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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. Gladiators (The Final Attempt)

Posted November 17th, 2019 at 03:07 AM by Astroking112
Updated November 23rd, 2019 at 02:41 AM by Astroking112
TICALLAN TOWER by Sir Heroscape

Glyphs: Gerda (Defense +1), Valda (Move +2)
Astro: Tagawa Samurai Archers x6, Seishin Samurai x7 (600)
Leo: Capuan Gladiators x4, Spartacus, Crixus, Achillean Gladiatrix x1 (610)

Note: The Seishin Samurai had 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, and can only return to the Samurai card for another spawn if they roll a 13 or higher upon death.

8x Tagawa Samurai Archers, 2x Seishin Samurai (3 unspawned)
~320 Points Left (Counting 90 points of unspawned Seishin)

Seishin won initiative and got to Gerda first. Leo claimed Valda, but his advancing Gladiators kept dying the next turn after whiffing against TSA potshots, including his Gladiatrix. This continued for a while until Leo got desperate enough to advance Spartacus, free up a Seishin off of Gerda, and then use Valda to immediately move a Capuan onto the glyph.

Spartacus then made a valiant last stand, killing off a good number of TSA and Seishin for the remainder of the game. He eventually fell, though, unable to overwhelm the numbers on his own.

Spoiler Alert!

My dice were pretty hot this game, with 6 Seishin returning out of the 8 that were killed. Because of this, the number of Seishin that I had was largely excessive, with 3 never being placed on the board. I think that 3-4 would’ve been the sweetspot here, especially since I only got close to being able to have four consecutive ones on the board once. Leo also suffered some pretty untimely whiffs that hurt his development and let the TSA actually be an aggressive fighting force, along with the map’s chokepoints favoring the Seishin placement.

Still, even with the map, dice, and match-up being pretty heavily in my favor, I think that they felt a little too overbearing on the basically melee-only gladiators. The change to 3 move was a help in stopping them from accomplishing too much, but it makes them even worse against range. Leo also noted several times that it felt like a trap, where he had no right option here, which was one of my main concerns with this test. I could try tweaking the numbers more, but the availability of the Skeletal Samurai sculpt and the points balance here just aren’t working out. Making each Seishin only have 1 life just isn’t feasible, unfortunately, and I don’t see a way to fix this with the current playstyle.

I’m going to go ahead and retire this design. I’ve been considering some drafts for a Unique Hero with the same sculpt that I’ll experiment with and see if they’re fun, but time will tell if that comes to fruition.
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