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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.
Misc Customs My various classic customs that don't fit into a self-contained faction.
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Single Seishin Samurai vs. Horned Skull Q10

Posted March 3rd, 2021 at 05:46 PM by Astroking112
With the recent resurfacing of the Skeletal Samurai sculpt, my passion for the Samurai has seen a resurgence. Now that availability is better, it's even possible to do a single-spawning version of them as had been suggested ~15 months ago, making them a feasible design once more.

HIGH WAYS OR THE HIGHWAY by 1Mmirg
395 Points
Glyphs: Dagmar and Wannok
Astro: Seishin Samurai x6, Tagawa Samurai Archers x3, Raelin
Captain Stupendous: Horned Skull Brutes x3, Major Q10, Marcu Esenwein

SURVIVING UNITS:
Raelin (4 wounds), 3x TSA, 2x Seishin (one was unplaced)
~120 Points Left

GAME SUMMARY:
Capt. S and I both beelined for Wannok, mostly ignoring the left side of the map (he had Marcu, but my best Wannok sponge was Raelin, so I didn't want to leave it uncontested and only had 10 figures on the board to start with, which made spreading out infeasible). I led with TSA of course, and he moved out with...
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Ibaraki-doji Solo Tests

Posted January 23rd, 2021 at 05:37 PM by Astroking112
As a part of crunching out Ibaraki-doji once we discovered that the Oni Night Haunter sculpt did have the availability for a submission, @Leo Ultra wanted to run several solo tests against other heroes in the 120 point range to see how they compared. Given that these tests are smaller in nature than full games, I've combined them into one post to reduce the number of blog entries that I'm uploading today.

Ibaraki-doji vs. Siege
Round 1, Initiative Ibaraki.
Ibaraki turn 3: SA 2 skulls vs 2 shields, SA 1 skull vs 1 shield
Siege turn 3: 3 skulls vs 1 shield, Ibaraki takes 2 wounds.

Round 2, Initiative Ibaraki
Ibaraki turn 1: Normal attack 3 skulls vs 5 shields.
Siege turn 1: Normal attack 3 skulls vs 1 shield; Ibaraki reduced to 3 life.
Ibaraki turn 2: SA 2 skulls vs 1 shield; Siege takes 1 wound. SA 1 skull vs 3 shields.
Siege turn 2: Normal attack 2 skulls vs 2 shields.
...
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Kinchо̄ + Monks vs. Arashara + Sacred Band

Posted January 23rd, 2021 at 04:43 PM by Astroking112
This is another older post of Kincho that I had made before reducing his price and life and continuing testing for his SoV submission. It is simply maintained here for posterity.

HIGHWAYS AND DIEWAYS by UranusPChicago
Glyphs: Valda, Lodin
Astro: Arashara Goshiri, Marcus Decimus Gallus, Sacred Band x3 (450)
Leo: Kinchо̄, Master Lao Xin, Yi Feng, Shaolin Monks x2 (450)

GAME SUMMARY:
Leo’s Monks lept over the moats within their hearts by the starting zone while I began using Arashara Goshiri to shift my Sacred Band without only relying on the bridge. Unfortunately, I made a critical error in forgetting that Lao Xin can do whatever he wants in regards to Monk turns, so Leo nabbed Valda with Yi Feng and then got his 11 move Shaolin Monks into striking distance on much of my forces. I luckily only lost 1 Sacred Band, but it took several turns to properly retaliate and clear out the monks. Leo had his OM3 on Kinchо̄, which stopped...
Posted in Misc Customs , Kincho
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Kinchо̄ + Monks vs. Zettian Infantry and a Living Legend

Posted January 23rd, 2021 at 04:38 PM by Astroking112
This is an older playtest that I had posted to the AotV boards a while ago. Most of my notes/playtests on the Yokai were kept private, but I had some free time today and am going through the process of storing what I can still find in case it proves useful in future discussions.

I probably should've posted this before the test that I ran today (or the more recent one of the full Yokai army against Tetsuo), but who really needs chronological consistency?

This playtest wasn't very informative on the man, the myth, the legend Tetsuo Tyrell himself, because I focused him down and my girlfriend didn't want to risk turns on him, but that in and of itself is useful. I think that his underperformance here is the result of these factors, but she didn't want to go all in on his risk.

VOLCARREN PARADISE by the Robber
No glyphs. Played with special healing waters scenario rules from the map instructions, but they never came into play.
Astro:...
Posted in Misc Customs , Kincho
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M.A.R.S. vs. Marro Drudge

Posted January 17th, 2021 at 11:28 AM by Astroking112
I've been somewhat lax in recording playtests for M.A.R.S. lately, but recent changes to his normal attack (4 range, 4 attack) have proven to be acceptable while avoiding the pitfall of Hoplitron Bonding. I'm not a big fan of how this makes it easier to avoid friendly damage, but 4 range and 2 attack was the main viable alternative, which would probably make him weak enough to need a further points decrease that I'd prefer to avoid.

As it is, M.A.R.S. has been regularly underperforming. That's largely intended, though, given that he is such a swingy figure with a lot of devastating potential. I wanted to test him out at least one more time on the relatively flat terrain of the AotV maps, which makes his 4 move much less crippling. The results follow below:

CUSTOM MAP:
Spoiler Alert!
No Glyphs
Astro: M.A.R.S., Sonlen, Asterios,...
Posted in Misc Customs , M.A.R.S.
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