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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.

Yokai vs. Raptorians

Posted January 23rd, 2021 at 04:51 PM by Astroking112
Updated January 23rd, 2021 at 05:14 PM by Astroking112
This was one of the earlier tests that I ran of the Yokai as a whole (the first published post in this category is actually the most recent one, truth be told :embarrassed. The most notable change from their latter incarnations is Nure Onna, who was recently significantly redesigned.

No glyphs. Played with special Healing Waters scenario rules from the map instructions.
Astro: Masha Shingai, Abe no Seimei (130), Kincho (60, 3L/4D), Nure Onna (70) (370 Points)
Dawn: Beakface Sneaks x3, Quorik Warwitch, Beakface Rogue x2, Nottingham Brigand x2, Tarn Viking Warriors (370)

Versions of Yokai Used

Abe no Seimei (1 wound), Nure Onna (unwounded)
~175 Points Left

Nure Onna led out the game by moving immediately into the central healing waters, shifting with Seimei, and then moving back to nab height on a Sneak that had moved in for the...
Comments 0 Astroking112 is offline

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.

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

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
Comments 0 Astroking112 is offline

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.

No glyphs. Played with special healing waters scenario rules from the map instructions, but they never came into play.
Posted in Misc Customs , Kincho
Comments 0 Astroking112 is offline

Yokai vs. Hounds and TETSUUUUOOOOO

Posted January 23rd, 2021 at 03:23 PM by Astroking112
Updated January 23rd, 2021 at 04:27 PM by Astroking112
I was running a series of games a while ago with my girlfriend to test various AotV units (read: the Velnesh Alphas), but I went ahead and ran another game with the strong version of Tetsuo against a Yokai build featuring the Kirin.

Spoiler Alert!

500 Points
Glyphs: Knowledge, Recall, Healing
Dawn: Abe no Seimei, Masha Shingai, Kincho, Nure Onna (revision for 20 points), Kirin
Astro: Tetsuo Tyrell, Marrden Hounds x4, Guilty McCreech

Spoiler Alert!
Comments 0 Astroking112 is offline

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:

Spoiler Alert!
No Glyphs
Astro: M.A.R.S., Sonlen, Asterios,...
Posted in Misc Customs , M.A.R.S.
Comments 2 Astroking112 is offline

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