Quote:
Originally Posted by TheAverageFan
Quote:
Originally Posted by Blue Trails
I'm looking for a playtest exchange with the following unit:
Spoiler Alert!
NAME = Mimameid
GENERAL = ULLAR
PLANET = FEYLUND
SPECIES = AESASKR
UNIQUENESS = UNIQUE HERO
CLASS = STEWARD
PERSONALITY = RESOLUTE
SIZE/HEIGHT = HUGE 14
DOUBLE-SPACED
LIFE = 8
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 200
ARBOREAL BODY
You may treat Mimameid as an evergreen tree for the purposes of special powers on Army Cards you control. No figure can move normally through a space occupied by Mimameid.
THICK ROOTS
If Mimameid has not yet moved this round, opponents' small and medium figures treat all land spaces within 2 contiguous clear sight spaces of Mimameid or within 2 contiguous spaces of a tree or jungle piece within 2 clear sight spaces of Mimameid as 1 level higher for the purpose of entering such a space.
CRASHING BOUGHS SPECIAL ATTACK
Range 1 + Special. Attack 3.
You may choose one figure adjacent to the defending figure to be affected by Crashing Boughs Special Attack. Roll attack dice once for all figures. Each figure rolls defense dice separately. If an opponent's figure is within 2 spaces of Mimameid, and its base is no more than 6 levels above Mimameid's base or 6 levels below Mimameid's base, Mimameid may add 1 to the range of Crashing Boughs Special Attack when attacking that figure.
My only preferences are for the unit would be run against a melee-heavy army and for both sides to contain only Classic/VC figures. My main questions are whether the unit is boring to play or unfun to fight. The earliest I could reciprocate would be this weekend, so any takers can time themselves accordingly; I don't expect a fast report.
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I will be able to in exchange for one thing: I'd like to know what armies this guy is meant to be played with. Is he supposed to be a stand-alone hero or is he meant to be played exclusively with the Eilan Sidhe (as they're the only unit I can think of with powers that function off of Evergreen Trees)? I don't wanna give feedback that's misinformed due to not knowing how to play the unit or his intended role in an army.
Exchange unit are my Adeptus Ruststalkers:
Spoiler Alert!
Intended Role: Shock Troop/Assassin Squad. Fast, strong, versatile, but expensive. Excellent cheerleader-killers. Not intended as a bread-and-butter squad. For their cost and speed they may be better suited for larger games. Of course all of this is hypothetical.
Synergies: Disciplined Army Defense Bonus is the only one I can think of
FAQ: Transonic Blades blocks any shields granted from Special Powers including extra dice from Defense Aura or Melee Defense 1 or extra shields from Tough or Shields of Valor. Covert makes each Ruststalker immune to ranged fire as long as there are no enemies within its field. Stealth Vault 15 is before moving, giving the squad an effective Move of 7.
My original playtesting rating put them at an A-. I'd like to see if that holds up or if they are too strong.
~TAF
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Thanks. The unit I posted is intended to be a stand-alone defensive piece that plays as a blocker/one-man screen. The synergy with Eilan Sidhe (and Quasatch Hunters, for that matter) is secondary, but the Sidhe are cheap enough that they often found their way into the armies that I tested. As long as you pair the unit with something that appreciates a big, distracting presence on the board or a movement-restricting effect, the exact army you choose is up to you.
I have a couple questions for you, though. First, if you think the Ruststalkers might be a little over-tuned, would you rather have me run them against other top-notch units or against weaker armies that would tend to be routed by top-notch units? Second, is there anything from your original playtest that I should know? Things like good partners or counterplay that isn't immediately obvious would be great.