Heroscapers

Heroscapers (https://www.heroscapers.com/community/index.php)
-   AotV Customs (https://www.heroscapers.com/community/forumdisplay.php?f=169)
-   -   [Pod 1] UKUSHISA PRIDE (Blazing Firecats) - Editing (https://www.heroscapers.com/community/showthread.php?t=55875)

Scytale June 22nd, 2019 01:29 AM

The Book of Ukushia Pride

Arena of the Valkyrie Master Set

https://i.imgur.com/gS9vRP7.jpeg

Printer-Friendly PDF

UTGAR
UKUSHISA PRIDE
Ukushisa
Unique Squad
Hunters
Wild
LARGE 4

LIFE 1
MOVE 7
RANGE 1
ATTACK 3
DEFENSE 5

POINTS 90

COMBINED HEAT
When attacking with an Ukushisa Prowler, roll one additional die for each Ukushisa Prowler you control adjacent to the attacking Prowler.

LAVA RESISTANT
Ukushisa Prowlers never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

Editing: Complete

Playtesting (old version)
Test 1 (The Long Eared Bat)
Test 2 (The Long Eared Bat)
Test 3 (The Long Eared Bat)

Test 4 (All Your Pie)
Test 5 (kevindola)

(New version)


The figures used for this unit are the Blazing Firecats from Arena of the Planeswalkers

Character Bio: TBA

-Rulings and Clarifications-
Q: Could the Ukushisa Pride use Inflame if one of them is on one water space and one non-water space?
A: No.

-Combinations and Synergies-

Synergy Benefits Received
TBA

Synergy Benefits Offered
TBA

-Strategy, Tactics and Tips-
TBA


The Long eared bat June 22nd, 2019 03:54 AM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
How about giving them a death strike ability.

Lasting burn: When a (blazing firecat) receives enough wounds to be destroyed, before removing that (blazing firecat) you may attack every figure adjacent the (blazing fire cat). Roll attack dice separately for each figure. Add an additional attack die for each previously destroyed (blazing fire cat).

NecroBlade June 22nd, 2019 11:56 AM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
Out of turn attacks are generally avoided so they don't create weird interactions or loops. If you want to go that direction, you could model it after Dying Swipe from the Frost Giant.

For consideration, here's an early draft of powers that was partially discussed in the Discord:

FIRST STRIKE
When Order Marker 1 is revealed on the [Blazing Firecats], add 2 to their Move number and 1 extra attack die for that turn.

Borrowed from the Varkaanan Swiftfangs, it also pays homage to their Magic roots.

WATER WEAKNESS
A [Blazing Firecat] on a water space rolls 2 fewer defense dice.

Alternatively "Negative Element" from the Fire Elemental that completely eliminates their Defense on water.

LAVA RESISTANT
[Blazing Firecats] never roll for molten lava damage or lava field damage and they do not have to stop in molten lava spaces.

This one kinda feels like a must-include.

Pumpkin_King June 22nd, 2019 01:20 PM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
Small idea - it was brought up by long eared bat that they could be Moltarns.

All Your Pie June 22nd, 2019 11:22 PM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
Moltarns as a species means they'd be native to Valhalla, which is interesting. Seems like a pretty good idea.

I'm not sure why, but some kind of vengeance power like Long Eared Bat suggested seems very appropriate here to me. I had been tossing around something that lets you temporarily bring back your destroyed Firecats every time you take a turn with them, but I'm not sure that's particularly workable.

My main concern is that getting one revenge attack for each firecat seems very strong, and I worry about designing a unit that's only real purpose is to charge in and die. I'll mull this over for a bit and see if I come up with anything.

The Long eared bat June 23rd, 2019 03:23 AM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
What about this: At the start of the firecats turn, each firecat may attack an additional time for each previously destroyed firecat.

Captain Stupendous June 23rd, 2019 10:23 AM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
I like the ideas tossed around here so far! Here's something else, just for consideration:

BLAZING FIRECATS
1 Life
6 Move
1 Range
2 Attack
2 Defense

Dying Flame
The Blazing Firecats start the game with four Flaming counters on their army card. The Blazing Firecats get +1 Attack and Defense for every Flaming counter on their card. After taking a turn with the Blazing Firecats and after the end of every round, remove a Flaming counter from their army card.

The Flame Rekindled
At the start of every round, before rolling for initiative, you may roll the d20. If you roll a ?15? or higher, you may place up to four flaming counters on this card. This card can hold a maximum of four flaming counters.

The specific mechanics could be fine tuned, but I think the general concept could be fun. The closest comparison I think would be the Anubians. Maybe too high variance, but that also feels kinda appropriate for a fire based squad.

lefton4ya June 24th, 2019 11:16 AM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
Quote:

Originally Posted by NecroBlade (Post 2289591)
Out of turn attacks are generally avoided so they don't create weird interactions or loops. If you want to go that direction, you could model it after Dying Swipe from the Frost Giant.

For consideration, here's an early draft of powers that was partially discussed in the Discord:

FIRST STRIKE
When Order Marker 1 is revealed on the [Blazing Firecats], add 2 to their Move number and 1 extra attack die for that turn.

Borrowed from the Varkaanan Swiftfangs, it also pays homage to their Magic roots.

WATER WEAKNESS
A [Blazing Firecat] on a water space rolls 2 fewer defense dice.

Alternatively "Negative Element" from the Fire Elemental that completely eliminates their Defense on water.

LAVA RESISTANT
[Blazing Firecats] never roll for molten lava damage or lava field damage and they do not have to stop in molten lava spaces.

This one kinda feels like a must-include.

I agree that Water Weakness and Lava Resistant are almost required. Also IMHO these guys should be 7 move (or 8 without a move power), as they seem really fast. For 3rd power 1st strike seems OK, although maybe change it slightly:
Quote:

STRIKE FIRST
Each [Blazing Firecat] that did not start it's turn engaged may move 1 additional space and may roll 1 extra attack die for that turn.
Wording could be cleaned up a bit, but this to me seems more like a first strike ability.

Scytale June 24th, 2019 05:54 PM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
Quote:

Originally Posted by The Long eared bat (Post 2289824)
What about this: At the start of the firecats turn, each firecat may attack an additional time for each previously destroyed firecat.

Changing around the turn order is also problematic, so no attacks at the start of turn. Allowing for extra normal attacks is ok, though odd that they are better off with one of them dead.

Quote:

Originally Posted by Captain Stupendous (Post 2289839)
I like the ideas tossed around here so far! Here's something else, just for consideration:

BLAZING FIRECATS
1 Life
6 Move
1 Range
2 Attack
2 Defense

Dying Flame
The Blazing Firecats start the game with four Flaming counters on their army card. The Blazing Firecats get +1 Attack and Defense for every Flaming counter on their card. After taking a turn with the Blazing Firecats and after the end of every round, remove a Flaming counter from their army card.

The Flame Rekindled
At the start of every round, before rolling for initiative, you may roll the d20. If you roll a ?15? or higher, you may place up to four flaming counters on this card. This card can hold a maximum of four flaming counters.

The specific mechanics could be fine tuned, but I think the general concept could be fun. The closest comparison I think would be the Anubians. Maybe too high variance, but that also feels kinda appropriate for a fire based squad.

Attack/Defense of 6 is too high. Other than that, the idea is ok, but it doesn't feel right that they simply rekindle themselves automatically. It feels like that should be a power on another character, a leader or cheerleader unit.

Quote:

Originally Posted by lefton4ya (Post 2290105)
Quote:

Originally Posted by NecroBlade (Post 2289591)
Out of turn attacks are generally avoided so they don't create weird interactions or loops. If you want to go that direction, you could model it after Dying Swipe from the Frost Giant.

For consideration, here's an early draft of powers that was partially discussed in the Discord:

FIRST STRIKE
When Order Marker 1 is revealed on the [Blazing Firecats], add 2 to their Move number and 1 extra attack die for that turn.

Borrowed from the Varkaanan Swiftfangs, it also pays homage to their Magic roots.

WATER WEAKNESS
A [Blazing Firecat] on a water space rolls 2 fewer defense dice.

Alternatively "Negative Element" from the Fire Elemental that completely eliminates their Defense on water.

LAVA RESISTANT
[Blazing Firecats] never roll for molten lava damage or lava field damage and they do not have to stop in molten lava spaces.

This one kinda feels like a must-include.

I agree that Water Weakness and Lava Resistant are almost required. Also IMHO these guys should be 7 move (or 8 without a move power), as they seem really fast. For 3rd power 1st strike seems OK, although maybe change it slightly:
Quote:

STRIKE FIRST
Each [Blazing Firecat] that did not start it's turn engaged may move 1 additional space and may roll 1 extra attack die for that turn.
Wording could be cleaned up a bit, but this to me seems more like a first strike ability.

This makes for a pretty good design. I prefer First Strike over Strike First. First Strike adds to gameplay in that it makes decision points for both players and opponents. Strike First doesn't really change up any battle tactics, it's just a bonus you get sometimes.

Scytale June 24th, 2019 06:03 PM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
I also do not like making them Moltarn. Wolves aren't Humans. Worse, these do not look like Moltarn, which are rocky.

Astroking112 June 25th, 2019 02:13 AM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
I agree with Scytale. Despite them being fiery, they do not look like Moltarns at all, and it would be a stretch to call them that. Considering that it wouldn't do much other than open the way for some loose Moltarn synergy in the future, I don't see a compelling excuse for it.

The Long eared bat June 25th, 2019 05:28 AM

Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
 
Quote:

Originally Posted by Scytale (Post 2290295)
I also do not like making them Moltarn. Wolves aren't Humans. Worse, these do not look like Moltarn, which are rocky.

Do you think Elemental would suit them better.


All times are GMT -4. The time now is 02:51 PM.

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.