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  #25  
Old June 1st, 2011, 07:23 AM
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Re: Super Bogue's Customs: Now with Minotaurs 5/26/11

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Originally Posted by Scytale View Post
I really like the concept of pseudo-squads, especially in the world of D&D figures where the figures were not originally designed to look like a squad. You have done some interesting stuff with these guys.


Minotaurs

They're a nice-looking group. Thunderhoof not only has a great name, but he's well-designed to do what he's supposed to do. One Shield Defense is a big help that should keep him around a while. A player would need to be careful with him still, though, as his loss is a huge blow. Range squads will be a real problem if he gets too close.

I suggest one rewording on Henchmen Command: instead of "small or medium Minotaur figures" use "Common Minotaur Heroes". With just your set of figures your wording works fine. But if you ever make a Minotaur squad or want to use someone else's Minotaur squad creation, it won't mix well. With Common Minotaur Heroes you could even command large ones if you ever choose to make any.

I like both henchmen and think they are about right points-wise. However, I doubt I would choose to take Thugs outside of a dungeon crawl or similar scenario. Manglers are just much more generally useful. I would suggest giving the Thugs some sort of anti-range defensive ability like Evasive, which would make them useful to add into a Minotaur army as an anti-range force.

I love Mug as an ability, but I don't think it works quite right yet as worded. The problem is that "an adjacent space" is not really a defined term. Or rather, if there is a definition it does not include height. If the space is 1 hex lower, is it still adjacent? How about 5 hexes lower? Or 20? Adjacency with figures is determined with height, but there is no such concept with spaces. You could easily remedy this with "same-level adjacent", or "not more than 2 hexes higher or lower than the defending figure's base". Stranger but kinda fun would be to make the Thugs Uncommon (and keep their Life at 1) and have them take the glyphs. One other wording quibble with Mug: you do not have to specify "Unique or Uncommon", as all Uncommons are treated as Uniques.


Githzerai

Breaking a Unique Squad into multiple Unique Heroes that bond as a pseudo-squad is brilliant.

Slight wording issue with Telepathic Link: "taking that Raziel's turn" should be "taking a turn with Raziel". In Concussion Orb I would prefer "one other figure" instead of "another figure".

Slay Mind Flayers is limited in usefulness, but that's fine. It's not worded quite clearly though. Attacking a Mind Flayer gives a Gith a second attack, but does the second attack have to target a Mind Flayer again? It should clarify either way. Also, can Raziel use his special attack as either or both of these attacks?

Close Combatant is a cool ability.

Gang Fighter is a little confusing to me. If Shamai is engaged to two enemy figures and a friendly figure is engaged to each of them, does Shamai get +2/+2? What if one friendly figure is engaged to both of the enemy figures Shamai is engaged with? "Shamai adds one attack die and one defense die for every friendly figured engaged with an enemy figure that Shamai is also engaged with, to a maximum of 3 dice for Gang Fighter." would be clearer.

It's hard for me to get a handle on their point costs. Raziel feels undercosted to me, but compares decently to Heirloom. I suspect Shamai is a bit cheap, especially with bonding added in. Playtesting should give you an idea of that, though.


Overall, good work on these!
Thanks for the great feedback. I have updated Thunderhoof, the Minotaur Thug, and Raziel with your suggestions.

As for the question about Gang Fighter in the situation you described Shamai would only get +1/1 since there is only one other figure engaged with his opponents. At least that is how I would read it and play it out.


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  #26  
Old June 1st, 2011, 07:27 AM
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Super Bogue Super Bogue is offline
 
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Re: Super Bogue's Customs: Now with Ilithid Hunters 5/31/11

Quote:
Originally Posted by iceman3317 View Post
If you don't mind,did you take the pictures for the Lion Knights and Ram Thralls yourself? Because I can't find any good pictures for them and I wouldn't mind making some of my own figures out of them. Of course I would not copy you though I just love them so much.
I do use my own pictures for each card. I use GIMP and follow the instructions that dok gave about GIMP. Here are the pics for the Lion Knights and Ram Thralls

Spoiler Alert!


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  #27  
Old June 5th, 2011, 01:48 AM
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Re: Super Bogue's Customs: Now with Ilithid Hunters 5/31/11

I finished the Griffin for the Empire of Akklyannie.

First the squads:
Griffin Spearmen
Spoiler Alert!

Griffin Fusiliers
Spoiler Alert!

Griffin Templars
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Demon Hunters
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Griffin Executioners
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Praetorian Guards
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Now for the heroes.
Griffin Cleric
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Griffin Chaplain
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Griffin Exorist
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Abel
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Severian
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Tarkhyn
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Thurbard
Spoiler Alert!

Melkion
Spoiler Alert!


This page has the hi-res pdfs.


Last edited by Super Bogue : July 3rd, 2012 at 10:25 AM. Reason: Changed Reach to Pike and improved wording on War Fury and Vigilante

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  #28  
Old June 6th, 2011, 01:15 PM
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Re: Super Bogue's Customs: Now with Griffin cannon & crew 6/

This two should have been included with the last post, but it took me a bit to work out how the crew and the cannon would interact.

Griffin Cannon
Spoiler Alert!

Griffin Cannon Crew
Spoiler Alert!


Let me know what you think about these guys. I would imagine on a small or crowded map that you could target another player's starting zone right off the bat with these guys which would be a problem.


Last edited by Super Bogue : June 9th, 2011 at 02:26 PM. Reason: Updated Reposition Cannon and Fire Cannon Special Attack

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  #29  
Old June 7th, 2011, 05:49 PM
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Scytale Scytale is offline
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Re: Super Bogue's Customs: Now with Griffin cannon & crew 6/

I like what you're trying to do with the cannon crew, but there are some wording issues with them the way it is. The way Reposition Cannon is currently worded, the three crewmen could go different directions than the cannon when moving, and in fact you could move those three crewmen and any Griffon Cannon on the map (not necessarily the one they start adjacent to). Adjacency with a Cannon is also a strange thing since it doesn't have a height, but I suppose the same problem is true for attacking it in melee. I would recommend changing the power to act more like Carry, where the chosen adjacent cannon is placed adjacent to all three figures after movement.

There is a minor problem with Fire Cannon in "a clear sight shot is determined from the Griffon Cannon used". The Cannon does not have a point to draw line-of-sight from (green dot on hit zone). Also, you should add "adjacent to the same Griffon Cannon"; as it's worded they could each be adjacent to a different one and still use the special attack.

It's also a bit curious if two players with cannons face off against each other since there's no ownership of destructible objects. You could run your crewmen up to an enemy cannon and fire it off, for better or worse.

Speaking of, what is your expectation for "drafting" cannons? They do not have a cost (or ownership) and it is not stated on the crewmen's card that they start with one. Are the crewmen only useful if there are Griffon Cannons on the map? Can Griffon Cannons be added into your army? If so, are there restrictions on how many, and do they consume starting zone spots?

As for balance, I do see your concern about bombing starting zone spaces. It does depend somewhat on my previous questions about drafting cannons; if you can race to a cannon placed in the middle of the map and get a shot off it can be devastating. Even if they start in one's starting zone, it still seems possible to bomb a starting zone on turn one. You could minimize this by not allowing the cannon to fire on a turn it is moved. Even then it's possible it could fire on a really small map, but that is something you'll just have to accept I think, sort of like the Zelrig bomb.

I do like what you are doing with these guys, though it is tough to get it worded correctly. Some cannons hid behind a bunch of Air Elementals and/or Iron Golems could be a real pain for a melee army.


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  #30  
Old June 9th, 2011, 10:47 AM
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Super Bogue Super Bogue is offline
 
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Re: Super Bogue's Customs: Now with Griffin cannon & crew 6/

Quote:
Originally Posted by Scytale View Post
I like what you're trying to do with the cannon crew, but there are some wording issues with them the way it is. The way Reposition Cannon is currently worded, the three crewmen could go different directions than the cannon when moving, and in fact you could move those three crewmen and any Griffon Cannon on the map (not necessarily the one they start adjacent to). Adjacency with a Cannon is also a strange thing since it doesn't have a height, but I suppose the same problem is true for attacking it in melee. I would recommend changing the power to act more like Carry, where the chosen adjacent cannon is placed adjacent to all three figures after movement.
I have reworded Reposition Cannon to be more like Carry. I don't know why I didn't think of that in the first place.

Quote:
There is a minor problem with Fire Cannon in "a clear sight shot is determined from the Griffon Cannon used". The Cannon does not have a point to draw line-of-sight from (green dot on hit zone). Also, you should add "adjacent to the same Griffon Cannon"; as it's worded they could each be adjacent to a different one and still use the special attack.
I'm not sure where you are suggesting I add "adjacent to the same Griffin Cannon". As far as for the Cannon not having a green dot to use for line of sight you are right technically, but it is something that I would assume that the logic of the players at the table would take care of. Cannon don't typically fire out of their wheels or back. The fact that it is a cannon tells you where it can shot from...it's mouth.

Quote:
It's also a bit curious if two players with cannons face off against each other since there's no ownership of destructible objects. You could run your crewmen up to an enemy cannon and fire it off, for better or worse.
Control of a cannon could easily switch sides. I believe that history bears that out. Also since a cannon is an imanimate object I couldn't assign it to one general.

Quote:
Speaking of, what is your expectation for "drafting" cannons? They do not have a cost (or ownership) and it is not stated on the crewmen's card that they start with one. Are the crewmen only useful if there are Griffon Cannons on the map? Can Griffon Cannons be added into your army? If so, are there restrictions on how many, and do they consume starting zone spots?
Right now I only have one cannon and crew, so I only plan to use them in a scenario setting. Right now Miniatures Market still has 74 of these for $12, so I will probably grab a couple more in the future. At this point these are not units that we would draft at my table for a free-for-all game. If we used them for a siege scenario that cannon's placement would have to be determined by the map.

Quote:
As for balance, I do see your concern about bombing starting zone spaces. It does depend somewhat on my previous questions about drafting cannons; if you can race to a cannon placed in the middle of the map and get a shot off it can be devastating. Even if they start in one's starting zone, it still seems possible to bomb a starting zone on turn one. You could minimize this by not allowing the cannon to fire on a turn it is moved. Even then it's possible it could fire on a really small map, but that is something you'll just have to accept I think, sort of like the Zelrig bomb.

I do like what you are doing with these guys, though it is tough to get it worded correctly. Some cannons hid behind a bunch of Air Elementals and/or Iron Golems could be a real pain for a melee army.
Thanks for the feedback.


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  #31  
Old June 9th, 2011, 11:18 AM
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Scytale Scytale is offline
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Re: Super Bogue's Customs: Now with Griffin cannon & crew 6/

Quote:
Originally Posted by Super Bogue View Post
I'm not sure where you are suggesting I add "adjacent to the same Griffin Cannon".
Sorry I wasn't clear. Fire Cannon Special Attack currently says:

"If three Griffon Cannon Crew are unengaged and adjacent to a Griffon Cannon then instead of attacking normally ..."

This works fine if there is only one Griffon Cannon on the map. If there were more than one, you could technically use Fire Cannon Special Attack if you had three Griffon Cannon Crew adjacent to three different Griffon Cannons. I suggest rewording to:

"If three Griffon Cannon Crew are unengaged and adjacent to the same Griffon Cannon then instead of attacking normally ..."


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  #32  
Old June 9th, 2011, 02:27 PM
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Re: Super Bogue's Customs: Now with Griffin cannon & crew 6/

Quote:
Originally Posted by Scytale View Post
Quote:
Originally Posted by Super Bogue View Post
I'm not sure where you are suggesting I add "adjacent to the same Griffin Cannon".
Sorry I wasn't clear. Fire Cannon Special Attack currently says:

"If three Griffon Cannon Crew are unengaged and adjacent to a Griffon Cannon then instead of attacking normally ..."

This works fine if there is only one Griffon Cannon on the map. If there were more than one, you could technically use Fire Cannon Special Attack if you had three Griffon Cannon Crew adjacent to three different Griffon Cannons. I suggest rewording to:

"If three Griffon Cannon Crew are unengaged and adjacent to the same Griffon Cannon then instead of attacking normally ..."
That's it. Thanks, the correction has been made.


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  #33  
Old June 28th, 2011, 02:11 PM
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Re: Super Bogue's Customs: Now with Behemoths 6/28/11

It is about time that I start putting out my next custom wave. This one is D5 - Einar's Emipre. It will feature 4 dinosaur behemoths, a pseudo squad of Minotaurs, a pseudo squad of Githzerai, and some animal companions.

I have previously posted the Minotaurs and the Githzerai.

Here are the behemoths.
First the Bloodspike Behemoth
Spoiler Alert!

Next the Macetail Behemoth
Spoiler Alert!

The Trihorn Behemoth
Spoiler Alert!

The Sharptooth Behemoth
Spoiler Alert!

And last the Feymire Crocdile
Spoiler Alert!


Hi-res pdf


Last edited by Super Bogue : July 22nd, 2012 at 09:21 PM.

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  #34  
Old July 1st, 2011, 11:59 AM
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Re: Super Bogue's Customs: Now with Behemoths 6/28/11

D5 - Einar's Empire

Pack #1 T-Rex and Minotaurs
This pack includes the Sharptooth Behemoth and two Minotaur common heroes.

Sharptooth Behemoth
Spoiler Alert!
Minotaur Mangler
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Minotaur Thug
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Next will be the Trihorn, Bloodspike, and Macetail behemoths.


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  #35  
Old July 12th, 2011, 11:46 AM
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Re: Super Bogue's Customs: Now with Blackhorn 7/12/11

D5 - Einar's Empire

Pack #2 Behemoths
This pack includes a Bloodspike Behemoth, a Macetail Behemoth, and a Trihorn Behemoth.

Bloodspike Behemoth
Spoiler Alert!
Macetail Behemoth
Spoiler Alert!
Trihorn Behemoth
Spoiler Alert!
I also added Blackhorn to the minotaurs.


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  #36  
Old July 12th, 2011, 02:44 PM
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Super Bogue Super Bogue is offline
 
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Re: Super Bogue's Customs: Now with Blackhorn 7/12/11

D5 - Einar's Empire

Pack #3 Heroes of Nastralund
This pack includes Thunderhoof, Blackhorn, Raziel, Khadlai, and Shamai.

Thunderhoof
Spoiler Alert!
Blackhorn
Spoiler Alert!
Razeil
Spoiler Alert!
Spoiler Alert!
Khadlai
Spoiler Alert!
Shamai
Spoiler Alert!


Last edited by Super Bogue : July 22nd, 2011 at 12:26 PM. Reason: Added Gith

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