True bonding wouldn't be so bad if I keep their attack low, but like you I've wanted to raise it - thinking now of having them be 4/4 (playing off of Charos' 5/5).

Thanks for keeping the wording of the abilities sharp, too. The Charos Movement Bonding was hastily worded off of the Nakita's Gorillinator Movement Bonding ability, but I wanted to keep Charos' flying intact, therefore the "place" instead of "move", and I need to change "a Charos you control" to "the Charos you control". I tacked on the engagement disclosure, though I don't think it necessary (damn them including that on Flying!)

I had to shorten "Elite Dragon Sentinels" to "Dragons" due to space - they way the Sentinels of Jandar card is worded (on the website anyway, which is reknown for its sloppiness) - it's plural in the first phrase, and then singular for the rest, and I had adapted the flying off of the singular Charos card - details, but I would like to keep the text on the cards consistent, and once the abilities and stats are shorn up, will do so.

robaula
September 21st, 2006, 03:25 AM
It does go with the folkloric version of Rasputin, basically being immortal, a death dodger. But if that does become too much of hinderance to enjoyable game play, "catatonic fervor" will make its appearance on Rasputin's card: too entranced to notice he's engaged - no passing swipe (something like that :lol: )


Toddrew, how about an anti-Rasputin custom? (I cant remember who finally murdered him in real life) One that can safely kill him with no problems? I'm imaging a situation similar to that in the old Stratego board game - whereas the General could be wiped out by the otherwise-useless spy. May be a good, sound idea :-)

toddrew
September 21st, 2006, 08:29 AM
It's funny you should mention the "Stratego influence" ;) : when I'm figuring out these figures, I use a rough stratego rubric, where I balance out the usefulness:weakness and use that as the heavy factor in determining their cost. Granted HS is a lot more complex than "my number is higher than yours", but I think it helps keep the figures from getting out of control :lol: And I'm always on the lookout for "spy" type figures that have a very specific and valuable use, but high weakness to balance it out and bring their cost down.

The irony is that I had considered Rasputin to be more of a spy than a general :lol: - not able to really knock off anybody (except the odd venoc viper, put a scare into DED - hold on, witnessing my card development in action: if Rasputin is the aggressor, even one time, deal is off! I'll work on the text of that caveat after this post. Back to the derailed train of thought), but with a specific use, healing.

I've tried to avoid developing figures that have an "anti-figure" dynamic, and go more for general weaknesses, like susceptible to ranged attacks, special attacks, not very mobile, low attack, low defense, etc., but have been thinking about that dynamic. If there's ever a lull in the contests going on, or I have something of value to offer up as a prize, I think that would be a good contest: create a strong figure and it's weak foil...

toddrew
September 21st, 2006, 08:57 AM
Here's the revised Rasputin:
http://i32.photobucket.com/albums/d45/toddrew/RasputinWabilitiesWstats.jpg

robaula
September 21st, 2006, 09:00 AM
Dont think you need the bit about counterstrike anymore, if Rasputin loses his karma token after taking a swipe at someone... :-)

toddrew
September 21st, 2006, 09:24 AM
Dont think you need the bit about counterstrike anymore, if Rasputin loses his karma token after taking a swipe at someone... :-)

You must've read the post right as I was making the changes :lol:

I thought that immediately as I read through the posted card. Also changed "righteous karma token" to "righteous karma marker", inline with the text on the Airbourne Elite's Grenade Special Attack wording. The token will be a wound marker painted some sort of shiny yellow...

jcb231
September 21st, 2006, 03:39 PM
Thanks again for all your input, jcb231. I had tabled these guys for a while and then saw the "dragon king" thread and decided to start whipping them into shape again.

I've been trying to keep their cost down, and that's likely lead to the awkwardness associated with them :lol: I'm not sure anymore why exactly I've been avoiding true bonding. I think that's where this unit is heading, but I'd like to keep them no higher than 110. True bonding wouldn't be so bad if I keep their attack low, but like you I've wanted to raise it - thinking now of having them be 4/4 (playing off of Charos' 5/5).


Hmm...I think trying to design a custom with a price point in mind is a bit iffy....it can lead you to price him at 110 even if he really shouldn't be. I think this figure just cries out for one more attack die to make it a truly fun draft choice. I don't think, currently, that one more attack die would alter the price. 110 should still work. If you change the move bonding to true bonding you may want to kick the cost up by 10 points or so. But taking the defense down one notch to hinder the uber-powerful CS could balance that.


Thanks for keeping the wording of the abilities sharp, too. The Charos Movement Bonding was hastily worded off of the Nakita's Gorillinator Movement Bonding ability, but I wanted to keep Charos' flying intact, therefore the "place" instead of "move", and I need to change "a Charos you control" to "the Charos you control". I tacked on the engagement disclosure, though I don't think it necessary (darn them including that on Flying!)

Engagement disclosure is totally unnecessary. Consistancy with existing cards is a good thing! ;-) You'll find that un-official wording for things that are copies of official powers is one of my big custom pet peeves!

I would seriously change it to Dragon King bonding or Dragon King movement bonding. It would give these guys a wider play value and make the wording easier. Adding a counterstrike support squad to Nilfheim would be a great custom feat.


I had to shorten "Elite Dragon Sentinels" to "Dragons" due to space - they way the Sentinels of Jandar card is worded (on the website anyway, which is reknown for its sloppiness) - it's plural in the first phrase, and then singular for the rest, and I had adapted the flying off of the singular Charos card - details, but I would like to keep the text on the cards consistent, and once the abilities and stats are shorn up, will do so.

I was mostly refering to the species type on the left side of the card. To keep consistant it should be singular.

robaula
September 21st, 2006, 05:51 PM
Dont think you need the bit about counterstrike anymore, if Rasputin loses his karma token after taking a swipe at someone... :-)

You must've read the post right as I was making the changes :lol:



sorry! :oops:

toddrew
September 21st, 2006, 09:11 PM
Dont think you need the bit about counterstrike anymore, if Rasputin loses his karma token after taking a swipe at someone... :-)

You must've read the post right as I was making the changes :lol:



sorry! :oops:

No worries, I've given plenty of reason to have others keep me on my toes :lol:

SinCollector
February 20th, 2007, 04:02 PM
I really like the revised Rasputin. I think you might want to limit the destruction to the Hero or squad that killed him. I understand wanting him to last to the end, but it seems a little much to have healing without the possibility of the healer being whacked.

I don't know though. He's such a strongly "themed" unit anyway that I'm not sure all normal game considerations should apply. Either way, I really like the ideas you've got going with him.

-Sin

toddrew
February 21st, 2007, 02:38 PM
What's this - a comment??? :) I may just have to post some more customs. Actually, besides time and general apathy, main reason I haven't posted is my infrequently backed up hard drive failed and it had all the custom card stuff on it. Now I'm working, going to school, putting kids to bed, playing BattleLore,..., ..., ..., ...

But hoping to think about customs again. I want to pick up some Dreamblade figures and shape HS cards out of them. Sculpt driven cards are my favorite way to go.

Thanks for the words, Sin.