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Old November 21st, 2022, 07:06 PM
Shadowking Shadowking is online now
 
Join Date: September 27, 2009
Location: UK (England)
Posts: 230
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

Quote:
Originally Posted by Vydar_XLIII View Post
A lot of these are really cool! A couple of thoughts on them.
This is all really helpful stuff, thanks so much!

Trojan Irregulars: I really liked the idea of them being able to bond with Nilfheim and Braxas (as well as Queen Penthesilea, of course) for that sort of esoteric weirdness that feels quintessentially Heroscape, like Romans & Me-Burq-Sa; if that means that have to go to 90 over 85 I think that's fine? Penthesilea's Spear Throw Special Attack has more direct synergy with them and it might benefit to rework her to allow her to cost a little less to comfortably be able to fit something like 2x Trojans, Penthesilea and one of the dragons into a 500-point army.

Home-Tree Guardians: Great change idea there, 8 seems like a perfect number that's consistent-ish without being completely reliable, and encourages you even more to get multiple kills with the Guardians per turn which is a good thing overall. I reckon they could maybe then come down in price a bit? At that point they are likely worse than Delta Romans at 65 (Romans having an extra figure is pretty big), so maybe these could drop to 60 - or at least 65 like the Romans.

Abdul & Escorts: Using the glyphs makes sense I think, but I'm not entirely sure how to word it; it seems like Arthur and Locksley don't introduce them at the start of the game and have to rely on them being on the map? Unless I am misreading them. The sand thing makes a lot of sense, I had not considered that at all; I'll drop it in that case. Should I maybe move the A New Buyer power to Abdul himself? Not sure if he feels a bit undercooked with just the Wonders of the Bazaar power alone (and the Escorts have a lot going on already) - that does make him a lot better, however, and I do like the Escorts providing that synergy piece for him.

Mohican War Riders: I'd intended their War Cry power to also count engaged Mohican River Tribe figures, but I then mistyped it to call out Tribesmen and not Scouts (which is what the River Tribe are). Dropping that is smart but then is it weird to just call out "if at least two Mohican War Riders or Mohican River Tribe you control"? Or should I just drop the River Tribe synergy all together? They should probably actually count as Scouts, too, to properly benefit from Brave Arrow's bonus, and continue to be affected by Pale Moon without her needing a third type.

Last edited by Shadowking; November 21st, 2022 at 08:15 PM.
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