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C3V and SoV Customs A place for C3V and SoV customs |
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#8065
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Looks Good
~Dysole, eager to see the Rockbiter hit the table My Twitch Channel where I play Scape and other things My YouTube Channel where the games get uploaded later Dysole's Draft Rankings Map Thread (Not responsible for psychic damage) Customs Battle Reports This sentence is seven words long. This sentence is not seven words long. |
#8067
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Re: Soldiers of Valhalla - nominations and discussion
Quote:
The utility in the Drow build remains similarly fine, although the big swings are cut down slightly. But the free huge threat range 7 dice swing is gone and that prevents degenerate splashing of a few of these girls in a can-opener-free army. You still can get some big threats if you have developed one or two Drow up to nice switching spots, but requiring a small amount of investment introduces more choice into the gameplay and nicely counters the huge potential you are setting yourself up for. I do think the nerfs were ever so slightly more than necessary but overall the figure plays smoother and still has a fun upside. to induct. |
#8068
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Re: Soldiers of Valhalla - nominations and discussion
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It shows the picture of the mini for this, but not the name. I looked for a little while to find it but did not. It is not listed on the first page. What is the name of the mini. What GenCon taught me was to assume only one skull on three dice! |
#8069
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Re: Soldiers of Valhalla - nominations and discussion
It was listed in the end of the original submission, but is: Elemental Wall #06 from DnD War Drums
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#8070
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Shadow the Hedgehog
Sorry it's been a minute folks. After the Haslab campaign, I fell off the wagon of testing for a while and this year ended up being busier than I anticipated, but I should be good going forward.
Shadow Wraith by @Sir Heroscape While I don't get to make my Worm Reference ™ , it's time to play some Raid: Shadow Legends and see what new things Xundar can do. Balance The Shadow Wraith is as cheap as the Binder but makes up for it by only having a base defense of 2. The attack is the same as the Fiend and the Hound but with no additional offensive capabilities. The figures gives a bonus to defense but it doesn't stack limiting the power. The movement power is very strong and it being on one of the weaker units stats and power wise is a good decision. All in all, nothing screams out unbalanced and the choices all seem restrained. Given that the shadow faction is looking to grow and the potential for abuse with Azazel make restrained choices good ones. Theme While the figure doesn't look like it gives a defensive boost, Deepened Shadows is evocative enough of a power name that I understand why the power is a defensive boost. Shadow Phase movement ability seems to indicate a Shadow that is able to control the element of shadow and twist it for its own purposes. The mini being humanoid in nature and a more flowy sculpt play into this effect. There's a number of possible designs that I could have seen working for this sculpt, but the design matches the sculpt well enough and the power names fit well enough to build a picture of exactly what makes this unit this unit. Thoroughly appreciate the theme here. Creativity Raelin has been in the game since the start and she's shown the power of defensive boosts. A fragile army like the shadows could absolutely use a defensive card as that role has yet to be filled. The adjacency boost and the phase ability work together to make a unit that provides a defensive boost but in a way that fits with the shadow's army intention of being constantly in motion and repositioning. The more I talk about how all this flows together, the more I like it. The Shadows as a faction feel cohesive and making a figure that helps them with defense boosts without sacrificing the feel of freedom of movement that pervades the shadow faction is really well done. Playability Being a defensive unit I tried to first see what happened if I played a more pod based strategy both in an Azazel build and in a Raelin build. The Shadow Wraith can certainly make both strategies a bit better but their own defensive capabilities are low enough that an opponent has plenty of options for assaulting a pod (especially because going with either Azazel or Raelin eats up points that could have been spent on more Shadows). I threw a number of tests in this direction just to be sure there wasn't going to be any problems with either combination and I left walking away with the impression that it's a viable strategy but I don't think it's the best usage. I'm still not sure I figured out the optimal breakdown of shadows (although it does feel like they're still missing a piece) but the Wraith allowed me a wealth of choices each game. Placing your figures to take advantage of Phase, killing something and then Phasing a Wraith there, plopping a wraith in a key defensive slot, using wraiths Phase to boost Fiends and Hounds rolls, and just the choices on which ones both to bring and use left me with a lot of options. Nothing ever felt unbeatable and the attack of 3 meant that taking a turn to reposition with them usually was still productive. The Shadow army struggles the faster it loses figures as in most cases it's hard to justify taking the attack with Xundar even when you only have a few Shadows left. Being able to boost the Shadows survivability is a must. I think they're probably like the Binder in that you really don't want too many of them, but they're a solid addition to the faction offering lots of choices in gameplay and rewarding good forethought and positioning. Summary Like I alluded to above, I think the Shadow army is still missing a piece (or maybe two) to allow it to be a more competitive build. A number of roles come to mind and those could be tricky and some might even get degenerate with Azazel if you're not careful. The Shadow Wraith is not degenerate and has lots of interesting tactical options. Furthermore, the defense boost means that future stronger shadows can be mitigated by giving them lower defense to compensate and the shadow wraith's own boosts will allow them to compete. On top of that it fits the theme of the other shadows quite well with the whole package flowing together in ways I didn't really appreciate until I started thinking about it in depth. I vote YES to induct the Shadow Wraith into the SoV. ~Dysole, glad to have gotten one of these out My Twitch Channel where I play Scape and other things My YouTube Channel where the games get uploaded later Dysole's Draft Rankings Map Thread (Not responsible for psychic damage) Customs Battle Reports This sentence is seven words long. This sentence is not seven words long. |
#8071
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Re: Soldiers of Valhalla - nominations and discussion
thanks, fiend!! See you at the holiday tournament!
What GenCon taught me was to assume only one skull on three dice! |
#8072
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Re: Soldiers of Valhalla - nominations and discussion
Wulfing Hunters by Shiftrex
Balance 2-man squads are tough to evaluate, but these have some of the traditional helps: a defensive power and a development power, to go along with high attack potential. Those all really enforce the hunting theme. I think the best comparison is actually the Beakface Sneaks. While their free movement powers are quite different, they both are two-man squads with bonus ranged defense. Wulfings have +1 to attack and defense which makes them definitely more worthwhile, probably worth around the extra 20 points. Creativity and Theme Stealthy is a nice re-use from the Darkprowl Thrall, but my favorite power here is the Stalkers power. It's a new mechanic (responsive movement) and executed here pretty well. Overall, the theme package is quite strong on the card and conveys hunting quite convincingly... Playability ...until you get it on the table. Two big things stood out to me as awkward while playing these guys. First is the incongruence between the two free movement powers: one gives you three spaces of movement (applied individually to up to two figures), the other gives you two spaces of movement (applied to four figures no matter what). In practice, this was awkward to remember, and didn't seem to serve any gameplay purpose. Making both moves three spaces would have smoothed out the feeling of the card and tightened the powerset. What exacerbated the memory issue, in my experience, was that Strike and Fade was difficult to use. It felt quite athematic that it didn't have a disengage clause, and because of the low-figure nature of 2-man squads, taking LEAs is only a last-resort move. So the only times I could use it was when single-engaging squad figures, which just feels like a waste of 4 attack (or feels extra bad when you miss). As Scy said in his review, it's difficult to fully utilize the card: reading it suggests anti-hero but playing it feels vaguely anti-squad. If a few things were cleaned up on this card (disengage at least in Strike and Fade, maybe all the time; and matching the fixed movement lengths) I think it would be a great hunter card to splash at 2-4x in lots of builds. As is, it doesn't get there for me. to induct. |
#8073
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Re: Soldiers of Valhalla - nominations and discussion
The Wulfing Hunters by
@Shiftrex
have received 2 Nay votes to induct (Scytale and superfrog) and are removed from the process.
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#8074
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Re: Soldiers of Valhalla - nominations and discussion
I would like to submit my repaint of the Marro Drudge, the Shards of She-Kal-Ra, for SoV consideration.
CARD TEXT:
Spoiler Alert!
Bio:
Spoiler Alert!
Comparisons to Drudge:
Spoiler Alert!
Thank you for your consideration! Last edited by SkyWhale; March 7th, 2024 at 09:26 AM. |
#8075
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Re: Soldiers of Valhalla - nominations and discussion
Interesting. The repaint looks awesome.
Do I understand correctly that each one can attack 3 times, without reference to attacks by any other? Or does the squad as a whole get 3 attacks, with a diminishing attack die, when it's the same one repeating? Thanks for sharing the custom, Skywhale! |
#8076
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Re: Soldiers of Valhalla - nominations and discussion
Thank you! I'm really happy with how the paint job turned out!
The intent is that you get 3 attacks from the squad as a whole, with a diminishing attack die from the same one. This makes for interesting decision points when only one Shard is in position to attack a target you really want to destroy, and allows you to have 3 attacks even when only a single Shard is left standing. |