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  #157  
Old March 23rd, 2010, 03:01 AM
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Re: Nightcrawler - Design Thread

Quote:
Originally Posted by Hahma View Post
I can dig the first post, but wouldn't mind seeing Bat's addition to Bamf where he can Bamf 10 spaces if he doesn't attack. It would allow him to move further because he can Bamf a decent amount in the comic/cartoons and it thematically doesn't let him attack afterward because going that distance is a little more taxing on him.
Don't feel bad for us. We're only trying to get through 25-30 pages of posts on multiple figures

For one thing, I think the reason Nightcrawler is getting the most love here is because everybody just really loves the sound of BAMF!

The problem with moving 10 if he doesn't attack is that he is getting to move 12 or 16 if he does (move, [attack, move], [attack, move], [attack, move]).

In firm agreement that BAMF! should not be linked to flying, as we already have a glyph and one or more figures now and down the road which will prevent flying. Nightcrawler's power is definitely a teleportation power.

Thematic question because I don't know -- Is it the distance of his
BAMF!s that take it out of him, or the number of them in succession? Because if it is the latter, perhaps a reduction in the attack dice after consecutive BAMF!s would be in order.


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  #158  
Old March 23rd, 2010, 07:00 AM
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Re: Nightcrawler - Design Thread

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Originally Posted by SirGalahad View Post
The problem with moving 10 if he doesn't attack is that he is getting to move 12 or 16 if he does (move, [attack, move], [attack, move], [attack, move]).

Thematic question because I don't know -- Is it the distance of his
BAMF!s that take it out of him, or the number of them in succession? Because if it is the latter, perhaps a reduction in the attack dice after consecutive BAMF!s would be in order.
The thing about him getting to move 12 or 16 spaces when attacking/bamfing, is that he has to have opponent's in range for each attack or in a nice convenient spacing for him to move from one space to end up 12 or 16 spaces away after all those attacks and bamfing. The thing I like about him getting a move of 10 without attacking is that there is no requirement or restrictions on it, so he doesn't have to be able to attack x amount of times to get to 12 spaces away. Also, if the opponent has Blob, X-17 or Gladiatrons, Nightcrawler isn't bamfing away until he or someone else kills the unit he's Stuck or Cyberclawed to. The thing that I really think would be cool for his bamf including a move of 10 is that it would allow for him to be a great glyph grabber (either permanent, temporary or equipment) and this could help his team in a non-combat way, as well as make the opponent alter their plans to counter the chance that Nightcrawler might Bamf to get a glyph. Just a thought is all and if others don't dig it, then we don't add it.


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  #159  
Old March 23rd, 2010, 07:50 AM
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Re: Nightcrawler - Design Thread

Don't you people have lives?

Quote:
Originally Posted by quozl View Post
How committed are you to the names? Because all the Bamfs are really confusing to me.
I'll see your 'confusing' and raise you an 'annoying'.

Quote:
Originally Posted by IAmBatman View Post
I don't think that's necessarily true - people could easily still use him with the other figure, we'd just be putting the expensive figure on the card.
The best mini for the job should be on the card. That mid-multiple Bamfs figure makes for an ugly hit-zone pic.

I would like to see something in there that allows him to move further than 5 when he is not attacking on a turn.

I'm OK with the use of a Special Ability.

Finally, what's with the hate for the TNT Nightcrawler? That figure is a tonne of fun to play.


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  #160  
Old March 23rd, 2010, 08:08 AM
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Re: Nightcrawler - Design Thread

Quote:
Originally Posted by SirGalahad View Post
Quote:
Originally Posted by Hahma View Post
I can dig the first post, but wouldn't mind seeing Bat's addition to Bamf where he can Bamf 10 spaces if he doesn't attack. It would allow him to move further because he can Bamf a decent amount in the comic/cartoons and it thematically doesn't let him attack afterward because going that distance is a little more taxing on him.
Don't feel bad for us. We're only trying to get through 25-30 pages of posts on multiple figures

For one thing, I think the reason Nightcrawler is getting the most love here is because everybody just really loves the sound of BAMF!

The problem with moving 10 if he doesn't attack is that he is getting to move 12 or 16 if he does (move, [attack, move], [attack, move], [attack, move]).

In firm agreement that BAMF! should not be linked to flying, as we already have a glyph and one or more figures now and down the road which will prevent flying. Nightcrawler's power is definitely a teleportation power.

Thematic question because I don't know -- Is it the distance of his
BAMF!s that take it out of him, or the number of them in succession? Because if it is the latter, perhaps a reduction in the attack dice after consecutive BAMF!s would be in order.

I forgot earlier that perhaps he should have attack reduced but not in each turn but as the round progresses. 3x 4 first turn, 3 x 2 for second turn and 3x2 for third turn. This way would make him get more tired if he had 3 om's on him. I guess a concern with him as he is, is that conceivably he could get 9 special attacks of 4 in a round vs. Superman and that could be scary. I agree with the special attack, but perhaps let it get weaker after each om he uses for it. Just some random thoughts. Ignore if it's not a good idea.


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  #161  
Old March 23rd, 2010, 10:16 AM
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Re: Nightcrawler - Design Thread

Another swing at it:

BAMF!
Instead of moving normally, choose an empty space with 5 clear sight spaces of Nightcrawler. Place him in the chosen space.

SURPRISE SPECIAL ATTACK
Range: 1 Attack: 3
Anytime Nightcrawler uses his BAMF! Special Ability he may immediately attack with Surprise Special Attack. After attacking with Surprise Special Attack, if the defending figure receives at least 1 wound, you may immediately use the BAMF! Special Ability one additional time.

TELEPORT EVADE / SMELL OF SULFUR / SULFUROUS HAZE / CLOUD OF SMOKE ?
If Nightcrawler is attacked by a normal attack and at least 1 skull is rolled, you may roll the 20-sided die. If you roll a 13 or higher, Nightcrawler takes no damage and may immediately use his BAMF! Special Ability.


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  #162  
Old March 23rd, 2010, 10:35 AM
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SirGalahad SirGalahad is offline
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Re: Nightcrawler - Design Thread

Quote:
Originally Posted by Hahma View Post
Quote:
Originally Posted by SirGalahad View Post
The problem with moving 10 if he doesn't attack is that he is getting to move 12 or 16 if he does (move, [attack, move], [attack, move], [attack, move]).

Thematic question because I don't know -- Is it the distance of his
BAMF!s that take it out of him, or the number of them in succession? Because if it is the latter, perhaps a reduction in the attack dice after consecutive BAMF!s would be in order.
The thing about him getting to move 12 or 16 spaces when attacking/bamfing, is that he has to have opponent's in range for each attack or in a nice convenient spacing for him to move from one space to end up 12 or 16 spaces away after all those attacks and bamfing. The thing I like about him getting a move of 10 without attacking is that there is no requirement or restrictions on it, so he doesn't have to be able to attack x amount of times to get to 12 spaces away. Also, if the opponent has Blob, X-17 or Gladiatrons, Nightcrawler isn't bamfing away until he or someone else kills the unit he's Stuck or Cyberclawed to. The thing that I really think would be cool for his bamf including a move of 10 is that it would allow for him to be a great glyph grabber (either permanent, temporary or equipment) and this could help his team in a non-combat way, as well as make the opponent alter their plans to counter the chance that Nightcrawler might Bamf to get a glyph. Just a thought is all and if others don't dig it, then we don't add it.
Our current teleporter, Tul-Bak-Ra, can't teleport onto glyphs. Is this something that Nightcrawler would be allowed to do?

And just to clarify:

N V V V V H V V V V V H V V V

where N is Nightcrawler's initial position, V is for vacant hexes, V is where he could end up during BAMF!ing, and H are opponent's heroes.

As long as he didn't destroy the left H on his first attack, he could end up at the rightmost V at the end of his turn, correct?

(For those visual folks out there.)


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  #163  
Old March 23rd, 2010, 10:39 AM
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Re: Nightcrawler - Design Thread

If the 1st BAMF! SA rolled 4 attack dice, the 2nd BAMF! SA rolled 3 attack dice, and the 3rd BAMF! SA rolled 2 attack dice, would that alleviate some trepidation over his potentially lengthy move?


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  #164  
Old March 23rd, 2010, 12:49 PM
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Re: Nightcrawler - Design Thread

Quote:
Originally Posted by whitestuff View Post
Don't you people have lives?

Quote:
Originally Posted by quozl View Post
How committed are you to the names? Because all the Bamfs are really confusing to me.
I'll see your 'confusing' and raise you an 'annoying'.

Quote:
Originally Posted by IAmBatman View Post
I don't think that's necessarily true - people could easily still use him with the other figure, we'd just be putting the expensive figure on the card.
The best mini for the job should be on the card. That mid-multiple Bamfs figure makes for an ugly hit-zone pic.

I would like to see something in there that allows him to move further than 5 when he is not attacking on a turn.

I'm OK with the use of a Special Ability.

Finally, what's with the hate for the TNT Nightcrawler? That figure is a tonne of fun to play.
Nice post. I agree that the power names are a tad Bamf! heavy. Perhaps just call the first one Bamf! and then other names for other things, like Teleport Away for the Evasion power. I agree with using the nicest figure for the card.
I've been thinking on this - maybe just don't let him use the special attack when he Bamfs! for 10 spaces (6 extra)? That way he gets some utility out of his normal attack still.
TNT Nightcrawler is definitely cool - but I think we're trying for something different here.


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  #165  
Old March 23rd, 2010, 12:55 PM
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Re: Nightcrawler - Design Thread

I actually made a couple changes to the first post this morning. Very similar to what you suggested.


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  #166  
Old March 23rd, 2010, 12:58 PM
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Re: Nightcrawler - Design Thread

Quote:
Originally Posted by Balantai View Post
I actually made a couple changes to the first post this morning. Very similar to what you suggested.
I like the current version.


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  #167  
Old March 23rd, 2010, 01:28 PM
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Re: Nightcrawler - Design Thread

I like it! I do think (like Hahma) that the three attacks of 4 at his cost level is a bit dangerous ... sure you're not willing to lower it to 3? Other than that, I'd vote this to playtesting right now.


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  #168  
Old March 23rd, 2010, 02:32 PM
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Re: Nightcrawler - Design Thread

Quote:
Originally Posted by SirGalahad View Post
If the 1st BAMF! SA rolled 4 attack dice, the 2nd BAMF! SA rolled 3 attack dice, and the 3rd BAMF! SA rolled 2 attack dice, would that alleviate some trepidation over his potentially lengthy move?
I would do this or just reduce his attack to 3. He shouldn't be a particularly hard hitter.


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