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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#121
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Re: Arch-Vile's Customs: Arctorus Adventurer
You underestimate just how easy these are to throw together (once you've got the picture, at least).
Enjoy your testing! Good changes, I think; for a guy like this mechanics trump the finnicks of theme. JOHNNY139'S CLASSIC CUSTOM THREAD! | Visit now!
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#122
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Re: Arch-Vile's Customs: Arctorus Adventurer
Quote:
"They are too numerous to fight. What shall we do?" "Fight anyway." "You can never defeat another if you know not how to defeat yourself." my tradelist |
#123
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Re: Arch-Vile's Customs: Arctorus Adventurer
I think it's more an issue of intent - the point of this guy was to provide some movement support for heroes, not free set-up for Raelin or an easy Glyph. The non-flying clause just eliminates a lot of the support units that don't need the help.
JOHNNY139'S CLASSIC CUSTOM THREAD! | Visit now!
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#124
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Re: Arch-Vile's Customs: Arctorus Adventurer
The problem is that Raelin and Marcu are already very good units. When you give both free movement, you remove the one thing that balances them (Raelin gives a fantastic aura, but you must spend an Order Marker to move her, and Marcu is extremely cheap but can turn on your own team). Allowing those two heroes to benefit from Cover Shot limits Pavin where his best armies are with Raelin and Marcu.
Johnny said it for me, and in many less words. Was it too powerful or broken? Not really, because it required a 50 point investment into Pavin. But it betrayed the intent of my design: to make hero-heavy builds more feasible. Removing Raelin and Marcu from the pool allows other heroes into the mix, which IMO makes for more fun gameplay. Of course, this is at the expense of some heroes like Saylind, Concan, etc. who could use a little help. |
#125
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Re: Arch-vile's Customs: revising Pavin Nahz
Okay, one SoV nomination down, and it's revising time! Thanks to the SoV judges for the great feedback. I won't be able to please everyone, but hopefully I can make something work.
Spoiler Alert!
Summary of the reviews: Caps thought squad and common hero figures should be able to move as well. Nyys did not like that huge figures could move. Superfrog wanted a small/medium restriction. Super Bogue thought it was a theme break that figures across the battlefield could be moved by a single shot. Lots of people had concerns that Pavin would be too powerful. I started testing Pavin at 60 points, and since dropping to 45 he has still come off on the weaker end. Movement is only so helpful. Adding a clear sight or space restriction to Cover Shot movement only serves to weaken an already weak unit. I'm going to add a "small, medium, or large" restriction to Cover Shot movement, but I still don't want to include squads and common heroes to the power. I could be persuaded, but I'll give my reasons against adding them. Worrisome combinations with Pavin Nahz if all figures can be moved with Cover Shot:
Spoiler Alert!
COVER SHOT SPECIAL ATTACKSo far, this is what I've got. I really don't want to lose large figures from the power, since Zetacron, the Vark heroes, Skull Demons, Deathwalkers, and the Majors are all fun heroes in a hero-only Pavin build. It is odd for them to move, yes, but no theme is perfect in Heroscape and including these heroes makes for more fun gameplay. Thoughts? |
#126
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Re: Arch-vile's Customs: revising Pavin Nahz
I think sticking with unique heroes is for the best, it just eliminates a good deal of speculation and discussion and will not shrink design space for future units.
As for other potential issues with theme, why not just put a range limitation? Even a radius of 8 spaces (no clear sight required) would help it feel more like Pavin is the one allowing the movement to happen by preoccupying nearby enemies. I think this guy is dripping with flavor and potential to shake up the game a little bit. |
#127
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Re: Arch-vile's Customs: revising Pavin Nahz
Quote:
"They are too numerous to fight. What shall we do?" "Fight anyway." "You can never defeat another if you know not how to defeat yourself." my tradelist |
#128
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Re: Arch-vile's Customs: revising Pavin Nahz
@ Heroscaper Guy
Skull Demons are Uncommon, and thus treated as Unique. I haven't got much to contribute beyond that, and hoping that the issues on this guy get resolved, since I really like the design. A shame that wording on other cards makes it a pain in the rear deflector. |
#129
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Re: Arch-vile's Customs: revising Pavin Nahz
Quote:
"They are too numerous to fight. What shall we do?" "Fight anyway." "You can never defeat another if you know not how to defeat yourself." my tradelist |
#130
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Re: Arch-vile's Customs: revising Pavin Nahz
Quote:
COVER SHOT SPECIAL ATTACKAlternatively, I thought of re-thinking Pavin entirely, and simply giving him Unique Hero movement bonding. The theme is changed, but perhaps clearer. I'll be giving this one some thought. ELITE TEAM MOBILIZATION |
#131
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Re: Arch-vile's Customs: revising Pavin Nahz
Cover Shot
After attacking a figure with a range greater than 4 with Pavin Nahz, you may move 3 figures you control in clear sight of the attacked figure up to 4 spaces each. Tournament Armies Played - C3VRP - Customs - Trades I'm Krug in the Paradox Keep and Augamo on the Sacred Tundra. |
#132
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Re: Arch-vile's Customs: revising Pavin Nahz
Quote:
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