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  #1141  
Old December 7th, 2017, 01:16 PM
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Re: Competitive Unit Congress

Hmmm. Maybe I just need to practice with them a bit.
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  #1142  
Old December 7th, 2017, 01:20 PM
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Re: Competitive Unit Congress

I don't own any of the Mohican River Tribe myself, but I thought that they were already pretty good. What do you think that they need help with?

Edit: Whoops, it's already been said.

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Last edited by Astroking112; December 7th, 2017 at 01:21 PM. Reason: Got ninja'd.
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  #1143  
Old December 7th, 2017, 03:05 PM
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Re: Competitive Unit Congress

Quote:
Originally Posted by Pumpkin_King View Post
Any ideas for helping out the Mohican River Tribe in the vein of these CUC changes?
The Mohicans are good but not great. I've found their 1 Defense against range is their big weakness. They have Concealment to try and keep them out of harm's way but the roll is difficult (typically around a 16+). If facing range, you need to stay back far enough to give Concealment a chance to work but then be able to rush forward into melee to be 3/3.

Remember though that they still get their +2 defense when they are engaged, even if they are defending against a different figure that is shooting at them.

And there is the trick of trying to activate Brave Arrow. That situational bonding is something you can't really count on but it helps if the Mohicans rush a high life hero - do a few wounds but stay engaged - and then give Brave Arrow an activation. Trying to plan your OM's to get Brave Arrow activated and up-close to use his Scout aura is a challenge and sometimes just not worth it.

If I was going to alter their stats CUC style, I'd probably just bump their Defense to 2 and/or decrease Concealment to 16.
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  #1144  
Old December 7th, 2017, 03:37 PM
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Re: Competitive Unit Congress

What we experimented with in my group was increasing they are normal defense to two, and then reducing the bonus they get in melee to one. It ends up being the same in melee, but it gives them at least something at range. Dropping concealment is a good idea as well, as their only range tool it fails way more often than it needs to. With the stealth suit agents, it feels like a bonus, but with the Mohicans it’s literally the only tool.
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  #1145  
Old December 8th, 2017, 03:10 AM
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Re: Competitive Unit Congress

I'm personally more fond of just dropping Concealment's requirement number, since it always stood out to me as one of the more unique attributes of the squad. I think it's interesting how they're specifically weak to mid-range attacks, and I'm fine with keeping it that way.

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Last edited by Astroking112; December 8th, 2017 at 03:10 AM. Reason: Improved flow of the paragraph.
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  #1146  
Old December 11th, 2017, 01:56 AM
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Re: Competitive Unit Congress

What are some ideas to buff Deadeye? Me brother and I thought that you could:

- buff his attack by 1
- let you roll 2 dice for Ullar Enhanced (but still only let you inflict 1 wound)
- allow you to normal attack, and then use Sharpshooter on the same target you normal attacked (as long as you rolled at least 1 skull)
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  #1147  
Old December 11th, 2017, 02:41 AM
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Re: Competitive Unit Congress

I like dropping MRT’s concealment to like 15 or even 10. Another idea to help is to make Brave Arrow an Uncommon Hero. For Deadeye Dan, the easiest fix is to up his life by 2, although I can’t wait for a C3V figure to have some kind of bonding or synergy with Lawmen. Two of these suggestions are in my Competitve Unit Alters

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  #1148  
Old December 11th, 2017, 07:27 AM
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Re: Competitive Unit Congress

Quote:
Originally Posted by Astroking112 View Post
I'm personally more fond of just dropping Concealment's requirement number, since it always stood out to me as one of the more unique attributes of the squad. I think it's interesting how they're specifically weak to mid-range attacks, and I'm fine with keeping it that way.
I really like the idea of dropping Concealment's roll to something like 15. I want to love the Mohicans, and they're so close to being actually good - they just need that little buff, and then I'd like them.


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  #1149  
Old December 11th, 2017, 12:00 PM
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Re: Competitive Unit Congress

I’ll dollow that thread, Left4, thanks!
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  #1150  
Old December 11th, 2017, 12:58 PM
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Re: Competitive Unit Congress

Quote:
Originally Posted by Lazy Orang View Post
Quote:
Originally Posted by Astroking112 View Post
I'm personally more fond of just dropping Concealment's requirement number, since it always stood out to me as one of the more unique attributes of the squad. I think it's interesting how they're specifically weak to mid-range attacks, and I'm fine with keeping it that way.
I really like the idea of dropping Concealment's roll to something like 15. I want to love the Mohicans, and they're so close to being actually good - they just need that little buff, and then I'd like them.
The only buff that they need for me to like them is to become available online for a reasonable price!

In all seriousness, though, I may have to proxy these guys and test them out in the future. The more that I looked at them, the more that they seemed like a blast to use, no matter how tricky some of their abilities are.

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  #1151  
Old December 11th, 2017, 07:18 PM
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Re: Competitive Unit Congress

Our Northwest Heroscape Customs team made this figure to help support Mohicans and Scout Heroes. He gives a boost to the Mohican's ranged attacks.

Quote:
Originally Posted by Nomad View Post
Saar Whisper Scout
NWHC Wave 1 – The Faithful and the Fallen – Harpies and Hunters



Figure: Star Wars, Dark Times, Trianii Scout #37

General: Aquilla
Planet: Na’Borra

Species: Saar
Uncommon Hero
Class: Scout
Personality: Precise
Medium 5

Life: 3
Move: 5
Range: 8
Attack: 2
Defense: 3
55 Points

ADVANCED SPOTTER
All friendly Scout figures that attack a non-adjacent figure within 6 clear sight spaces of an Unengaged Whisper Scout roll 1 additional attack die. All friendly Sniper figures that choose a figure within 6 clear sight spaces of an unengaged Whisper Scout for a special power may add 1 to their 20-sided die roll.

RECON TEAM BONDING
After revealing an Order Marker on this Army Card, after taking a turn with this Whisper Scout, if this Whisper Scout did not destroy a figure, you may immediately take a turn with one other Scout or Sniper Hero you control.


Character Bio:

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