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I use this blog to record data for testing custom figures and sharing my thoughts on the design process before posting the results in my thread.

I don't plan to submit all customs that I'm recording data for into the SoV but I do plan to test any custom that I make thoroughly so that it is enjoyable for others that might want it for their table.
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Test 1/15/21 Wulfing Hunters

Posted January 15th, 2021 at 09:50 PM by Shiftrex
Updated January 17th, 2021 at 11:52 PM by Shiftrex
Test Subject:

Test Subject
GENERAL = ULLAR
PLANET = FEYLUND
SPECIES = WULFING
UNIQUENESS = COMMON SQUAD
CLASS = HUNTERS
PERSONALITY = FEARSOME
SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 3
POINTS = 50

HUNTER'S HOWL
After revealing an Order Marker on this Army Card and taking a turn with the Wulfing Hunters, if at least two Wulfing Hunters that you control are engaged, you may take 1 additional turn with an unengaged squad of Wulfing Hunters or an unengaged Hunter Hero.

SILENT STALKER
While a Wulfing Hunter is not adjacent to any other figures it has no visible hitzones.

GAME 1
Map: Wyrmwalk

Armies:

200 Sacred Band x4
90 Parmenio
100 Marcus Decimus Gallus
110 Valguard
500, 19 hexes
vs

140 Master of the Hunt
10 Isamu
50 Marro Warriors
300 Hunters
500, 15 hexes

Stats:

Chris
Attack rolls: 59 out of 133 (44.36%)
Defense rolls: 32 out of 82 (39.02%)
Total dice rolled: 215
Time used: 0h, 20m, 50s


Shiftrex
Attack rolls: 57 out of 99 (57.58%)
Defense rolls: 31 out of 109 (28.44%)
Total dice rolled: 208
Time used: 0h, 23m, 3s

Outcome:

Loss for Hunters with much more satisfying gameplay, it felt interactive and like I was making meaningful choices and activating my abilities instead of just dying. Marro Warriors acted as scouts and bait after moving up one squad of hunters, they took down an entire squad of sacred band by themselves before anything else happened. Valguard moved in with the sacred band after Parmenio fell to a hefty hunter spear and it was a back and forth fight with the band winning out on activations.

Thoughts:

Silent Stalker was not applicable for this game, it only interacts with ranged attack. Howl went off a total of 7 times, one of which required me to not attack with my initial two figures that I moved because if I had killed the figure I wouldn't have been able to attack which is a layer of complexity that I hadn't thought about. My opponent also engaged Master of the Hunter to disable my ability to keep taking turns with him. The hunters performed in a much better way during this game, they had good offensive showing with 4 attack dice and their 6 move allowed them to navigate the uneven areas well enough to gain height most of the time.

It should be noted that because I was unconcerned with any ranged attacks I bunched up my figures as normal and it wouldn't have been advantageous to do so if I were developing against ranged.

No strange interactions with their howl power has surfaced yet. Though it was a slowly losing battle the figures felt good and it felt good to play them. Chris Perkins noted that the figures felt good as well but were more likely a splash figure like the Phantom Knights or more potent in a bring 2 scenario because they would have particular strength against certain ranged squad powerhouses like the 4th Mass and microcorps, less so against the 10th regiment. Both players found the figure fun, positive turn in testing achieved.

Testing vs Ranged required and to hopefully win a game!
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