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This is a neater way of storing my playtests for my customs that I want other people to be able to see. I mostly intend on posting about units that I'd like to submit to the SoV.
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Unreliable Seishin vs. Native Americans

Posted November 10th, 2019 at 06:36 PM by Astroking112
Updated November 23rd, 2019 at 02:42 AM by Astroking112
HALCYON by capsocrates

Power Glyph: Wannok
Treasure Glyphs: Heroic Rune (Attack +1), Unrevealed
Army 1: Tagawa Samurai Archers x5, Seishin Samurai x3, Raelin (495)
Army 2: Mohican River Tribe x3, Brave Arrow, Teeth of the Makwa x3, Kira Jax (500)

Note: The Seishin Samurai were played as Common Heroes like their SoV Submission, but with only 3 move instead of 4 (Honor Beyond Death also only gave 3 free spaces of movement). They also each spawn by being placed on Samurai Cards, limiting their respawn capabilities.

Furthermore, per @Leo Ultra 's suggestion, they gained a fourth ability that is pretty similar to the Skeletons of Annellintia. When they're destroyed, the D20 is rolled, and if they get an 11 or higher, then they return to a Samurai Army Card instead of being removed from the game.

2x Tagawa Samurai Archers, 1x Seishin Samurai
~70 Points Left

The Mohicans played the long-ranged game, forcing the TSA to extend as far as possible to attack them. Because of this, War Cry never activated, but they only suffered one loss to Counter Strike.

They did struggle to keep the Samurai off of Wannok, as their attacks mostly kept missing and I made sure that another TSA was always nearby to reclaim the glyph, either on my next turn or through death with a Seishin. This pretty much just whittled away Kira Jax, but it did put some pressure on the opposing army (especially after she fell).

Eventually, the Mohicans were mostly wiped out, so the Teeth of the Makwa tried to pick up the slack. The TSA's dice were on fire, blocking many attacks with all shield rolls and breaking through the Natives' defenses with relative ease. Neither Concealment nor Shield of the Great Bear were particularly reliable, either, which exacerbated the issue. It still came down pretty close to the wire with Brave Arrow pulling some shenanigans at the end, but he couldn't take down the few remaining Samurai on his own.

Spoiler Alert!

This was much better than the previous Uncommon revision. It returns the slightly expendable nature of the Seishin without requiring the real-world player to go out and buy twenty of this sculpt. It mostly maintains the original playstyle, though Wave of Fear is somewhat superfluous at this point. I'll have to try building up a large amount of Seishin again to see how viable it is now.

The change to 3 move doesn't hurt as bad as I thought that it would. Considering that it just allows for a bit more counterplay and distinguishes them even further from other reviving units, I think that it's a change to keep.

My main concerns with this new iteration are that it might be perceived as being too similar to another reviving unit, the Skeletons of Annellintia, and that it has four powers, which is sure to catch some flak. Time will tell if Wave of Fear is still necessary or not.
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