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Old September 23rd, 2011, 05:53 PM
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Re: Casual Unit Alters

Quote:
Originally Posted by flameslayer93 View Post
I think that CUA would be a better title(Casual Unit Alters) for this project. If your going on a whim with these unit alterations, I doubt that the CUC care, but a nice way to differentiate the two ideas(other than saying lefton4ya's project) is to change the name a bit.
Thanks. I changed the name - couldn't think of a different word for mod(ification). Also, thanks for taking the time for constructive feedback as it really helps.
Quote:
Originally Posted by flameslayer93 View Post
On to the units(that I know)!!!

Syvarris:
Evasive 1 seems to be better suited for him(in fact that would work for the AA's too). Something to remember is that ranged units generally don't have better base stats than melee units(at least when it comes to Atk/Def). Sure evasive stops during adjacency, but it is still essentially a bonus 2 defense. Note this also would make Syvarris be a relatively good kiting unit when paired with Theracus. Bad news all around.
I have playtested AA w/evasive 2 against ranged squads (10th/4th) and they still have trouble against them. However I never playtested Syvarris this way and with his extended range, maybe it is too much to have +2 defense, but I was going for consistency. FYI Theracus can't be used for kiting (running and gunning) as you can't move w/ Theracus and shoot with Syvarris on the same turn.
Quote:
Originally Posted by flameslayer93 View Post
Deadeye Dan:
That boost from 3HP to 5HP seems like a 5 point increase would be in need. Similar to Syvarris being able to kite with Theracus, DED will be able to do as well, with a better HP count as well. My logic of adding in the 5 points? Deter players from Theracus/DED(revised) combos. Making a 105 point duo is painful to include in most armies.
At 5 life, he is on par with other 60 point heroes Zetacron or Sam Brown. With only 2 defense, an extra 2 life will allow him to take 1 or 2 more shots.
Quote:
Originally Posted by flameslayer93 View Post
Agent Carr:
Are you trying to make Chuck Norris? Seems pretty powerful to me(or even more so). A point bump to 110 might be in question. High stats for a low cost tend to make the game break a bit. And no, Stealth Dodge does not need to be implemented, it is the Krav's thing(not including the story on this one, but gameplay wise it would be unwise to make 2 units too similar, unless of course you did not own a Stealth Dodging unit).
Maybe you are right on him being overpowered now, as basically he is now Iron Golem with phantom walk and a wimpy ranged attack to boot. I will have to playtest him more.
Quote:
Originally Posted by flameslayer93 View Post
Major X17:
Interesting. His heightened natural defense will make him less fearful of your Elves. Of course, we might be using slightly different scales here, I play casually and your making custom alteration for casual use(but designed to fit into the competitive metagame), so I could be wrong. As with Carr, a price bump to 110 might be in question.
I think he is still a less powerful version of Iron Golum, but with Cyberclaw, so I think 100 points is still fair.
Quote:
Originally Posted by flameslayer93 View Post
Retiarius:
A few more steroids and a stronger net. Personally, I think leaving his Net Trip 14 at Net Trip 14 is your best bet. Something to remember is that Crixus is a defensive beast. His eye-patch wearing comrade is offensive. With Sparticus at the lead(with a big fat "X"), Retiarius is really a hero-slayer with 6 attack. A 50-50 chance to drop the defense of his prey to 1 is just too much. I think that his normal net is just fine.
He needed 5 defense, but with just this change you would still never draft him over Crixus unless his Net Trip was a little more frequent. He is definitely more of a hero killer with this, though.
Quote:
Originally Posted by flameslayer93 View Post
Anubian Wolves:
Did you reduce the number of Wolves by 1? Your missing the last wolf's hit zone if you didn't. If you did, well you would need a picture with 1 fewer wolves. I'll wait until your response to this question to give my feedback on the Wolfies.
Interesting - I got the card from his Heroscape.com image, which is missing one fig in the hit zone. I will have to fix.
Quote:
Originally Posted by flameslayer93 View Post
Deepwyrm Drow:
60 points might be the sweet spot for the Deepwyrm Drow. That would definitely require some testing to be sure.
Yeah, he is still good at 70 with a bunch of chainfighters.
Quote:
Originally Posted by flameslayer93 View Post
Isamu:
I would just play him at 20 and be done with it. Or simply keep him at 10 points and make Vanish 9 into something like Vanish 13.
Yeah, he could be upped to 20, but I think the game could use a 15 point unit.
Quote:
Originally Posted by flameslayer93 View Post
Sahuagin Raider:
A bonding power does not seem to be the best way to go. Perhaps Frenzy? If nothing else it seems a bit more thematic and will definitely be an interesting hit with Mittens. With that, I can see 100 points of revised Raiders killing Agent Carr.
This change is probably the biggest change of all the ones I made and is more of a custom unit by itself than a modification. I may scrap this and make a custom ferocious squad that has the same bonding options, but I like the idea of a common hero that can bond with other heroes, including itself. The other idea is make him 15 or 20 points.
Quote:
Originally Posted by flameslayer93 View Post
Shades of Bleakewoode:
The fact that they can only Soul Devour at the start of their turn has always irked me a bit. Adding in the idea that they can use it before and after their move is a neat concept. It really makes you wanna see if they are capable of pulling their weight like the Phantom Knights(or perhaps lack of, as they are ghosts).
Yea, they are definitely comparable to Phantom Knights now, although they cost more, they have one more move and one less defense against range, so you are paying 30 points for the chance to Soul Devour - which is not worth anything if you are playing mostly squads but worth a lot if against heroes.
Quote:
Originally Posted by flameslayer93 View Post
Deathstalkers:
Maul Special Attack would certainly pass at my table, and I think you have found an elegant way to create the "Death" in "Deathstalker"(without using Raelin anyways).
I think this is the weakest change I made, but I like the extra choice of how many dice to roll each attack.
Quote:
Originally Posted by flameslayer93 View Post
Deathwalker 9000:
Making him a Common Hero is a very impractical way to give this robot some love. If you wanted to draft him in multiples, I would highly recommend the change to an Uncommon Hero. Seeing 3 Deathwalker 9000s(as common heroes) and two squads of rats is not quite the same as seeing Q9 and rats. Q9 is able to be folded in half with some whiffs on his end, but in reality the chances of one experiencing a Deathwalker Roll is low as it is. Of course squads can continuously attack that number and typically win out, but trying that 3 times is almost unreal. Plus if you do have an OM on the DW9K card, if one dies you can still activate another. That's a lot of death. At least as an Uncommon Hero, you can reduce that from happening.
The whole point of a common hero is to reduce the chance of lost order markers - I'm not quite sure what you mean.
Quote:
Originally Posted by flameslayer93 View Post
Zettian Guards:
Soulborg Strategic Bonding and a Common Squad status might be a bit much still. One of the things about Unique Squads is that they always have some sort of benefit that Commons do not have(if the Krav had the same powers as the Microcorp Agents would you use the Krav? Obviously no...). The reason the Zettians should stay as a Unique Squad(with the official card), is that massive 7 defense. No Common Squads have a base defense greater than 5. Now then, if we decided to keep that reasoning, we would need to at least drop their basic defense to 6. Because, if for nothing else, it will help to distinguish them from the Death Knights of Valkrill(both squads have an Attack based power, regardless of wording or effect and well as some form of bonding with this revised version of yours).
My mistake - I meant to keep them a unique squad as I felt the same as you that making them a common squad would be to great a change (which is why I think the CUC will never pass them this way) unless you lower defense or increase cost. I will have to change.
Quote:
Originally Posted by flameslayer93 View Post
Overall, you didn't do too badly with MSE(it's obvious, the "artsy" mistakes are everywhere as well as many tell-tale parts of the cards). With some practice these cards could come to work nicely. Something to remember is that you can make it to where the text of powers does not appear by hitting the [...] button near the top of the window.

(Of course I could always just fix the cards if you want, with exception of Gueri).

Nice start lefton4ya!!!
The MSE high-res templates all use dungeon styles, so the pre wave-8 cards have artifacts of designs over the figure image space, SotM and waves 8-12 have remnants of the vine motif in the figure backround, but the D&D units have a matched look. I also made Gueri-Oni Valkrill but never changed his background. Maybe I or someone can make high-res templates in MSE for the other styles.

Thanks again for the comments.

Last edited by lefton4ya; September 23rd, 2011 at 06:00 PM.
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