|
Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
|
Thread Tools | Search this Thread | Display Modes |
#3253
|
||||
|
||||
Re: The Pre-SoV Workshop
Interesting. So OM1 you move out Clayton and up to 3 other Lawmen. OM2 could be Clayton again for positioning purposes OR a different Lawmwen to increase Shootout potential. OM3 will get you 3 attacks from lawmen (Clayton, X OM lawmen and the OM2 lawmen) or 4 attacks if you only had OM1 on Clayton. I like this.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#3254
|
||||
|
||||
Re: The Pre-SoV Workshop
Quote:
In Editing we have tried to put together new wording, but it very quickly becomes unwieldy. It's not that it's impossible to spell it out all clearly, but it takes up a lot of card space without really saying much. The Kozuke wording has specific meaning, and it's mercifully short. Quote:
"If possible" doesn't have the same effect. Then you could move a Lawman even if it couldn't end its turn near Clayton simply because it wasn't possible to do so. |
#3255
|
||||
|
||||
Re: The Pre-SoV Workshop
Yes, that can happen. Which is one of the reasons that wording is terrible.
|
#3256
|
||||
|
||||
Re: The Pre-SoV Workshop
Right on the last part. "Can only attack" messes up the turn structure, which is one of the core things in the Heroscape ruleset that it really can't handle changes to. There are too many things dependent on turn structure, like "after moving, before attacking" effects. "Can only attack" is unclear if there are "start of turn," "before moving," "after moving and before attacking," "end of turn," etc phases. "May not move" keeps the turn intact, it just prevents normal movement and any movement powers, not unlike Cyberclaw.
|
#3257
|
||||
|
||||
Re: The Pre-SoV Workshop
Quote:
|
#3258
|
||||
|
||||
Re: The Pre-SoV Workshop
I personally would've preferred for the Kozuke to just use "must end their turn adjacent to an enemy figure" and include a R&C saying that dying doesn't retroactively end their movement, since most of the people I know have misinterpreted the official ruling.
That said, the official designers chose that wording and VC has set a precedent of reusing it. I don't think that it's a big deal to just use the "must be able to" wording that we've always used, especially since it doesn't impact the design at all here. This sounds like it would get much more noticeable in games involving the castle set. It's a bit of a theme break to have Clayton leading a shootout from the other side of a massive stone wall, or from three floors up in a castle. Keeping any activated Lawmen within clear sight of Clayton sounds like a good thematic change to me. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3259
|
||||
|
||||
Re: The Pre-SoV Workshop
Quote:
Perhaps the wording would have to be expanded, and that probably makes it a bad candidate for this card (which is wordy enough as is). ------------------------------------------------ Back to the design, though: I like this version quite a lot! It's unique and thematic. I'd be interested to play it. |
#3260
|
||||||
|
||||||
Re: The Pre-SoV Workshop
Quote:
Quote:
Quote:
I would probably add an "after moving" line to Shootout, unless you don't want them to move when they activate shootout, in which case you should add an "instead of moving" line, which would make sense since the other lawmen can't move either. I actually don't think that line of sight is thematically necessary to shootout. In real life when a shootout happens, you could have people hiding all over the place waiting for the first shot to be fired. As soon as they hear it, regardless of whether they can see who started it or not, they're going to start shooting too. If a limit is something needs to be put in place, I would do it by number of spaces away from the lawmen starting the shootout, no line of sight required. My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#3261
|
||||
|
||||
Re: The Pre-SoV Workshop
Making it work with Dan would require it to work with Snipers, which I think is a whole different kettle of fish.
I'm glad people are responding well to this version! |
#3262
|
||||
|
||||
Re: The Pre-SoV Workshop
Indeed. I love what you're doing here. X2
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#3263
|
||||||||
|
||||||||
Re: The Pre-SoV Workshop
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
As far as the after/instead of moving, your last point is actually why we want to allow movement for the figure starting the Shootout: sometimes you gotta find a better shot, or some cover, so it makes sense not to just stand still the whole time. Somewhere there was mention of creating a loop with "taking a turn" replacing "instead of attacking". That's a simple fix with, "Instead of attacking, that Lawman may end its turn and start a Shootout." Discussions about wording aside, the actual meat of the unit is the best we've made. The interaction between the powers works well and I've had a lot of fun testing him so far. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#3264
|
||||
|
||||
Re: The Pre-SoV Workshop
After some good (and candid) feedback, I've slightly adjusted Xundar and the Fiend from the Shadow Faction submission. I like their new changes and just wanted to get a broader scope of feedback on these versions before moving forward.
Changes: - Xundar's SA is now att3 but can increase to 4 if there are other Shadow's engaged. This is a way to keep it from being too powerful at base 4 but also provides a thematic element because it's as if he's using the Shadow's themselves to help cast his spell and transform the unit into his own. - Fiend Special Ability redone. I was a bit at a loss as to the direction of the Fiend special and this is a version based off of an idea from Superfrog that I really liked. It's thematic and still allows the Fiend to be a shock trooper by flying in and dealing auto-wounds AND still getting an attack. And just like the other Shadows, he gets buffed by other shadows nearby. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
C3G Dredd'verse workshop | Tornado | C3G Legacy | 1080 | July 19th, 2023 11:14 AM |
MiniatureGeek's Custom Workshop #1 | Miniature Geek | Other Customization & HS Additions | 14 | August 20th, 2009 10:37 PM |
Sci Fi Terrain by Games Workshop | RichardD | Custom Terrain & Obstacles | 12 | August 4th, 2009 02:38 PM |
Bad_Calvin's Workshop - update 4-7 | bad_calvin | Custom Terrain & Obstacles | 54 | June 5th, 2009 09:09 PM |