Heroscapers
Go Back   Heroscapers > Custom HeroScape Creations > Custom Units & Army Cards
Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


Reply
 
Thread Tools Search this Thread Display Modes
  #25  
Old January 28th, 2017, 05:51 AM
Leaf_It's Avatar
Leaf_It Leaf_It is offline
 
Join Date: February 19, 2008
Location: USA - Utah
Posts: 1,204
Images: 5
Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla
Re: Leaf_It's custom unit's and abilities

Quote:
Originally Posted by wriggz View Post
I got a chance to try Maltis, and actually found that being able to end adjacent to a figure was part of her charm. As a scout being able to grab glyphs after destroying a figure or moving to engage an imposing force was valuable. This isn't very evasive, but it gives you lots of options when using Maltis as a lead figure. This version also allows her to gain better positioning on figures after attacking them, which can help with survivability.

Quote:
COMBAT POSITIONING
After attacking an opponent's figure with Maltis Tez, you may move Maltis Tez up to 1 space. This space may be up to 5 levels higher. Maltis Tez never takes leaving engagement attacks while using Combat Positioning.
I actually really like this version. I might rename it, but I'll probably go with this wording. Thank you.
Reply With Quote
  #26  
Old February 14th, 2017, 05:13 PM
obfuscatedhippo's Avatar
obfuscatedhippo obfuscatedhippo is offline
 
Join Date: January 20, 2009
Location: USA - WA - Seattle
Posts: 1,402
Images: 28
obfuscatedhippo has disabled reputation
Re: Leaf_It's custom unit's and abilities

Quote:
Originally Posted by Leaf_It View Post
Quote:
Originally Posted by wriggz View Post
I got a chance to try Maltis, and actually found that being able to end adjacent to a figure was part of her charm. As a scout being able to grab glyphs after destroying a figure or moving to engage an imposing force was valuable. This isn't very evasive, but it gives you lots of options when using Maltis as a lead figure. This version also allows her to gain better positioning on figures after attacking them, which can help with survivability.

Quote:
COMBAT POSITIONING
After attacking an opponent's figure with Maltis Tez, you may move Maltis Tez up to 1 space. This space may be up to 5 levels higher. Maltis Tez never takes leaving engagement attacks while using Combat Positioning.
I actually really like this version. I might rename it, but I'll probably go with this wording. Thank you.
How about a simpler name like ACROBATICS ?
Reply With Quote
  #27  
Old February 14th, 2017, 05:57 PM
Lazy Orang's Avatar
Lazy Orang Lazy Orang is offline
Not Citrus
 
Join Date: November 10, 2012
Location: British Isles
Posts: 13,757
Images: 6
Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death! Lazy Orang is hot lava death!
Re: Leaf_It's custom unit's and abilities

When Seleena has a very different ability called Acrobatic... that might get confusing.


My Family's Classic Customs
- Suicidium Scourge
=====================
Reply With Quote
  #28  
Old February 15th, 2017, 08:04 PM
Leaf_It's Avatar
Leaf_It Leaf_It is offline
 
Join Date: February 19, 2008
Location: USA - Utah
Posts: 1,204
Images: 5
Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla
Re: Leaf_It's custom unit's and abilities

Wow I'm tired... [snip]
Reply With Quote
  #29  
Old February 24th, 2018, 04:53 AM
Leaf_It's Avatar
Leaf_It Leaf_It is offline
 
Join Date: February 19, 2008
Location: USA - Utah
Posts: 1,204
Images: 5
Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla
Re: Leaf_It's customs. [UPDATED: 2.24.18]

Updated OP with the Drow Assassin



Wow. It has been more than a year since I last posted in this thread.
I will be attempting to update this thread more regularly with some of the Customs that I am working on.

[Custom projects that aren't posted in here, but that I am still working on: 9]
Reply With Quote
  #30  
Old March 14th, 2018, 01:14 PM
wriggz's Avatar
wriggz wriggz is offline
Friendly Neighborhood Librarian
 
Join Date: January 15, 2009
Location: Canada - Ontario - Toronto
Posts: 3,248
Images: 25
wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death! wriggz is hot lava death!
Re: Leaf_It's customs. [UPDATED: 2.24.18]

I will give the feedback I thought was valueable here:

1. Height restriction not required - Its magic so you can remove this, moving potentially 12 spaces is akin to fey step anyway. Also your limit already let him jump up 5 levels, which on any official map is close to the high point.

2. Sneak Attack - I don't mind it but I really think you could just give him 4 attack and move on. Makes him more versatile too. Look at the Chain fighter - he is a bruiser.

3. Drop defense to 2. This goes with the 4 attack, but really makes your custom unique. Everyone wants to throw 3 defense on everything. He already has hide in the darkness so that is already giving him some survivability.

4. I would also go with "After revealing an order marker on, and taking a turn with a Common Drow Army Card" though I would check with others if that is a viable option.

This would make the card much less complex and crowded, and a lot more unique. If you go with these suggestions you may need to move the point total (likely to 30) but only testing will confirm that.


wriggz's custom Figures and Terrain

Have a Question? Take it to the Dump.

Want to Learn More? Go to the Library.
Reply With Quote
  #31  
Old March 14th, 2018, 03:32 PM
Kinseth's Avatar
Kinseth Kinseth is offline
2-Time Online HS Champion & Diplomacy Winner of Land Wars in Asia
 
Join Date: May 16, 2007
Location: On my Throne.
Posts: 7,593
Images: 33
Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death!
Re: Leaf_It's customs. [UPDATED: 2.24.18]

Could you do something like this
Shadow Shift
After revealing an order marker on, and taking a turn with a Common Drow Squad, or Common Drow Hero, you may choose one of the figures that attacked or moved this turn that is within 6 sight spaces of a Drow Assassin. You may Switch the Drow Assassin with the chosen figure. Figures moved by Shadow Shift never take any leaving engagement attacks.

Assassination 2
After taking a turn with a Drow hero or squad, you may reveal the X order marker on this card, if you do, you may take a turn with this Drow Assassin. During this turn, you may add 2 to its attack value.

Hide in Darkness

If a Drow Assassin is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Drow Assassin is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would have been inflicted by the attack.

Wording needs cleaning up, but I think this gives the feel of an assassin, without it adding too much to the faction, but adds just enough.

Have you tried Hexscape? 3D Heroscape Multiplayer Battle program!

Looking for a C3V/SOV miniature? Try one of these sites.
Reply With Quote
  #32  
Old March 14th, 2018, 03:52 PM
superfrog's Avatar
superfrog superfrog is offline
This is merely a joke.
 
Join Date: March 12, 2012
Location: USA - CA - South Pasadena
Posts: 8,926
Images: 4
Blog Entries: 1
superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth
Re: Leaf_It's customs. [UPDATED: 2.24.18]

Quote:
Originally Posted by Kinseth View Post
Could you do something like this
Shadow Shift
After revealing an order marker on, and taking a turn with a Common Drow Squad, or Common Drow Hero, you may choose one of the figures that attacked or moved this turn that is within 6 sight spaces of a Drow Assassin. You may Switch the Drow Assassin with the chosen figure. Figures moved by Shadow Shift never take any leaving engagement attacks.

Assassination 2
After taking a turn with a Drow hero or squad, you may reveal the X order marker on this card, if you do, you may take a turn with this Drow Assassin. During this turn, you may add 2 to its attack value.

Hide in Darkness

If a Drow Assassin is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Drow Assassin is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would have been inflicted by the attack.

Wording needs cleaning up, but I think this gives the feel of an assassin, without it adding too much to the faction, but adds just enough.
I love this idea.

customs/maps/c3v/sov

how to:
make a card/post your maps

google sheets:
ohs link generator/attack outcomes

CVN~ "I highly recommend C3V customs!"
Reply With Quote
  #33  
Old March 14th, 2018, 06:51 PM
Leaf_It's Avatar
Leaf_It Leaf_It is offline
 
Join Date: February 19, 2008
Location: USA - Utah
Posts: 1,204
Images: 5
Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla
Re: Leaf_It's customs. [UPDATED: 2.24.18]

Before responding to all of you, my notes I made last night prior to seeing your suggestions were ass follows
Quote:
Remove bonding from Shadow Shift, lower Shadow Shift's range to 4 spaces, allow Shifting to happen before or after moving with any figure that has the Hide in Darkness Ability, drop Sneak Attack, buff the Attack to 4, and drop the points to 25 for now. This makes it so that Drow range can exist, even in Common form, and as long as you don't give them HiD. It also allows for Uniques to synergize if they happen to have HiD.
I wasn't completely sure about the Hide in Darkness requirement, and I would probably have toyed with keeping it as just Common Drow as well. I wasn't sure about the reduced range to Shift either, though I expect that it's range raised some concerns,so I thought about lowering it. None of this was set in stone, it was just ideas I had to potentially rework the Assassin.

Now that I've got what I was thinking to do out of the way....
Quote:
Originally Posted by wriggz View Post
I will give the feedback I thought was valuable here:

1. Height restriction not required - Its magic so you can remove this, moving potentially 12 spaces is akin to fey step anyway. Also your limit already let him jump up 5 levels, which on any official map is close to the high point.
I like really tall maps, like maps that have double tall castles, and stuff. I think they look really cool. I don't play on them a lot, but I like them, and didn't want the Assassin to be able to just jump onto the top of a castle. If I was going to change this, I might increase it to 10, so that She could just up 1 high castle walls, but not double high castle walls. A more classic scapey reason, is that the Monks have a height limit, even if it is ridiculously high, and basically covers everything in normal tournament play. Also the Warforged, and the Horned Skull Brutes, which are the only official cards to have a switching mechanic, both had height restrictions.
Quote:
Originally Posted by wriggz View Post
2. Sneak Attack - I don't mind it but I really think you could just give him 4 attack and move on. Makes him more versatile too. Look at the Chain fighter - he is a bruiser.
Sneak attack was deliberate for 2 main reasons. It forced you to put the Assassin a dangerous place to get the full potential, and it was a deterrent to simply making a mad dash towards your opponent's army. The difficulty it brought towards using the Assassin at her full potential really kept her from being an over all huge buff to the Drow, though that doesn't seem to have mattered. As you can see above, I had already decided to take it off for simplicity's sake.
Quote:
Originally Posted by wriggz View Post
3. Drop defense to 2. This goes with the 4 attack, but really makes your custom unique. Everyone wants to throw 3 defense on everything. He already has hide in the darkness so that is already giving him some survivability.
I don't like this too much. However, if I keep bonding on the card, I might do this to lower her points, and make her easier to draft.
Quote:
Originally Posted by wriggz View Post
4. I would also go with "After revealing an order marker on, and taking a turn with a Common Drow Army Card" though I would check with others if that is a viable option.
This would be met with resistance due to the potential for kiting with range. It's mostly an issue with higher attack special attackers, which Estivara fits. If a common ranged Drow squad were to be created, it really wouldn't make them that great because you can only shift one of them at a time, and since they're common, they aren't going to have a very high attack thus limiting the potential. But this reason is from my understanding a reason the Assassin didn't pass this time through, and allowing Estivara to bond with them, would make that worse.
Wait, I read that completely wrong. I'm sorry. This is a good idea. Thank you.
Quote:
Originally Posted by wriggz View Post
This would make the card much less complex and crowded, and a lot more unique. If you go with these suggestions you may need to move the point total (likely to 30) but only testing will confirm that.
Thank you for the feedback and suggestions.
Quote:
Originally Posted by Kinseth View Post
Could you do something like this
Shadow Shift
After revealing an order marker on, and taking a turn with a Common Drow Squad, or Common Drow Hero, you may choose one of the figures that attacked or moved this turn that is within 6 sight spaces of a Drow Assassin. You may Switch the Drow Assassin with the chosen figure. Figures moved by Shadow Shift never take any leaving engagement attacks.

Assassination 2
After taking a turn with a Drow hero or squad, you may reveal the X order marker on this card, if you do, you may take a turn with this Drow Assassin. During this turn, you may add 2 to its attack value.

Hide in Darkness

If a Drow Assassin is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Drow Assassin is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would have been inflicted by the attack.
Wording needs cleaning up, but I think this gives the feel of an assassin, without it adding too much to the faction, but adds just enough.
This is an interesting idea, and it would make the Assassin much more versatile. I would also potentially require a price boost to accommodate that. I want to refrain from raising the price above 35 if I can so that they fit more easily with the Deepwyrm. I'll keep this in mind though. See my response to superfrog...

Quote:
Originally Posted by superfrog View Post
Quote:
Originally Posted by Kinseth View Post
Could you do something like this
Shadow Shift
After revealing an order marker on, and taking a turn with a Common Drow Squad, or Common Drow Hero, you may choose one of the figures that attacked or moved this turn that is within 6 sight spaces of a Drow Assassin. You may Switch the Drow Assassin with the chosen figure. Figures moved by Shadow Shift never take any leaving engagement attacks.

Assassination 2
After taking a turn with a Drow hero or squad, you may reveal the X order marker on this card, if you do, you may take a turn with this Drow Assassin. During this turn, you may add 2 to its attack value.

Hide in Darkness

If a Drow Assassin is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Drow Assassin is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would have been inflicted by the attack.
Wording needs cleaning up, but I think this gives the feel of an assassin, without it adding too much to the faction, but adds just enough.
I love this idea.
But would those who voted against the Assassin love this any more than the original? Does this address the issues they had, or simply bring up more? Sneak attack had potential to be used more often, but in practice usually didn't come into play more than once or twice per round. This would give a guaranteed buff to the attack, but at the cost of taking 3 turns in a row when used at full potential. Take a turn with the Deepwyrm, then shift the Assassin, then reveal the X to take a third turn. It's almost a guaranteed kill to something at that point, because it gets you 5 separate attacks in. It's interesting, and if I thought it would be well received, I would be less reluctant to adapt the idea. It looks like a buff to me though. A design that's just straight up better than any other Common Drow, which wasn't my intention with the Assassin. Assassinate 2 feels like something that would fit better on a Unique, or Uncommon hero.
Reply With Quote
  #34  
Old March 14th, 2018, 06:57 PM
superfrog's Avatar
superfrog superfrog is offline
This is merely a joke.
 
Join Date: March 12, 2012
Location: USA - CA - South Pasadena
Posts: 8,926
Images: 4
Blog Entries: 1
superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth superfrog is a man of the cloth
Re: Leaf_It's customs. [UPDATED: 2.24.18]

I really can't speak for others. To me, this streamlines the first power significantly, which makes the unit better.

I don't think a whole overhaul is needed.

customs/maps/c3v/sov

how to:
make a card/post your maps

google sheets:
ohs link generator/attack outcomes

CVN~ "I highly recommend C3V customs!"
Reply With Quote
  #35  
Old March 14th, 2018, 06:58 PM
Kinseth's Avatar
Kinseth Kinseth is offline
2-Time Online HS Champion & Diplomacy Winner of Land Wars in Asia
 
Join Date: May 16, 2007
Location: On my Throne.
Posts: 7,593
Images: 33
Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death! Kinseth is hot lava death!
Re: Leaf_It's customs. [UPDATED: 2.24.18]

Perhaps you have missed a key point.

In my suggestion, I have removed the ability to take a turn with Shadow Shift, it is strictly there to maneuver the Assassin into position.

Assassinate power, can only be used once per Round due to the X order marker.

Therefore, let's say you used the Deepwyrm Drow with 3 Order markers, in your previous iteration, you would get to use Drow Assassin 3 extra turns. In this , you'd only get to use it once with the X order marker reveal.

It has a feel of an Assassin now, picking and choosing his moment to strike.

Have you tried Hexscape? 3D Heroscape Multiplayer Battle program!

Looking for a C3V/SOV miniature? Try one of these sites.
Reply With Quote
  #36  
Old March 14th, 2018, 07:02 PM
Leaf_It's Avatar
Leaf_It Leaf_It is offline
 
Join Date: February 19, 2008
Location: USA - Utah
Posts: 1,204
Images: 5
Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla Leaf_It is inducted into the Halls of Valhalla
Re: Leaf_It's customs. [UPDATED: 2.24.18]

Quote:
Originally Posted by Kinseth View Post
Perhaps you have missed a key point.

In my suggestion, I have removed the ability to take a turn with Shadow Shift, it is strictly there to maneuver the Assassin into position.

Assassinate power, can only be used once per Round due to the X order marker.

Therefore, let's say you used the Deepwyrm Drow with 3 Order markers, in your previous iteration, you would get to use Drow Assassin 3 extra turns. In this , you'd only get to use it once with the X order marker reveal.

It has a feel of an Assassin now, picking and choosing his moment to strike.
Oh yeah, I missed that part. I glossed over it because I've read the power so many times before. I had the same idea to make shifting a mobility power. Now that I'm aware of this, I like your idea a lot more.
Reply With Quote
Reply

Go Back   Heroscapers > Custom HeroScape Creations > Custom Units & Army Cards
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes


Similar Threads
Thread Thread Starter Forum Replies Last Post
Abilities active for a unit's turn -- The Definitive List davidlhsl Official Rules & FAQ's 15 July 8th, 2019 10:51 AM
Abilities outside unit's turn -- The Definitive List davidlhsl Official Rules & FAQ's 6 October 16th, 2010 02:22 PM
Create-A-Unit 2: Part 6 - Abilities Discussion johnny139 Custom Units & Army Cards 64 May 21st, 2009 09:30 PM
Elf Archer's Custom Abilities and Units (New unit 6-5-08) Elf_Archer Custom Units & Army Cards 5 April 27th, 2008 12:30 AM
question on use of unit abilities Captain_Gerbil Official Rules & FAQ's 6 August 17th, 2007 01:58 PM


All times are GMT -4. The time now is 07:11 AM.

Heroscape background footer

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2019, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2019 DragonByte Technologies Ltd.