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  #181  
Old January 8th, 2014, 07:47 PM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

I don't know giving them disengage feels like they'll just be small orcs for Jandar. The orcs are a fast moving swarm squad with little individual punch and disengage. These kobolds will be a fast moving, swarm squad with little punch and disengage. I don't know too similar for my tastes.

EDIT: If we were to give them disengage

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  #182  
Old January 8th, 2014, 07:47 PM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

I'm torn. I'd like to see the movement power, but these guys are pretty weak with their stats. Perhaps if we make them something like 35 points they will work out okay.

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  #183  
Old January 8th, 2014, 07:56 PM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

I'm not really a fan of Disengage on these guys. An option I'd like is something like the C3G Arkham Inmates have.

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  #184  
Old January 8th, 2014, 08:12 PM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

Quote:
Originally Posted by greygnarl View Post
I'm not really a fan of Disengage on these guys. An option I'd like is something like the C3G Arkham Inmates have.
To save people the trouble of searching:

Frantic Disengage
If a figure rolls for a leaving engagement attack against an Arkham Inmate and does not roll a skull, the figure receives 1 wound.

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  #185  
Old January 8th, 2014, 09:53 PM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

I think their movement is fine at 6 without any other powers. I could even see it lower, but you can't win them all and I see your point. I think they would be fine at two abilities if we just bumped the attack and defense to 3, but we could also give them a true swarm power like this:

WHITTLE AWAY
If a figure is attacked by more than one reaper kobold, it role one less defense die for each attack.

Just my

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  #186  
Old January 8th, 2014, 10:10 PM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

Quote:
Originally Posted by Maklar the Silver Prince View Post
I think their movement is fine at 6 without any other powers. I could even see it lower, but you can't win them all and I see your point. I think they would be fine at two abilities if we just bumped the attack and defense to 3, but we could also give them a true swarm power like this:

WHITTLE AWAY
If a figure is attacked by more than one reaper kobold, it role one less defense die for each attack.

Just my
With that power, it's better to give them an Attack of 2.

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  #187  
Old January 8th, 2014, 10:12 PM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

Quote:
Originally Posted by Maklar the Silver Prince View Post
WHITTLE AWAY
If a figure is attacked by more than one reaper kobold, it role one less defense die for each attack.
I like this, but it makes them too similar to the goblin cutters.
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  #188  
Old January 8th, 2014, 10:49 PM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

We could always reuse First Assault or Evasive or something like that. Conditional attack/defense boosts.
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  #189  
Old January 9th, 2014, 12:03 AM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

I like the idea of making them sentinels. They seem like they should be a major annoyance. How about...

Clinging Horde
If an oppenent's figure leaves engagement with Kobold, you may place this Kobold adjacent to the figure at the end of its move.

Force your opponent to deal with your cheap sentinels and if they choose to run past, they still haven't gotten rid of the Kobold!
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  #190  
Old January 9th, 2014, 01:08 AM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

If we make them sentinels then they should have in my opinion defensive or passive agressive (like cowards reward) abilities like a sentinel that is meant to defend something. Maybe we should decide a class first and then pick abilities that would fit that class.

I'm still hoping we can give them a sort of "responsive" power based on what a huge or large figure does. Yes that makes them situational, but there is nothing wrong with situational units in my opinion coming out from time to time.

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  #191  
Old January 9th, 2014, 01:24 AM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

Quote:
Originally Posted by johnny139 View Post
We could always reuse First Assault or Evasive or something like that. Conditional attack/defense boosts.
That's my thinking, I don't want them to always have solid offense/defense, but I think they need something that can help them out in those areas (which is why I suggested Fearless Advantage). First Assault 1 would be fun.

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  #192  
Old January 9th, 2014, 01:25 AM
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Re: Boot Camp of Valhalla: Reaper Kobolds (Design/Brainstorm

Perhaps a power like...

Swarm
If no Kobold Guardians move during their movement phase, you may attack once with each engaged Kobold Guardian.
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