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.
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.
Test 1/13/21 Wulfing Hunters
Posted January 14th, 2021 at 07:32 PM by Shiftrex
Updated January 18th, 2021 at 12:51 AM by Shiftrex
Updated January 18th, 2021 at 12:51 AM by Shiftrex
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 before taking a turn with the Wulfing Hunters, if at least two Wulfing Hunters that you control are engaged, you may either move and attack with 4 Wulfing Hunters that you control or first take a turn with a Hunter Hero that you control.
Tundra Survivalist
When a Wulfing Hunter is attacked by a non-adjacent figure and at least 1 skull is rolled, roll the 20-sided die. If that Wulfing Hunter is on an Ice space, add 3 to your die roll. If he is on a snow space, add 6 to your die roll. If you roll 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
Armies:
50 Swog Rider x2
200 Arrow Gruts x5
120 Krug
130 Calibrax the Kyrie Warrior
500, 22 hexes
vs
105 Van Nessing
95 Arktos
300 Wulfing Hunters
500, 14 hexes
Stats:
Shiftrex
Attack rolls: 47 out of 90 (52.22%)
Defense rolls: 42 out of 136 (30.88%)
Total dice rolled: 226
Time used: 0h, 19m, 36s
Hero_89
Attack rolls: 56 out of 127 (44.09%)
Defense rolls: 18 out of 54 (33.33%)
Total dice rolled: 181
Time used: 0h, 37m, 24s
Outcome:
Arrow Gruts win with 5 gruts remaining and 1 swog rider podded together on height two.
Thoughts:
The game involved Krug running headlong at Arktos and Van who had been developed early to try and anticipate for some activations with Howl. Then a slow advance and fight against Calibrax and some Arrow Gruts + Swogs with the lone hunters.
Howl got to activate 3 times and was highly effective each time. It wasn't as easy to set up as getting 1 figure adjacent because the hunters could generally kill most small melee figures. The Howl activated when they were able to run into something big, in this case Krug who was able to activate Van once before he fell to Krug and then themselves twice which allow them to surround and kill Krug on low ground.
Tundra Survivalist activated a total of twice this entire game which under performed heavily at a 25% chance. This is still an early test but I am considering replacing this ability or at least changing it to a lower threshold of 13 to trigger with a ratio like the Nakita Agent's.
Otherwise, stats and bonding seemed relevant and fair to both players but not overpowering.
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 before taking a turn with the Wulfing Hunters, if at least two Wulfing Hunters that you control are engaged, you may either move and attack with 4 Wulfing Hunters that you control or first take a turn with a Hunter Hero that you control.
Tundra Survivalist
When a Wulfing Hunter is attacked by a non-adjacent figure and at least 1 skull is rolled, roll the 20-sided die. If that Wulfing Hunter is on an Ice space, add 3 to your die roll. If he is on a snow space, add 6 to your die roll. If you roll 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
Armies:
50 Swog Rider x2
200 Arrow Gruts x5
120 Krug
130 Calibrax the Kyrie Warrior
500, 22 hexes
vs
105 Van Nessing
95 Arktos
300 Wulfing Hunters
500, 14 hexes
Stats:
Shiftrex
Attack rolls: 47 out of 90 (52.22%)
Defense rolls: 42 out of 136 (30.88%)
Total dice rolled: 226
Time used: 0h, 19m, 36s
Hero_89
Attack rolls: 56 out of 127 (44.09%)
Defense rolls: 18 out of 54 (33.33%)
Total dice rolled: 181
Time used: 0h, 37m, 24s
Outcome:
Arrow Gruts win with 5 gruts remaining and 1 swog rider podded together on height two.
Thoughts:
The game involved Krug running headlong at Arktos and Van who had been developed early to try and anticipate for some activations with Howl. Then a slow advance and fight against Calibrax and some Arrow Gruts + Swogs with the lone hunters.
Howl got to activate 3 times and was highly effective each time. It wasn't as easy to set up as getting 1 figure adjacent because the hunters could generally kill most small melee figures. The Howl activated when they were able to run into something big, in this case Krug who was able to activate Van once before he fell to Krug and then themselves twice which allow them to surround and kill Krug on low ground.
Tundra Survivalist activated a total of twice this entire game which under performed heavily at a 25% chance. This is still an early test but I am considering replacing this ability or at least changing it to a lower threshold of 13 to trigger with a ratio like the Nakita Agent's.
Otherwise, stats and bonding seemed relevant and fair to both players but not overpowering.
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