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-   -   mac122's customs: Chops Dessert Entry (https://www.heroscapers.com/community/showthread.php?t=28239)

mac122 January 3rd, 2010 12:08 AM

mac122's customs: Chops Dessert Entry
 
Heroscape Customs byhttps://i.imgur.com/05aOcMX.png

AT-43, Star Wars, MechWarrior, Soulborgs, and a little bit more...
Chops Dessert Entry
Frost Dwarf - Tied for 4th Place
https://i.imgur.com/ghpPtX0.jpg

Bio: Across the mountains, through the ice and snow, a treasure awaited. And what dwarf can resist treasure? Especially treasure that might win freedom for their brethren. But, treasure is rarely left unguarded. Finding their way to the cave, the searching band was met by powerful magick, greedy magick. A magick that did not wish to share its hoard. Jandar plucked them away before they could be frozen for all eternity, but not before the magick had altered the dwarves forever...

The figure used for this unit is a Dungeons and Dragons figure from the War Drums set. Its model name and number are #48 Frost Dwarf.

The figure used for this unit is a Dungeons and Dragons promo figure. Its model name and number are #DDC35 Frost Dwarf.


Chops Entree Contest Winner!
Thanks for the votes! Pleocyemata won the second round of the Chops competition!
https://i.imgur.com/ORX69AX.jpg
Bio: None knew how long Pleocyemata dwelled in the Valhallan swamps. The ancient crustacean was content to live out his days in peace, munching on the occasional fish or amphibian or even larger land creature that had the misfortune to become lost in the swamp. No malice. Just sustenance. Peace. The Marro changed all that. Their Hives upset the balance of the swamp. Armies muddied the already dark waters, while weapons manufacture poisoned them. If only their gangly bodies were good eating, perhaps he could have tolerated them. But, no. These spoilers must be destroyed. An Aquillan squad, surrounded by a Marro ambush, witnessed first-hand Pleocyemata's wrath. One by one, Stinger, Drudge, Divider, returned to the swamp that spawned them, dragged down by huge pincers. Saved from certain doom, the Aquillans were determined to inform their general of a potential ally.
The figure used for this unit is a Pathfinder Battles figure from the Maze of Death set. Its model name and number are #29 Deep Lurker.



This was my original design for the second round of the Chops Custom Contest. Really liked it, but when I was searching to make sure C3V hadn't used the figure, I found another design with powers too similar.
BELDWIN BOAR-RIDER
https://i.imgur.com/725Jk16.jpg


SKELETAL DWARF
https://i.imgur.com/qDRNAMV.jpg
Bio: Errant magic, it was. The wizard’s misspoken incantation, meant to protect the lives of his Dwarven comrades, brought something very different, indeed. Terrified, he watched as the skeletal remains of fallen Axegrinders rose from their bloodied and battered corpses. But as these skeletons picked up arms and armor and continued the battle, his terror found a new home in the eyes of his foes.

The figure used for this unit is a Dungeons and Dragons figure from the Deathknell set. Its model number and name are #40/Skeletal Dwarf.


THONTAK GEMCASTER
https://i.imgur.com/78dgULH.jpg

The figure used for this unit is a Dungeons and Dragons figure from the Icons of the Realms: Rage of Demons set. Its model number and name are 8/55 / Shield Dwarf Wizard..



Finally getting around to revamping my customs thread. I'll update links as time permits. Actually, just kinda sweeping everything under the spoiler rug for now.

Spoiler Alert!

________________________________________

Kudos & Credits:
To GreyOwl for providing the card templates and customization tools. GO's Toolbox :bowdown:
To Whitestuff for the great tutorial on using GIMP. Whitestuff's GIMP Tutorial :rock:
And to bmaczero for adapting MSE to Heroscape card blanks! :woot:

SpiderCoach January 3rd, 2010 12:16 AM

Re: mac122's customs
 
Quote:

Originally Posted by mac122 (Post 983171)
Here's my first attempt at creating a Heroscape custom. I used a Mechwarrior Spirit Cat's Crimson Hawk. For now I made it a Soulborg, but I eventually I would like to add more Mechwarrior flavor - weapons, attacks, pilots, etc...

I am curious what any of you might think about it. Please feel free to offer a critique. I would appreciate any constructive remarks.
Thanks!

Hold it! I have to fix the card. It would help if all the text showed! Doh!

mac-
Welcome to the site. I gotta say...that's a pretty good first attempt at creating a custom/card. I think he seems over powered at 150 points; those lasers and reactor breach abilities are pretty potent. Not to mention...his regular stats are solid through and through.

Have you spent some time playtesting him to see if that point cost makes sense?

mac122 January 3rd, 2010 12:26 AM

Re: mac122's customs
 
Thanks for replying so fast and for the nice comment. No, I haven't had the opportunity to really test him out. I am hoping that folks like you will give me some feedback especially in getting the point cost right. Do you think it should be 20, 30, 40, ??? points more? Let me know.

Or what do I need to cut back in the other stats to keep him in the 150 point range?

flameslayer93 January 3rd, 2010 01:09 AM

Re: mac122's customs
 
My biggest grief with your card is the S.A.:(Not to insult the idea but I'd
tone the attack down(cause they're lasers)and it hits 3 times.:cry:This would cause everyone of my customs to get slaughtered.
Or the majority of my dudes all together.Why does his S.A. overpower him so?
If you toned down that S.A. come and drop the Jump Jets to 3 Move for
10 height.He'd be killer on castle maps:D!

Btw, feel free to send neg rep my way if my ideas totally destroy your dude.Or check out my Customs and insult them:lol:I'd love the critisism
and maybe you'll find new troops to add to your army.flameslayer93 offers his customs to all

mac122 January 3rd, 2010 01:32 AM

Re: mac122's customs
 
Quote:

Originally Posted by flameslayer93 (Post 983194)
My biggest grief with your card is the S.A.:(Not to insult the idea but I'd
tone the attack down(cause they're lasers)and it hits 3 times.:cry:This would cause everyone of my customs to get slaughtered.
Or the majority of my dudes all together.Why does his S.A. overpower him so?
If you toned down that S.A. come and drop the Jump Jets to 3 Move for
10 height.He'd be killer on castle maps:D!

Btw, feel free to send neg rep my way if my ideas totally destroy your dude.Or check out my Customs and insult them:lol:I'd love the critisism
and maybe you'll find new troops to add to your army.flameslayer93 offers his customs to all


That's the kind of critique I'm looking for. I'm not only a newbie in customs, I've only had the game since I got a huge box of it at a silent auction this past summer (Master set, Road to the Forgotten Forest, and Fortress of the Archkyrie for $10!). I still have a lot to learn.

So, what do you think for Pulse Lasers, reduce the range to 3, the attack to 2, or reduce the targets to 2? I thought about making more of a double attack on one target, but I wanted this to be more of an anti-squad attack.

Also, I see what you are saying about the Jump Jets. Maybe I'm letting my old Mechwarrior Mercenaries computer game playing influence me - you could fly half-way up a mountain with jump jets in that game.

So, if I cut the jump jets back to a more normal HS level make a cut in the range or attack in pulse lasers, do you think this would be able to stay at 150 or would I need to bump it up?
Thanks.

flameslayer93 January 3rd, 2010 01:45 AM

Re: mac122's customs
 
:DGreat to know my ideas are useful.For Pulse Lasers I think that all off those drops aren't totally nessesary.Keep range if you kill his normal ranged
attack(he has HANDS).Keep the #of attacks low.TRUST me here.2 shots means instant squad killer.If you'd like more help lemme know which master
set you have.PM me on that matter, no sense wasting thread space.:D

mac122 January 3rd, 2010 01:52 AM

Re: mac122's customs
 
Quote:

Originally Posted by flameslayer93 (Post 983211)
:DGreat to know my ideas are useful.For Pulse Lasers I think that all off those drops aren't totally nessesary.Keep range if you kill his normal ranged
attack(he has HANDS).Keep the #of attacks low.TRUST me here.2 shots means instant squad killer.If you'd like more help lemme know which master
set you have.PM me on that matter, no sense wasting thread space.:D

I just posted an updated card to the first page. I cut the Jump Jets to 10 levels and reduced the Pulse Lasers to 3 range and 2 attack. Again, pulling Mechwarrior Mercs gameplay from my longterm memory, pulse lasers traded power and range for multiple shots. The lower values are probably more thematic. I think I want to keep a normal ranged attack as mechs usually have multiple weapons systems. I'm still willing to raise the point value if necessary. I hope to do some playtesting tomorrow against some classic HS units.

flameslayer93 January 3rd, 2010 01:59 AM

Re: mac122's customs
 
Quote:

Originally Posted by mac122 (Post 983214)
Quote:

Originally Posted by flameslayer93 (Post 983211)
:DGreat to know my ideas are useful.For Pulse Lasers I think that all off those drops aren't totally nessesary.Keep range if you kill his normal ranged
attack(he has HANDS).Keep the #of attacks low.TRUST me here.2 shots means instant squad killer.If you'd like more help lemme know which master
set you have.PM me on that matter, no sense wasting thread space.:D

I just posted an updated card to the first page. I cut the Jump Jets to 10 levels and reduced the Pulse Lasers to 3 range and 2 attack. Again, pulling Mechwarrior Mercs gameplay from my longterm memory, pulse lasers traded power and range for multiple shots. The lower values are probably more thematic. I think I want to keep a normal ranged attack as mechs usually have multiple weapons systems. I'm still willing to raise the point value if necessary. I hope to do some playtesting tomorrow against some classic HS units.

Very well about the range and multi attacks.But that means a serious point raiser of possible 180....Or delete the explosion.Which slightly drops value to 160 or 165....:cry:Ihate seeing cards prices go up,only results in far less play:cry:

mac122 January 3rd, 2010 02:30 AM

Re: mac122's customs
 
Quote:

Originally Posted by flameslayer93 (Post 983221)
Quote:

Originally Posted by mac122 (Post 983214)
Quote:

Originally Posted by flameslayer93 (Post 983211)
:DGreat to know my ideas are useful.For Pulse Lasers I think that all off those drops aren't totally nessesary.Keep range if you kill his normal ranged
attack(he has HANDS).Keep the #of attacks low.TRUST me here.2 shots means instant squad killer.If you'd like more help lemme know which master
set you have.PM me on that matter, no sense wasting thread space.:D

I just posted an updated card to the first page. I cut the Jump Jets to 10 levels and reduced the Pulse Lasers to 3 range and 2 attack. Again, pulling Mechwarrior Mercs gameplay from my longterm memory, pulse lasers traded power and range for multiple shots. The lower values are probably more thematic. I think I want to keep a normal ranged attack as mechs usually have multiple weapons systems. I'm still willing to raise the point value if necessary. I hope to do some playtesting tomorrow against some classic HS units.

Very well about the range and multi attacks.But that means a serious point raiser of possible 180....Or delete the explosion.Which slightly drops value to 160 or 165....:cry:Ihate seeing cards prices go up,only results in far less play:cry:

Let's compare Crimson Hawk to Major Q10. The good Major has two special attacks, each more potent than Crimson Hawk's pulse lasers:
Machine Pistol - Range 7 - Attack 2 - Targets up to 4
Wrist Rocket - Range 4 - Attack 4 - Targets up to 2

Reactor Breach has a 30% chance to do a lot of damage but only once and only if lucky enough to be in the middle of a bunch of opponents forces. If he gets caught next to friendlies when the fatal blow is delivered...

Crimson Hawk has one more life point, one more move point, and jump jet mobility, but gives up 3 in the normal range department.

Altogether, these seem like reasonable trade-offs to keep Crimson Hawk at Q10's 150 point level.

Again, I'm still learning, so anybody feel free to help me understand what I may not be seeing.
Thanks!

edit: If you still feel the price needs to go up as it stands, would lowering the life to 4 (same as Q10) balance it better for you?

flameslayer93 January 3rd, 2010 02:53 AM

Re: mac122's customs
 
Quote:

Let's compare Crimson Hawk to Major Q10. The good Major has two special attacks, each more potent than Crimson Hawk's pulse lasers:
Machine Pistol - Range 7 - Attack 2 - Targets up to 4
Wrist Rocket - Range 4 - Attack 4 - Targets up to 2

Reactor Breach has a 30% chance to do a lot of damage but only once and only if lucky enough to be in the middle of a bunch of opponents forces. If he gets caught next to friendlies when the fatal blow is delivered...

Crimson Hawk has one more life point, one more move point, and jump jet mobility, but gives up 3 in the normal range department.

Altogether, these seem like reasonable trade-offs to keep Crimson Hawk at Q10's 150 point level.

Again, I'm still learning, so anybody feel free to help me understand what I may not be seeing.
Thanks!

edit: If you still feel the price needs to go up as it stands, would lowering the life to 4 (same as Q10) balance it better for you?
Q10 cant move super easily like Crimson Hawk can.Crimson is a bomb who'll likely not be by to your troops if he can detonate any time.
The 5 defense is better with 4 life than 5.Look at Ne-Gok-Sa from the 1st set(look online if needed) who seemed to never go down.:evil:(he won a
game by mindshackling a dude and nobody would die...).All I'm sayin' is that you have to be careful about your balancing.So Q10 has several squad killing skills...I agree with that.But that set also has a way to stop
him...albeit expensive but a way.This guy at 5life/5defense means the squads can't scratch him.Plus the range of Q10 does little on those tinier
maps.(note: the castle will prove to make Crimson nearly invinsible at 4 or 5 life:D:D:D).Your guy is getting to be a good brute of a soulborg though.
If you'd like to use a custom for a Marro Drudge team you'll never use:)
look through my customs for a nice Shiori stopper!:)

winonavampire January 3rd, 2010 04:12 AM

Re: mac122's customs
 
I really like Crimson Hawk! He seems like he would be really fun to play with.

I haven't seen his renditions, but his current stats look pretty good.

The only draw back I see, is, if you put him next to Q10 (who is also 150 points) Q10 has a lot on him.

3 extra range is huge.
Q10's SA his 4x with 2 dice (or 2x with 4 dice)

Crimson Hawk does have +1 life and +1 move

However, the Jumper Jets a freaking awesome! I love that sort of ability. And the reactor breach is just one of those neat abilities that if it works, cool, and if it doesn't, hopefully you didn't over pay for that ability.

That sculpt is bad ass too... I wouldn't mind getting my hands on that mini...

I think I might drop his cost a trite... Maybe 140? I don't know, I could be way off lol...

As for Ms. Alias... I have never seen the show, so I don't know what kind of flavor you are going for. The close combat ability seems a little "meh". I mean, how often are you engaged to more then 2 opponents? And I don't think I have ever seen a figure surrounded by 6... So I would say maybe:

If engaged to 2 opponents figures, +1 attack
If engaged to 3 or more, +2 attack

Seems like it would have a better chance of working and being fun. But again, I could be way off ; )

Vilsara January 3rd, 2010 09:46 AM

Re: mac122's customs
 
I wouldn't say that Crimson Hawk is TOO overpowered- he's a less useful Q10 with upgraded mobility.

...Like winona said >.>

Nonetheless, the card is great, the figure fits with Heroscape, and the powers are very balanced. My only quirp is that he has a disciplined personality; I'm being picky, but he looks like more of a "Presice" figure. However, strategically, he could fit into a Greek Disciplined army at not cost... but... but...

Ah, sod it. +rep for you, and welcome to the the site!


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