My initial impression is that these guys are a tad weak for the points. They are a bonding melee squad of three with slow speed and only 2/3 with a potential +1 attack. Compare them to the Knights at only 5pts higher, who are similar except for 3/4 stats (also able to get +1 attack with Finn) and a 4th figure. Before you counter this argument saying that Knights are A-ranked figures, I haven't mentioned Sir Gilbert. Prior to his release they were in the B range; Gilbert gave them the movement boost they needed to compete. Another good comparison is the Armoc Vipers, who are naturally 3/3 with higher movement and no adjacency or closeness restrictions.
The wildcard to this analysis, though, is Surefooted. It's difficult for me to get a real grasp on how valuable this power is, though obviously more so on a very hilly map. Actually, on a lot of tournament-usage maps it will be similar to flying; rolling hills are fairly common. So yes, a useful ability to be sure. Still, I see the Armocs as a better value for the point cost. I would suggest 55pts, as a rough guess without playtesting.
We belatedly agree. These guys will probably get a drop to 60 or 55 pts.
Quote:
Originally Posted by Scytale
As a very minor opinion, I'd rather see a standard personality like Wild instead of Bestial. Giving them a common personality raises their chances of having future synergies (even negative synergies like Attack the Wild). I recommend it unless you are specifically trying to avoid potential synergies.
Agree here too. I originally had hopes for a larger faction expansion under the "Bestial" personality, but we went a different way with it. Changing them to Wild.
Quote:
Originally Posted by Scytale
Herd Chief Baabas
In terms of knockback ability, this guy makes Shurrak look like a chump. Not only is it a much higher chance of doing Knockback (8 instead of 14), but he hits more potential figures with his special attack (6 instead of 3). It's also more likely the figures survive to get knocked with attack 3 vs attack 5. A knockback master is cool and fun, but it scares me quite a bit. It's very map-dependent, but Knockback can do some crazy-powerful things. On a lava map, Baabas is an 8+ away from instant-killing any medium Hero. That shames terrors like Braxas, Grimnak, and Sudema. On a hilly map he's a 50/50 shot at killing any squad unit even if the attack fails. Heck, even knocking melee units across a river can effectively take them out of a fight.
What if we renamed the power, dropped Shurrak's stupid wording problems, and limited it to affect only common figures? Still an 8 roll. We could also reduce the knock range from 3 spaces to 2. This doesn't eliminate the scariness, but maybe mitigates it somewhat?
Quote:
Originally Posted by Scytale
I don't really like the "non-Ibixians" wording in Hammer Smash Special Attack. It's clear but it feels unofficial. Adding the line "Hammer Smash Special Attack does not affect Ibixians adjacent to the target figure." would be more official. Or, if you wanted to get creative, "Hammer Smash Special Attack does not affect figures with the Surefooted special power adjacent to the target."
I like the latter (their surefootedness makes them non-knockbackable. :P It is more text on an already-crowded card, but c'est dommage!
Quote:
Originally Posted by Scytale
He seems slow. Surefooted makes up for some of that, but on flat maps he's going to have a hard time getting around. Movement 5 could make a big difference here, and I wouldn't even suggest upping his points.
I'm not sure about this one. He's a giant goat with a very large hammer, so slow is his game. If you pick him on a flat arena map, you have to cope with his slowness! Maybe his slowness helps to mitigate the power of Hammer Smash, as well? Heroes can't be Smashed into the lava if you can't catch them!
Quote:
Originally Posted by Scytale
I'm not keen on Powerful, but it's fine. Making him Wild would give him an additional bonding option with the Death Chasers.
Yes. Done.
Quote:
Originally Posted by Scytale
I think as they are, this group could crush other melee groups on a mountainous map, mostly thanks to Baabas's Knockback. On a mostly flat map I think they are overpriced. Which is maybe what you're going for. Against range I don't think they'll survive long, though some interesting cross-synergy with Arrow Gruts might come in handy for that.
I think we do intend this. If the map is mountainous, you should automatically think of the Goatmen. If it is a flat arena, these aren't your first choice. The same way you don't consider the Quasatch (if you ever do) on a map without Junge, or the Dzu-Teh on a map without glaciers. They are a very map-specific, thematic faction, and I think I'm okay with that.
In terms of knockback ability, this guy makes Shurrak look like a chump. Not only is it a much higher chance of doing Knockback (8 instead of 14), but he hits more potential figures with his special attack (6 instead of 3). It's also more likely the figures survive to get knocked with attack 3 vs attack 5. A knockback master is cool and fun, but it scares me quite a bit. It's very map-dependent, but Knockback can do some crazy-powerful things. On a lava map, Baabas is an 8+ away from instant-killing any medium Hero. That shames terrors like Braxas, Grimnak, and Sudema. On a hilly map he's a 50/50 shot at killing any squad unit even if the attack fails. Heck, even knocking melee units across a river can effectively take them out of a fight.
What if we renamed the power, dropped Shurrak's stupid wording problems, and limited it to affect only common figures? Still an 8 roll. We could also reduce the knock range from 3 spaces to 2. This doesn't eliminate the scariness, but maybe mitigates it somewhat?
Or you could make it so that knocking a hero back requires a roll of 16 or 17 or somesuch number. That would be like Braxas.
What if we renamed the power, dropped Shurrak's stupid wording problems, and limited it to affect only common figures? Still an 8 roll. We could also reduce the knock range from 3 spaces to 2. This doesn't eliminate the scariness, but maybe mitigates it somewhat?
Making it only affect Common figures does mitigate it somewhat. At least it takes out the possibility of a cheap lava kill on a hero (or simply knocking it off a cliff and effectively out of the fight). Still, as this army is most likely to be played on hilly maps, the potential for knocking figures off of cliffs is rather high.
Be sure to playtest on very hilly maps against mass melee commons.
Making it only affect Common figures does mitigate it somewhat. At least it takes out the possibility of a cheap lava kill on a hero (or simply knocking it off a cliff and effectively out of the fight). Still, as this army is most likely to be played on hilly maps, the potential for knocking figures off of cliffs is rather high.
Be sure to playtest on very hilly maps against mass melee commons.
I take your point Scy, though I also realize that what you're describing is the extreme best-case match-up for Baabas. The situation will seldom come up in our games, because we rarely play on maps with cliffs high enough to make falling damage a possibility. The same holds for most tourney maps. And if people ARE playing on extremely hilly maps with lots of cliffs -- well, then choosing mass common walking armies may not be a good idea anyway. That's when people would/could gravitate towards flyers, for whom being knocked back is merely a hiccup.
Or you could make it so that knocking a hero back requires a roll of 16 or 17 or somesuch number. That would be like Braxas.
Huh, that's an interesting idea....
I like that option, but here's the problem: the card's text is already a veritable War and Peace. Splitting the dice roll up for commons and heroes would require another 2-3 lines of text!
Or you could make it so that knocking a hero back requires a roll of 16 or 17 or somesuch number. That would be like Braxas.
Huh, that's an interesting idea....
I like that option, but here's the problem: the card's text is already a veritable War and Peace. Splitting the dice roll up for commons and heroes would require another 2-3 lines of text!
I know what you mean. I have the same problem with my K'Vir Brothers custom right now.
This is not close to complete bt everything that I have not reviewed I will put in a spoiler. This will be a continous project for me I promise. So far I like what I see.
Quote:
Originally Posted by Typhon2222
Introducing the Predator faction. We've created a common squad (the Ticalla Centipedes) and a bunch of heroes to complement the Fyorlag Spiders/Wyvern/Sujoah. Mantises and Owlbears and Worms, oh my! Nature red in tooth and claw. Jungle fun for everyone.
TICALLA CENTIPEDES
Giant Centipede (D&D Dungeons of Dread)
The Slaad hail from Limbo, an outer plane of existence, and are essentially physical manifestations of the swirling chaos of Limbo.
BLACK SLAAD STALKER
Black Slaad (D&D Savage Encounters) / single hex if trimmed
GRAY SLAAD SORCERERS
Gray Slaad (D&D Savage Encounters)
BLUE SLAAD HUNTERS
Chraal (D&D Angelfire)
BLUE SLAAD RAVAGER
Blue Slaad (D&D Giants of Legend)
DESIGN NOTES:
Spoiler Alert!
Pens Sertorius:
Though in actuality physical manifestations of the swirling chaos of Limbo, the Slaad assume the form of menacing, frog-like monsters in our plane, and appear in several varieties distinguished by their color.
We chose three color types to represent the Slaads in HeroScape (with another two possible in a future wave):
- a Blue Slaad Ravager, with his iconic claws. His attacks infect the victim with a disease called the Chaos Phage. The Phage develops into a Slaad tadpole, which eventually kills its host by bursting free.
- Blue Slaad Hunters. The figure was intended by WoTC to represent a "Chraal," but they look very much like Blue Slaads and are cheap enough to form common squads. In our iteration, these Hunters represent a melee-focused squad.
- Gray Slaad Sorcerers. A Gray Slaad is created when a Chaos Phage infects a magic-wielding host. These Slaad are smaller, but do devastating damage by hurling spells at enemies from afar.
- a Black Slaad Ravager. The Black Slaad is an evolved form of the lesser Slaads, and therefore possesses enough power to command his brethren.
We had originally intended to unify this faction with abilities pertaining to swamp or water tiles. Because these guys have little to do with amphibians beyond their frog-like appearance, however, we opted to focus instead on their chaotic essence. The Chaotic Rage and Chaotic Sorcery abilities reflect the unpredictable environment of Limbo, while the Chaos Flux and Chaos Shift abilities stem from the Slaad tendency to "flux" temporarily in and out of physical existence when attacked. We hope you like these guys, and (as always) feedback is welcome.
Additional random thoughts by Typhon2222:
I really like the various teleport-like defensive powers which Sertorius developed for these guys, and how they map onto color: the Black/Gray Slaad, having stronger magical power, get Chaos Shift, which allows them to teleport further. While the Blue Slaad (both types) get the shorter-range and less powerful Chaos Flux.
The chaotically-determined d20-based powers are fun too. Using a d20 roll to determine Attack dice, Movement, and number of figures activated has already been done (by Anubian Wolves, Marrden Hounds, and Marro Drones respectively). But it hadn't been used yet to determine Range, or number of attacks. So that's what we implemented here.
I particularly like how the Sorcerers and Hunters complement each other. Is the opponent clumping his figures together? Then activate the Hunters, and hope each can get multiple attacks in. Is the opponent denying that opportunity by keeping his figures spread out? Then activate the Sorcerers, and try to blast the scattered enemy from range.
Being creatures of chaos, the ever-tricky Vydar is the only general for them.
Gray Slad Sorcerers: For Chaotic Sorcery, Whenever you roll you are automaticly garenteed a range of 4. So instead, what about:
Before moving, roll the 20-sided die:
If you roll a 1-10, add 0 to the range value of this card.
If you roll a 11-15, add 3 to the range value of this card.
If you roll a 16-18, add 5 to the range value of this card.
If you roll a 19-20 add 7 to the range value of this card.
Blue Slaad Hunters: The following version of Chaotic Rage is a bit more official (I think):
After moving and before attacking you must roll the 20-sided die:
If you roll a 1-5, the Blue Slaad Hunters may not attack this turn.
If you roll a 6-10, the Blue Slaad Hunters may attack normally.
If you roll a 11-15, the Blue Slaad Hunters may attack one additional time.
If you roll a 16-20, the Blue Slaad Hunters may attack two additional times.
Heed the arrival of the Knossian Minotaurs! Hailing from the sea-swept cliffs and shaded porticoes of Knossos, Crete, these half-men, half-bull warriors range from the refined and graceful Labryds to the ferocious, half-wild Brute. The smaller but powerfully-built Chargers, and Meinos, the mighty minotaur Lord of Knossos, round out the group.
MEINOS
Goristro (D&D Legendary Evils) / double hex if trimmed
KNOSSIAN BRUTE
Feral Minotaur (D&D Angelfire)
KNOSSIAN LABRYDS
Savage Minotaur (D&D Savage Encounters) / single hex if trimmed
KNOSSIAN CHARGERS
Minotaur Wrangler (D&D Lords of Madness)
DESIGN NOTES:
Spoiler Alert!
Pens Sertorius: Inspired by the dangerous tossing horns and powerful charging tendencies of bulls, we designed this faction with the idea of displacement in mind. Each unit has, in one form or another, the ability to move or scatter opponents on the battlefield. Because this idea is sometimes rather difficult to describe in 'Scape terms, some of the abilities get a little loquacious. I apologize for this in advance, but promise that the abilities are not too difficult to grasp once you read the cards. Knockback and Throw were both used for language cues and mechanics. Meinos's Seize and Toss Special Attack will require you to put on your reading glasses the first time, but I really loved the idea of this enormous figure hurling enemies (or friends!) across the battlefield and bowling over assailants as they approach.
For those curious, we derived the name "Labryd" from the Greco-Lydian word "labrys," the ancient term for the distinctive double-headed axe associated with Crete. Since these figures carry that type of axe, we decided to name them after their weapon. The name Meinos [MAY-noss] is a pun on King Minos, ruler of Knossos in Greek epic and step-father of the legendary Minotaur. The spelling here echoes the Greek word "deinos", which means "terrible, frightening".
Meinos: For Savage Toss Special Attack take out the words, "First..." and "...as a target...".
Pens Sertorius: From yawning fissures on the plains of Valhalla issue a new species of Moltarn: the Magma Guards! Heat radiates from these shimmering monstrosities as they hurl flaming boulders and smash nearby enemies with their molten fists. The Obsidian Guards, a reclusive and often-ignored group, rejoice in their new Magma brethren and find new-found resolve. The Moltarn ranks find new direction with the arrival of Aestubelua (Latin, roughly "seething beast"), a fiery queen who can drive both Magma and Obsidian Guards to victory by turning land to molten lava at will. It is whispered that the arrival of these new Moltarns signals a coming volcanic cataclysm. Will Valhalla soon groan as volcanoes and sulfurous vents thrust their way into the once-serene landscapes?
AESTUBELUA
Magma Hurler (D&D War of the Dragon Queen)
MAGMA GUARDS
Rockfire Dreadnought (D&D Savage Encounters) / single hex if trimmed
COPPER WYRMLING
Small Copper Dragon (D&D War of the Dragon Queen)
GREEN WYRMLING
Bronze Wyrmling (D&D Giants of Legend)
DESIGN NOTES:
Spoiler Alert!
Pens Sertorius: We noticed that the Wyrmling cadre was not complete in NormalScape, since poor Charos and Mimring did not have little wyrmlings of their own. We found some suitable sculpts in the Dungeons and Dragons miniatures collection, and these little guys are the result. The Copper Wyrmling looks really cute and ferocious and has a fledgling version of Mimring's Fire Line. The Green Wyrmling, like her poppa, has Counterstrike and is melee-focused. Because she would suffer from a little blandness otherwise, I also added Ullar's Blessing. There is nothing revolutionary here, but we hope you will enjoy these if you are a fan of Wyrmlings!
We created the Larval Flayers with the Mind Flayer Mastermind from original 'Scape in mind, but were careful to word their bonding so as to be compatible with Tolamos's Mind Flayer custom hero (also for Auggie's). We figured cross-referencing and synergy between the various units for Auggie's would only be a good thing — hopefully will encourage people to buy more.
We designed them to help complement and protect the Mind Flayer Mastermind (since a major complaint is that it's difficult to keep him alive on his own), and tried to make their powers (notably Tentacular Climb) appropriate to their sculpt as well.
Since they're only a two-squid squad, we gave them Defense on the high side (same as the Death Knights) to help them stay alive. Their Lesser Enslave should also give them some defensive options: they can use it, when it works, to move approaching squads away or have them attack each other. We avoided giving them high native Attack, because we wanted their Lesser Enslave to act as one of their main weapons. It should also help them protect their hero(es). If a Mind Flayer Mastermind finds himself in danger (say, he moves forward to attempt Psionic Blast on a squad, which fails), the Larval Flayers can follow up by attempting to Lesser Enslave the squad and move it away from the MFM.
We priced them very very high for a two-man squad, figuring that an army which activated a MFM practically every turn could be potentially fearsome. Their cost reflects that assumption.
An army of these guys supporting one or two MFM heroes will be a relatively high-variance experience, though less so than something like the Anubians, Aubriens, or Venocs, which roll a d20 once per turn. Between them and their hero, this group will probably be rolling the d20 twice per turn. Since every enslave attempt only has a 1/5 chance of working, that averages to a little more than 1 successful enslave per round. Not a whole lot still. But the potential loss of order markers via Psionic Blast will complicate things tremendously.
The best counter to these guys is a high-defense army. They are less likely to damage each other when enslaved, and less likely to lose order markers through psionic blast.
The March of the Ents! Three treant heroes and two bonding squads to accompany them. This army allows for great flexibility in drafting, and should offer lots of strategic options.
ALDWOOD
Treant (D&D Giants of Legend) / double hex if trimmed
MURKWOOD
Blackroot Treant (D&D Against the Giants) / double hex if trimmed
GNARLED GROVETENDER (CHCG24 approved)
Wizened Elder Watcher (D&D War of the Dragon Queen)
STUMP WARRIORS
Wood Woad (D&D Deathknell)
SYLVAN STALKERS
Black Woods Dryad (D&D Desert of Desolation)
The mushrooms! One of our kookier concepts. These reclusive and peaceful fungi rely on numbers and reproduction to survive. May prove difficult to fine-tune, but much fun will be had finding out.
THE CIRCLE ELDER
Deathcap (D&D Demonweb)
MYCONID CIRCLE WARDENS
Myconid Guard (D&D Aberrations)
Here come the goatmen! Hot to trot after their herd leader, these guys were developed as a thematic swarmish army especially suited for rough hilly terrain.
HERD CHIEF BAABAS
Champion of Baphomet (D&D Dungeons of Dread) / single hex if trimmed
IBIXIAN RIDGE RAIDERS
Ibixian (D&D Deathknell)
DESIGN NOTES:
Spoiler Alert!
Being goatmen, we felt they should be agile in rough terrain, but didn't want to achieve this simply by giving them high Movement, because that would make them even zippier on flat maps, which didn't seem thematically appropriate. So we developed a Surefooted ability for them, derived from the Floating ability which we first designed for our Beholders.
As herd animals, we wanted to introduce some mechanic that would encourage a player to keep them clumped together. The Herd Fervor achieves this by giving them a bonus when within two spaces of at least two other Ibixians.
Their hero, the herd chief, has the Surefooted ability too, but in weaker form. We did this because it seemed appropriate to his sculpt: toting that huge hammer, it seemed natural that his nimblessness would be slightly reduced. For the same reason, we left him ineligible for the Herd Fervor movement bonus. So he's a tad slower than his agile flock.
Imagining him smashing his huge maul onto the ground with such force that the quake would send nearby targets flying, we gave him a form of knockback (Hammering Impact , and a Hammer Quake Special Attack which acts as a weak AoE attack: it only damages one figure, but has the potential to bounce adjacent figures around. We made sure his native attack was higher than his special, to force tough decisions: attack normally with 4 dice (5 with height), but affect only one figure? or attack a single figure specially with only 3 dice, but with a greater chance of disrupting enemy formations? Given that his own defense is nothing special for a unique hero (only 4), his Hammer Quake Special also has situational use in helping to keep him alive: if swarmed, he can use it in hopes of clearing space around him, then follow up by moving his Ibixians in to plug the holes.
Their effectiveness depends on the terrain. The Ibixians are one of those few melee armies that likes rugged topography. Flat maps dilute their movement abilities. But while zippy in hilly country, their Herd Fervor serves to brake them a bit: if they bound around too quickly and end up isolated, they'll pay for it.
We wanted to integrate these guys with existing units as well. So we wrote the Ibixians' bonding options to include the Ice Troll Berserker and the Swog Rider as well as their own Herd Chief. We felt that the ITB and Swog Rider could use a little more love (they don't seem to get much play). And they seemed good matches for the Ibixians visually: the Ice Troll's huge hammer matches the Herd Chief's very well, for some fun visual continuity, while the color of the Swog matches the goatmen. Most importantly though, we felt they continued the defining theme of agility: the Swog has a very high native movement, and the Ice Troll has his super-zippy Charge, which seemed to complement the mobility of the Ibixians.
Baabas, too, can work with other units. Being Large and having a Wild personality, he can bond with the Death Chasers, offering an interesting set of options for complementing their speed.
The Lakaien (German for "lackeys") were developed to fill some perceived gaps in the vampire family. Being a common squad, they provide much-needed manpower: now it's possible to form a complete and unified army around the Esenwein clan. They also reduce the vampires' order marker nightmares, and give Sonya, Iskra, and the Rechets more to do.
LAKAIEN OF CLAN ESENWEIN
Changeling Rogue (D&D Unhallowed)
Tired of the Greenscales and their generic bonding, we decided to give every one of the game's dragons a draconic humanoid common squad of his own, with thematically appropriate abilities. Here are our first four.
BLACKSPAWN SLAYERS
Blackspawn Exterminator (D&D War of the Dragon Queen)
GREENSPAWN DEFENDERS
Greenspawn Zealot (D&D Night Below)
We wanted a partially-bonding army of Beholders, with all the numerous special powers and kookiness they bring. Since WotC recently released the Beholder Collector's Set, four of these five are now easily available. And you haven't lived until you've seen these awesome sculpts floating over a Heroscape map! Have fun with these iconic bad boys.
XANTRIPH the Beholder
Beholder Ultimate Tyrant (D&D Legendary Evils) / single hex if trimmed
ORMATHULAK the Beholder
Beholder Eye Tyrant (D&D Dangerous Delves / Beholder Collector's Set) / single hex if trimmed
DROKALRAXA the Beholder
Ghost Beholder (D&D Beholder Collector's Set) / single hex if trimmed
GZEMIXILAK the Beholder
Eye of Shadow (D&D Beholder Collector's Set) / single hex if trimmed
IXINIPHONTH the Beholder
Beholder Eye of Frost (D&D Beholder Collector's Set) / single hex if trimmed
The Zhentarim. The sculpts are unified by their distinctive armor and purple capes. We strove to make the uncommon heroes as integral to the package as the unique heroes and common squads.
MANSHOON OF ZHENTIL
Manshoon (D&D Lords of Madness)
ORGAUTH OF ZHENTIL
Zhent Cavalry (D&D Lords of Madness) / single hex if trimmed
ZHENTARIM OFFICER
Zhent Champion (D&D Lords of Madness)
ZHENTARIM SOLDIERS
Zhent Soldier (D&D Lords of Madness)
A thematic demonic hero who reverse-bonds with the Mezzodemon Warmongers. He echoes them in his spikes and copperish color scheme, and his chitonous regeneration. His Chthonic Impetus will also help other demon squads to come.
Toss that lame Werewolf Lord back in the bag, and try these guys in concert! With one unique Bane to deal with heroes and a couple of common Dires for even more flexibility, these guys open up new strategic options for the poor Wolves of Badru. Both have specials which help keep the Wolves alive if their Pounces fail, but they only work against targets engaged with the heroes. The Bane Wolf is also two hexes: less flexible in moving, but the flip side is that he can more easily engage multiple enemies at a time.
THE BANE WOLF OF BADRU
Dire Wolf (D&D Dungeons of Dread) / double hex if trimmed
DIRE WOLF OF BADRU (CHCG24 approved)
Dire Wolf (D&D Giants of Legend)
___________________________________________________________
Overall, instead of saying "...do not take disengagement attacks", I would say, "will not take any leaving engagement attacks." But that's up to you obviously.
Among other things, he praises the customs makers on Heroscapers.com for keeping the game alive and well.
Why am I so excited? As his camera pans over his huge figures sitting atop his collection, it passes over our Murkwood (8:21) and, near the end of the row, Aldwood (8:25).
Then the camera drifts lower, over his pull-out organizing drawers labelled alphabetically with his 'Scape units, and passes over three more of our customs! You can see the drawer labelled for our Stump Warriors (8:30) and Sylvan Stalkers (8:31); and then a bit lower, our Zhentarim Soldiers (8:35).
Among other things, he praises the customs makers on Heroscapers.com for keeping the game alive and well.
Why am I so excited? As his camera pans over his huge figures sitting atop his collection, it passes over our Murkwood (8:21) and, near the end of the row, Aldwood (8:25).
Then the camera drifts lower, over his pull-out organizing drawers labelled alphabetically with his 'Scape units, and passes over three more of our customs! You can see the drawer labelled for our Stump Warriors (8:30) and Sylvan Stalkers (8:31); and then a bit lower, our Zhentarim Soldiers (8:35).