Anubian Wolves
Proposal: Add power
UNHOLY MOVEMENT BONDING "Before taking a turn with the Anubian Wolves, you may first move any small, medium, or large relentless Hero you control up to 6 spaces."
Logic: He can have Khosumet, Dumatef Guards, and Taelord follow them easier for their bonuses. Although with
CUC Khosumet being cheaper and has an attack aura, it is not so bad. Same units as
Death Knights so you can play both squads if you want (The Air Elemental, The Dumutef Guard, Khosumet the Darklord, Sir Hawthorne, Taelord the Kyrie Warrior, The Venoc Warlord).
Khosumet The Darklord
Proposal: Change cost from 75 to
50. Add power
ONE SHIELD DEFENSE "When rolling defense dice, if Khosumet The Darklord rolls at least one shield, the most wounds it may take for this attack is one."
Logic:
CUC Khosumet also changes the RELENTLESS ASSAULT to have "within 4 clear sight spaces" and I think this change is great, but overpowered when played with my above Anubian Wolves or many of the C3V/SoV changes, especially
Knights of Blackgaard,
Skull Demon, and the various Varkaanan Wolf Pack.
This card is only meant to be played in tandem with my CUA Anubian Wolves or C3V/SoV Relentless/Varkaanan cards, otherwise use the
CUC card.
Frost Giant of Morh
Proposal: Change from Fearless to
Wild, Change BATTLE FRENZY to "After attacking with this Frost Giant of Morh, roll the 20-sided die.
If this Frost Giant of Morh is on a snow or ice space, add 3 to your die roll. If you roll a 16 or higher, you may
attack again take another turn with this Frost Giant of Morh.
Battle Frenzy may be enhanced with Frenzy Enhancement and Berserker Charge Enhancement.
Logic: Now bonds with C3V
Dreadgul Raiders who needed a cheaper Giant bonding hero. He also needed an easier way to attack more than one unit a turn. Plus being a
Frost Giant, he should have some power based on tundra terrain.
Grok Riders
Proposal: Decrease Cost from 130 to
100. Increase Defense from 3 to
4. Change MARK OF THE WARLORD as follows "When attacking a figure
that is adjacent to within 4 clear sight spaces of any Marro warlord you control..." Change WARLORD BONDING to MARRO WAR BONDING: "... you may take a turn with any
Marro Warlord small, medium, or large Marro Hero you control."
Logic: Basically adapted
CUC approved change so they can now bond with Kee-Mo-Shi & Tul-Bak-Ra. Now they are like Phantom Knights with bonding but without defensive bonus.
Isamu
Proposal: Increase cost from 10 to
15.
Logic: He is too good for his points - now Otanashi is your 10 point choice.
Iskra
Proposal: Change FLYING to
STEALTH FLYING. Change SUMMON THE RECHETS OF BOGDAN to "...If you roll a
14 12 or higher...
Logic: Iskra and the Rechets need Disengage (Stealth Flying) to get into the foray easier. The 10% boost to summon helps a bit too.
Rechets of Bogdan
Proposal: Change FLYING to
STEALTH FLYING.
Logic: See Iskra above.
Mind Flayer Mastermind
Proposal: Change cost from 100 to
85. Change ENSALVE 17 to ENSALVE 16 "...If you roll a
16 or higher...
Logic: With the release of SoV
Cxurg'gyath, you will want an army with multiple Mind Flayers, so I they definitely needed the cost reduced. The 5% boost to Enslaving makes them a little more intimidating as Sharks.
Obsidian Guards
Proposal: Change LAVA THROW to "When an Obsidian Guard is on a molten lava space it may add
2 4 to its range.
Otherwise, when a Obsidian Guard is adjacent to at least one figure with the Lava Resistant special power it may add 2 to its range."
Logic: They are rated D so need a lot of help, so I don't know if adding 2 to its range in post circumstances it that great. Will need some playtesting to see if they need more help, but they still are the only 4/4 squad in the game.
Sahuagin Raider
Proposal: Add power
FEROCIOUS BONDING "Before taking a turn with Sahuagin Raider, you may first take a turn with any small, medium, or large ferocious hero you control that follows any general."
Ferocious heroes (non-huge): Feral Troll, Ice Troll Berserker, Rhogar Dragonspine, Sahuagin Raider, White Wyrmling, Wyvern.
Logic: I really wanted to help Sahuagin, the uncommon units, and Rhogar. Bonding with the Trolls and Rhogar helps them heal and get out of the way simultaneously. I also
made a common squad with the same bonding options.
Shades of Bleakewoode
Proposal: Increase attack to
3. Change SOUL DEVOUR to "
Before or after moving, ..." and add
INSUBSTANTIAL 2 "A Shade of Bleakewoode adds 2 additional defense dice when rolling a defense against a normal attack from a figure who is not adjacent."
Logic: The soul devour is now
possible unlike the original. They still cost 30 more than Phantom Knights - would you pay this for one more move and the chance to take over a hero?
Deathstalkers
Proposal: Change Maul to Maul
Special Attack "
Range 1. Attack 1, 2, or 3. Each Deathstalker may use Maul Special Attack instead of a normal attack. Choose any figure within range and attack by rolling 1, 2, or 3 atack dice. When rolling attack dice
for Maul Special Attack against a small or medium figure, if you roll a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice."
Logic: A lot stronger as if you roll 1 die, as it is a 50% kill on commons regardless of their defensive bonuses and the SA bypasses most defensive powers. I like that you have to choose how many dice to roll.
Deathwalker 7000, 800, and 9000
Proposal: Make them all
Common Heroes, and reduce cost of each by 20.
Logic: You loose less order markers if you have a spare, especially with the below or
CUC card for Zettians, and with
SoV Zettian Infantry and C3V
Deathcommander Mark 3.
Deathwalker 7000
Proposal: Reduce cost from 100 to 80
Deathwalker 8000
Proposal: Reduce cost from 130 to 110
Deathwalker 9000
Proposal: Reduce cost from 140 to 120
Zettian Guards
Proposal: Add ability
SOULBORG STRATEGIC BONDING "Before taking a turn with Zettian Guards, you may first take a turn with any Soulborg Hero you control that follows Utgar. If you take a turn with any Soulborg Hero you control who follows Utgar, you may not attack with the Zettian Guards this turn."
Logic: You can use the Zettians as
GUARDS because they can move ahead of the deathwalkers.
CUC has change at 55 point as a common squad, but that seems way too powerful.