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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them |
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#157
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Re: The G.I. Joe Project
Yeah he is definitely best as a criminal or squad counter draft and that first set of attack rolls was incredibly lucky. Grabbed him for my tests thinking his double ranged attack would be a good test for SS, but as it turns out he needs a Blob type figure to keep SS away from him. Might have to replace him in my next set of hero tests and then bring him back for the team tests where he can have some allies.
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#158
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Re: The G.I. Joe Project
Just started the 3 att/5 def version and he is destroying his opponents. Took down Kraven & Gambit in the first 4 matches without breaking a sweat. Most wounds he had was 2 and that was only once. You wouldn't think that dropping the attack down 1 and raising the defense up 1 would result in such a significant boost up in power level but it does here. He is rolling 3+ shields quite often and successfully defending again the attacks pretty regularly. I can't see him coming in at the 220 range right now so I'm dropping the def back down to 4 and bumping up the life by 1 instead. I'm also dropping Snake Eyes defense down to 4 and life up to 6, as well as changing his Assault power to the Uzi version.
Here are the test:
Spoiler Alert!
NAME OF THE TEST UNIT (Storm Shadow) Hero Tests Map: Custom Swamp Map
Spoiler Alert!
Last edited by Yodaking; September 18th, 2014 at 09:32 PM. |
#159
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Re: The G.I. Joe Project
I've started the new initial for Storm Shadow. Here are the Hero Tests, decided to skip the squad tests this time around as I don't think they would tell me anything different from the first go around. Will add the team test once I complete them.
Spoiler Alert!
NAME OF THE TEST UNIT (Storm Shadow) Hero Tests Map: Custom Swamp Map
Spoiler Alert!
Army Test 1 - Does it pass, Yes or No? yes - What should be the unit's point value? 220 seems okay as he failed to deal 220 points of damage even when bonding with the Hand, but his team ultimately won. - Give a brief overview. SS gets some Ninja support while taking on the very solid Wrecking Crew. Shadow tiles may give SS an additional defense boost while his move & attack power combined with disengage should let him jump on and off the molten rock tiles for high ground bonuses without worrying about the end of round wound. Map: Martian War Zone: The Heat Units: Hand Ninja x3, Strom Shadow, Kirigi, Man-Bat Assassins (800) vs. Wrecking Crew (800)
Spoiler Alert!
Recap: SS did rolled below average on att. in this one and never pulled off the 3 shield counterstrike resulting in him not earning his points back (mostly due to Piledriver reducing his def. by 1). His ability to disengage and go after the target of his choice is definitely a plus though. Kirigi started out not being able to do anything but his undead resilience kept him in the fight and at the end he suddenly came to life and took out 3 of the wounded Wrecking crew before falling. The Wrecking crew had a few crazy runs of multiple turns and took out all the Hand but 1 that stayed back in the start zone, but just could not finish off Kirigi. The ELA then came up and disposed of the injured Thunderball. _____________________________________________________________ Army Test 2 - Does it pass, Yes or No? yes - What should be the unit's point value? 200-210, when the dice are not rolling hot he isn’t doing much damage to the base 5 defense every C3G unit seems to have. Multiple ranged attacks put him down with a quickness. - Give a brief overview. I want to see how SS looks when boosted by an ally & Star Lord has a 5 range aura boost so he should work well with SSs move & attack power. Black Tarantula will try to heal SS and keep him in the game longer. Blob will try to lock SS down while Deadpool shoots him up. SS will try to avoid Blob and assassinate Prof. X. Map: Martian War Zone: The Heat Units: Star Lord, Strom Shadow, Wolverine, Venom, Black Tarantula (1200) vs. Prof. X, Deadpool, Blob, Silver Samurai, Sabretooth (1200)
Spoiler Alert!
Recap: This was a total disaster for the Star-Lord led team. The double activations by Mutant healers was too much. Sabretooth pounced right into the middle of the Star-Lord team while Deadpool sat back and just unloaded from HG on everyone. SS stopped and tried to use the Star-Lord boost to put down Sabretooth before going after Prof. X but could not roll many skulls on attack. Two attacks of 4+1 vs. 5 def. should have allowed him to overcome the healing but he failed to deal more that 1W too many times. I don’t think this map is very competitive either as nothing could be done about Deadpool once he was sitting on HG surrounded by red tiles. BT fell after only healing once & Wolverine fell without healing or attacking even one time. Even so, SS is proving not to be too scary at 220 points when facing other C3G units. Last edited by Yodaking; September 23rd, 2014 at 10:42 PM. |
#160
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Re: The G.I. Joe Project
There are a lot of Storm Shadow wins with 5W for figures over the 210-220 range so maybe 5 Life would put you right at the 210-220 mark?
Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#161
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Re: The G.I. Joe Project
That is a good point. With only 5 life he would have lost to Lady Deathstirke & US Agent both times, and split with Iron Man Mark III. I may run the team tests with him at 5 life in one and 6 in the other.
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#162
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Re: The G.I. Joe Project
Updated the post above with the two team tests. Storm Shadow will need more testing to nail down a cost as he fared poorly in the team tests and is now looking at coming in lower then what the individual tests showed. I think part of that is due to fact that in a team test he can't be adj. to all his opponents figures and thus someone can usually hit him with a ranged attack, making me think I might have bailed on the 5 defense idea too quickly. The test results are also now making me reconsider the decision to lower his attack to 3 as his attack of 3+1 is suddenly struggling to get past the base defense of 5 most C3G figures have. However, either one of those changes would certainly result in his cost coming in over 220 so I may just have to abandon that target price point. I'm just not sure how I feel about him coming in at ~240 (and Snake Eyes possibly even higher), it seems thematically high when I'm shooting for most of the rest of the Cobra & Joe heroes to end up in the 100-200 range. I'm not going to make any changes just yet though and will instead wait for a few more tests to see if the last two team tests were just an anomaly.
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#163
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Re: The G.I. Joe Project
I ordered a set of the zombie dogs and (hopefully) they should be arriving any day now. I don't know if you had any thoughts on Junkyard and Mutt yet, but I've come up with a few suggestions.
Mutt
Spoiler Alert!
Junkyard
Spoiler Alert!
Timber
Spoiler Alert!
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#164
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Re: The G.I. Joe Project
I do have write ups for Mutt & Junkyard but I have not yet put any thought into Timber. I didn't do anything with the idea of having Junkyard die and Mutt go crazy, that is not a bad idea. I can post what I have so far so you can see where I'm at.
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#165
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Re: The G.I. Joe Project
Mutt
Stanley R. Perlmutter Human UH Soldier Gruff Medium 5 Points: 110? Life 4 Move 5 Range 5 Attack 3 Defense 4 DOG HANDLER Before taking a turn with Mutt, you may first take a turn with any Dog you control. While a Dog you control is adjacent to Mutt, that Dog rolls one additional defense die. MAN'S BEST FRIEND If Junkyard was part of your army at the start of the game and is later removed from play, Mutt rolls 1 fewer defense die when attacked and may attack one additional time when using a normal attack. JUNGLE WARFARE When Mutt attacks a figure, that figure may not roll 1 additional die on defense due to being adjacent to a Jungle Plant or Tree. Instead of having Mutt roll an additional defense die due to being adjacent to a Jungle Plant or Tree, add one automatic shield to that defense roll. Last edited by Yodaking; February 1st, 2015 at 05:22 PM. |
#166
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Re: The G.I. Joe Project
Junkyard
Dog UH Guardian Ferocious Small 2 Points: 40? Life 3 Move 7 Range 1 Attack 2 Defense 3 PROTECT At the start of the game, choose a Unique Hero you control for Junkyard to protect. When an opponent’s figure that was not adjacent to the protected hero at the start of its turn ends its move adjacent to the protected hero, and the protected hero is within 6 spaces of Junkyard, before that figure attacks you may immediately move Junkyard adjacent to that figure and roll the twenty sided die. If the protected hero has the Dog Handler Special Power, add 4 to that roll. On a roll of 12 or higher, deal 1 wound to the opponents figure. Junkyard may only use this power once per turn. STEALTHY If Junkyard attacks a figure that was 4 or more spaces away from Junkyard at the start of Junkyards turn, add 1 automatic skull to whatever is rolled. After Junkyard is attacked with a normal attack by a non-adjacent figure, you may immediately move Junkyard up to 3 spaces. Junkyard never takes leaving engagement attacks when moving. Last edited by Yodaking; February 1st, 2015 at 05:23 PM. |
#167
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Re: The G.I. Joe Project
Since my current Mutt card only has 2 powers, I'm thinking a 3rd power dealing with the death of Junkyard is a pretty good idea.
LOST FRIEND If Junkyard was part of your army at the start of the game and is later removed from play, Mutt rolls 2 fewer defense die when attacked and may attack one additional time when making a normal attack. |
#168
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Re: The G.I. Joe Project
Those look pretty good. I'm glad you liked that last power. I'm not sure if the class of "Animal" will work though. If you are trying to be compatible with C3G then I think it will have to be "Dog". Besides I don't think that Mutt should be able to control Freedom or Croc Master's alligator.
Sorry if I'm getting you side-tracked from what you are currently working on. I was just thinking about them at this time. |
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