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-   -   wriggz's Customs: Battle Ball - 2024-03-28 (https://www.heroscapers.com/community/showthread.php?t=25253)

wriggz May 30th, 2009 03:11 PM

wriggz's Customs: Battle Ball - 2024-03-28
 
I've been working on customs for years now, but never got around to posting them much. Now I have a very robust collection, I think it may be time to share and maybe inspire some, and get feedback from others.

I'm a sucker for Factions and theme, so I will be posting a few cards that go together at a time.

Overall Designer Observations:
Spoiler Alert!

Battle Ball Converted – Catch All
A while ago I picked up the Battle Ball set off Ebay for a fair price. This set seemed like the perfect collection of figures for a faction box, and it did not disappoint. The figures look great with other heroscape units and add some more sweet science fiction units balancing out all the fantasy we got in the D&D era.

Here is my last batch from the Battle Ball box.
Clawborg Brothers
https://images2.imgbox.com/78/87/5umY4fFg_o.png
The Clawborg take a cue from the Incendiborgs redundant systems but with a twist. While they can shrug off an attack each subsequent turn there is a chance they will fail. The math is not intuitive, but with 1 marker there is a 10% chance of destruction, right up to 25% when all 4 makers are placed. It is possible for the Brothers to survive 4 attacks and then finally fall to enemy attack, or only receive one marker and fall to bad Volatile roles on the next two turns. They can be brutal in the endgame as clean up units, frustrating an opponent whose strongest attacks are negated, but that frustration quickly dissipates when they self destruct.

Prima 7
https://images2.imgbox.com/f0/d1/cAKMzDpZ_o.png
This figure didn’t fit into any of the squads, and it always nice to add another hero to HEROscape. I have a couple of sleek robotic figures which are different enough from any existing Soulborg armies that I decided to add them to Aquilla. Prima 7 hits fast, but unless she destroys her target always ends her turn engaged. While 5 defense is high, she only has 2 life, so it does not take much to take her down. With her speed and multiple attack she can act as a decent glyph grabber, but also useful in clean up.

Blitzen
https://images2.imgbox.com/43/b5/bc0xLz4B_o.png
Another odd figure, I’m always looking for units to add to Jandar. I know that the Knights of Weston don’t need another Human Champion, but the theme of Human Champion fit well with the mini, so I could not resist. I opted to reduce defense instead of increase attack since this limits his damage potential to Heros while keeping him a danger to Squads. Unlike Prima, Blitzen falls fast with his messily 2 defense, but makes up for it with his bonding synergies. Interestingly you could choose him as the Macdirk’s champion and retreat with him when he gets too many wounds, keeping the Macdirks rolling with up to 7 attack dice. I designed this unit well before AoA, so I curious how he runs with the Armored Bears.

Battle Ball Converted – Microcorp Security
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Battle Ball Converted – Cyborg Thugs
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Arena of the Planes Walker
So I've had these customs kicking around for a long time after painting the mini for the game. They are not well playtested, but there are some cool designs, so I figured I would share. There are obviously a few heroes, but the Squads are all Unique allowing for investigating some interesting design spaces.

Arena of the Planes Walker - Valkrill
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Arena of the Planes Walker - Vydar
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Arena of the Planes Walker - Einar
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Arena of the Planes Walker - Ullar
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Arena of the Planes Walker - Aquilla
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Arena of the Planes Walker - Jandar
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Members of Order
I’ve noted elsewhere that a significant percent (24% to be exact) of the customs I use not including C3V/SOV are created by or inspired by other Custom Designers. I figured I would give credit where credit is due. Many of these I took at face value, but a few I have made some tweaks to them, to have them fit my collection and taste. I selected these as units I feel fit with classic scape well and flush out existing factions or bring something unique that I really liked. These aren’t necessarily perfectly balanced, but I haven’t come across any issues yet.

If one of these is your designs and you prefer me not to share them, feel free to let me know.
Spoiler Alert!


Wriggz's Classic Customs
Hero Pack 3 – Heroes of the Mirrored Sea
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Wolves and Gunners
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Ullar’s Insects
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Hero Pack 2 - Heroes of the Rift
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Hero Pack 1 - Dawn of Forgefell
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Cloak and Dagger - Vydar Hero Agents
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Lands of the Valhalla - Terrain Figures
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Endless March - Einar Common Squads
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Fists of Iron - Martial Artists
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Weapon Upgrade - Mariedian Advanced Tech
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Clockwork and Magic - Dwarves
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Tribal Magic - Totems and Aldet
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Venom's Sting - Valkrill's Cobra
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Knights and Their King
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War of the Clones - Valkrill's Clones
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Planes of Laur - Large Figure Pack 2
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Walls of Lore - Large Figures Pack 1
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Aquilla's Gray Alies
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Return of the Missing - Vydar Kyrie
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Space Zombies - Valkrill's Therians
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Invisible Lightning - Aquilla's Siofra Faction
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Nhah Scirh Heroes and Archers
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Vydar Unique Squads
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Valkrill Kyrie
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The Law Returns - Jandar Lawmen
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Mysteries of the Moontribe - Aquilla Kyrie
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Everyday Heroes - Common Soldiers
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Eniar's Kommandos
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Ullar's Centaurs
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Ship of the Damned - Pirate Heroes
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Crew of the Black Swan - Pirate Captain and Crew
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Feedback is always welcome.

wriggz May 30th, 2009 03:14 PM

Re: Wriggz's Custom Repaints and Theme Additions
 
Lodin the Kyrie Warrior
Ronin Keji
Lunda

Spoiler Alert!

Gold1 May 30th, 2009 04:56 PM

Re: Wriggz's Custom Repaints and Theme Additions
 
Question about Ronin. Does he need counter strike? Because according to his first ability he would automatically recieve Counter Strike from any samurai squad you chose.

wriggz May 30th, 2009 05:13 PM

Re: Wriggz's Custom Repaints and Theme Additions
 
The following two "Customs" are ripe offs of some of the best customs I have seen that fill holes in existing armies. The Ninja I loved the name and "borrowed" it, but i have have no idea from who. The Cowboy is from the Create a Custom group effort a few months ago... so I guess it is public domain. I figure this sight is about keeping my customs in one place until I make the cards and print them.

Spoiler Alert!

wriggz June 1st, 2009 06:50 PM

Re: Wriggz's Custom Repaints and Theme Additions
 

Gold1 June 1st, 2009 09:30 PM

Re: Wriggz's Custom Repaints and Theme Additions
 
Interesting. I could see some people using him and others setting someone like Krug or Grimnak right next to him just in case.

Skeletor June 1st, 2009 10:20 PM

Re: Wriggz's Custom Repaints and Theme Additions
 
I like the on my mark ability

Dualahorn June 1st, 2009 10:22 PM

Re: Wriggz's Custom Repaints and Theme Additions
 
Huson seems a little cheap. You could roll 12 or more attack dice very easily.

EDIT I do like the power though.

wriggz June 1st, 2009 11:12 PM

Re: Wriggz's Custom Repaints and Theme Additions
 
What if On my Mark, had a limit of say 7 attack dice, would that even things out?

wriggz July 20th, 2009 05:11 PM

Re: Wriggz's Custom - Input Request 20/07
 
Anti-range Samurai Hero

Spoiler Alert!

rouby44 July 21st, 2009 10:17 AM

Re: Wriggz's Custom - Input Request 20/07
 
Quote:

Originally Posted by wriggz (Post 875763)
Kenish
Unique Hero
Human
Samurai
Disciplined
Medium 5
Life: 4
Move: 7
Range: 1
Attack: 4
Defense: 6
Points: 150

Disciplined Speed:
All enemy figures within 3 spaces and are not 5 levels up or down from Kenish are considered engaged and can be attacked by Kenish's normal attack.

Phantom Walk:
Kenish can move through all figures and is never attacked when leaving an engagement.

Counter Strike:
When rolling defense dice against a normal attack from an engaged figure, all excess shields count as unblockable hits on the attacking figure.

*** NOTE How does the Disciplined Speed sound? Does this one-line express the fact that all ranged figures within 3 spaces must attack Kenish and face counter strike? That all figures moving 3+ spaces away must take a leaving engagement strike? Is it too weird that Kenish could attack a figure that is behind a tree or wall? I need some help here.

Thanks

A few comments:

1. There is a strong precedent that humans' maximum move is 6.

2. I would give Kenish Disengage or Tactical Disengagement 7 and make him have to move into true adjacency when attacking, though figures within 3 spaces would still be considered engaged. That obviates the strange scenarios where he could attack people behind walls and things of that nature.

Perhaps an even better power would be one that is similar to Scatter. It would allow Kenish to move X spaces towards any figure initiating an attack within 3 spaces of him (this would be in conjunction with Disnegage or Tactical Disengagement 7). This power seems to achieve the same goal as your version without some of the quirkiness.

3. Disciplined Speed is a very creative ability and a good fit for a Samurai.

rouby44 July 21st, 2009 10:30 AM

Re: Wriggz's Custom Repaints and Theme Additions
 
Col. Hudson is a a creative figure, but inordinately strong. For one, thing, I don't see any reason to boost 4th Mass or 10th Regiment of Foot when they are already among the best units in the game. But aside from that, Col. Hudson allows you to move either of those squads when it isn't their turn, thus allowing them to WTF on their next turn - HUGE tactical advantage.

Not only that, but he allows them to combine their normal attacks, which can be modifed by height and WTF, against a single figure? They could be rolling an attack of 16 with some regularity. I don't know if you even get that many dice in a master set...

Col. Benedict can force your opponent to FORFEIT ALL ORDER MARKERS without so much as a D20 roll? Need I say more?


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