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View Poll Results: Vote for the BEST Custom.
Entry 1 6 18.75%
Entry 2 3 9.38%
Entry 3 7 21.88%
Entry 4 12 37.50%
Entry 5 4 12.50%
Voters: 32. You may not vote on this poll

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  #13  
Old May 4th, 2012, 04:55 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

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Originally Posted by White Knight View Post
My comments

General Comment: I know that some people (such as some of the SoV judges ) don't like 4 special abilites on one card. But it's not a written rule, and this squad is one that makes sense to have 4.
As long as the powers are shortish, it does have an official precedent in Sonya.
I really like dok's Zog card, so I was disappointed when the SoV voted it down for review mostly because it had 4 powers.
. I personally see nothing wrong with 4 powers, but I'm put off by the idea of anything above that, Somebody should create something of a doppleganger, but with less powers. With dok's permission, of course...


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  #14  
Old May 4th, 2012, 05:35 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

The problem I have with entry 4 -and it's not just limited out this card, as a few other entries had a similar power- is that not being able to move unto a water space would make them completely unplayable on some maps. Remember, swamp water counts as a water space, so any swamp maps would be almost impossible to play on with these guys.


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  #15  
Old May 4th, 2012, 06:06 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

Then I suppose you could just not draft them when playing on a water heavy map. I don't know if these guys (regardless of which card wins) will ever be excepted at a tournament, where you don't know which map you might be playing on over the course of 4-5 games. If the winning squad is just meant for play at home with friends on a predetermined map, I don't see any issue. We already have several units that are a lot more limited by terrain.




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  #16  
Old May 4th, 2012, 06:06 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

Quote:
Originally Posted by TrollBrute View Post
The problem I have with entry 4 -and it's not just limited out this card, as a few other entries had a similar power- is that not being able to move unto a water space would make them completely unplayable on some maps. Remember, swamp water counts as a water space, so any swamp maps would be almost impossible to play on with these guys.
Not necessarily. Leaping Flames allows them some flexibility. Looks like they'd be limited, but not completely locked down.


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  #17  
Old May 4th, 2012, 06:47 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

I have to agree with TrollBrute here (I meant to mention it this morning but didn't have the time). There are just way too many maps where a power that essential restricts a unit from moving unto water makes them completely unplayable. You can make the aurgument that it depends on what kind of game you're playing, but in my opinion, following official units, all units should be designed to be playable on all maps and through all ways of play. Sure, some of the official ones aren't going to be good on certain maps (Dzu-Teh on non-snow maps, Drudge on non-swamp maps, ect.), but they are all still playable.

Let's just take a look at BoV maps alone:

For starters, they can't even get out of their startzones on Ticalla Sunrise, and other tough ones for them are:

Swamp Thing
Blackroot
Burial Marsh

With all that said, it is a cool little power with some very nice flavor, and I can understand why so many people used it; but I'm sorry, it's just way to restricting for a HeroScape unit in my opinion. Which, I'm really sad to say because a lot of designs with it where quite good if you took it away.

Gosh, every time I try to make a point I end up making the longest post in the thread. Sorry.


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  #18  
Old May 4th, 2012, 06:58 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

Ice elemental bridge for the win?




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  #19  
Old May 4th, 2012, 07:06 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

Quote:
Originally Posted by Viegon View Post
I have to agree with TrollBrute here (I meant to mention it this morning but didn't have the time). There are just way too many maps where a power that essential restricts a unit from moving unto water makes them completely unplayable. You can make the aurgument that it depends on what kind of game you're playing, but in my opinion, following official units, all units should be designed to be playable on all maps and through all ways of play. Sure, some of the official ones aren't going to be good on certain maps (Dzu-Teh on non-snow maps, Drudge on non-swamp maps, ect.), but they are all still playable.

Let's just take a look at BoV maps alone:

For starters, they can't even get out of their startzones on Ticalla Sunrise, and other tough ones for them are:

Swamp Thing
Blackroot
Burial Marsh

With all that said, it is a cool little power with some very nice flavor, and I can understand why so many people used it; but I'm sorry, it's just way to restricting for a HeroScape unit in my opinion. Which, I'm really sad to say because a lot of designs with it where quite good if you took it away.

Gosh, every time I try to make a point I end up making the longest post in the thread. Sorry.
Actually, Entry 4 allows the units to move freely on all of those maps, just not with their normal move, see the first special power in the OP. If you want to actually understand all of the entries,

~SoA, exasperatedly


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  #20  
Old May 4th, 2012, 07:08 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

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Originally Posted by Yodaking View Post
Ice elemental bridge for the win?
Or Theracus, but that's a lot of carrying back and forth.


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  #21  
Old May 4th, 2012, 07:37 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

Quote:
Originally Posted by Son of Arathorn View Post
Quote:
Originally Posted by Viegon View Post
I have to agree with TrollBrute here (I meant to mention it this morning but didn't have the time). There are just way too many maps where a power that essential restricts a unit from moving unto water makes them completely unplayable. You can make the aurgument that it depends on what kind of game you're playing, but in my opinion, following official units, all units should be designed to be playable on all maps and through all ways of play. Sure, some of the official ones aren't going to be good on certain maps (Dzu-Teh on non-snow maps, Drudge on non-swamp maps, ect.), but they are all still playable.

Let's just take a look at BoV maps alone:

For starters, they can't even get out of their startzones on Ticalla Sunrise, and other tough ones for them are:

Swamp Thing
Blackroot
Burial Marsh

With all that said, it is a cool little power with some very nice flavor, and I can understand why so many people used it; but I'm sorry, it's just way to restricting for a HeroScape unit in my opinion. Which, I'm really sad to say because a lot of designs with it where quite good if you took it away.

Gosh, every time I try to make a point I end up making the longest post in the thread. Sorry.
Actually, Entry 4 allows the units to move freely on all of those maps, just not with their normal move, see the first special power in the OP. If you want to actually understand all of the entries,

~SoA, exasperatedly
Entry 4 can yes, so I apologize for that, but my problem was more with the power than that particular entry. I count three other entries with the same power and no movement ability. It may work for some games, but there are plenty of maps that would just be annoying and a few that would be impossible. No offense meant to anyone, but it's just not a power I care for at all.


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  #22  
Old May 4th, 2012, 09:07 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

Quote:
Originally Posted by TrollBrute View Post
Quote:
Originally Posted by Son of Arathorn View Post
Quote:
Originally Posted by Viegon View Post
I have to agree with TrollBrute here (I meant to mention it this morning but didn't have the time). There are just way too many maps where a power that essential restricts a unit from moving unto water makes them completely unplayable. You can make the aurgument that it depends on what kind of game you're playing, but in my opinion, following official units, all units should be designed to be playable on all maps and through all ways of play. Sure, some of the official ones aren't going to be good on certain maps (Dzu-Teh on non-snow maps, Drudge on non-swamp maps, ect.), but they are all still playable.

Let's just take a look at BoV maps alone:

For starters, they can't even get out of their startzones on Ticalla Sunrise, and other tough ones for them are:

Swamp Thing
Blackroot
Burial Marsh

With all that said, it is a cool little power with some very nice flavor, and I can understand why so many people used it; but I'm sorry, it's just way to restricting for a HeroScape unit in my opinion. Which, I'm really sad to say because a lot of designs with it where quite good if you took it away.

Gosh, every time I try to make a point I end up making the longest post in the thread. Sorry.
Actually, Entry 4 allows the units to move freely on all of those maps, just not with their normal move, see the first special power in the OP. If you want to actually understand all of the entries,

~SoA, exasperatedly
Entry 4 can yes, so I apologize for that, but my problem was more with the power than that particular entry. I count three other entries with the same power and no movement ability. It may work for some games, but there are plenty of maps that would just be annoying and a few that would be impossible. No offense meant to anyone, but it's just not a power I care for at all.
What TrollBrute said (again). I hadn't even looked at Entry 4 as I was posting as my post wasn't directed at it specifically, just to the power itself, which I had seen on multiple other cards without a movement power. I'm sorry I came off as blaming a card for something it wasn't actually doing, I didn't mean to. But my point still stands to the other entries with that power.


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  #23  
Old May 4th, 2012, 09:39 PM
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Re: Auggies Fire Elemental Squad Custom Contest Poll D

Sorry I got a bit heated (I so rarely use that smiley), I just don't like blame being put where it shouldn't be (or where it seemed it shouldn't be). Anyway, so long as observations/opinions are being offered, I don't really support any of the ones in this poll (I think the one I liked best was either in Poll A or Poll C), but if I had to pick... entry 4. Flexibility is key. But all the entries seem like they'd be fun to play in casual, but I'd say only about 2 of every 5 in the contest are truly tournament-ready concepts.


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