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  #1  
Old May 11th, 2019, 10:08 PM
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[Pod 0] Pod 0 (Main Thread)

Here is a central thread for Pod 0. This thread contains information on the team, links to each unit it in the Pod, and any other voting or discussion related to the Pod as a whole.

The team for this Pod is:

@NecroBlade
@Pumpkin_King [emeritus]
@Astroking112
@All Your Pie [emeritus]
@flameslayer93 [emeritus]
@capsocrates
@Captain Stupendous

The units for this Pod are:

>Pillar of Hár (Crypolith) x3 (Destructible Object)
>Ozuul (Eldrazi Ruiner)
>Tetsuo Tyrell (Jace, Investigator)
>Honored Soul-Guides (Lantern Geists) (squad of 2)
>Velnesh Alphas (Leyline Phantoms) (squad of 3)
>Glyph of Healing
>Glyph of Knowledge
>Glyph of Recall
>Glyph of Movement
>Glyph of Power
>Glyph of Toughness


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Last edited by NecroBlade; October 23rd, 2022 at 09:11 PM. Reason: membership
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  #2  
Old May 11th, 2019, 10:32 PM
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Re: [AotV] Pod 0 (Main Thread)

Following this thread. Excited!
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  #3  
Old May 12th, 2019, 02:11 AM
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Astroking112 Astroking112 is offline
 
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Re: [AotV] Pod 0 (Main Thread)

I second Pumpkin_King's enthusiasm! It's great to begin this project in earnest, and it'll be great to get the other pods up and running as well.
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  #4  
Old May 12th, 2019, 07:21 PM
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Re: [AotV] Pod 0 (Main Thread)

All Unit threads linked. Stay tuned for the non-units.


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  #5  
Old May 13th, 2019, 10:48 AM
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Re: [AotV] Pod 0 (Main Thread)

And with that, Pod 0 is fully workshoppable!

Crypolith
Glyph of Knowledge
Glyph of Recall

My customs.
NE Ohio Tourney - TBA
SW Ohio Tourney - NHSD 550 points
AotV - Colliding the minis of AotP with the world of HS.
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  #6  
Old May 14th, 2019, 10:14 AM
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Re: [Pod 0] Pod 0 (Main Thread)

Added them to the OP.

This thread is mainly reference now, but we could use it for discussion of bigger-picture stuff like how many special attacks and movement powers to include. Plus any votes about the Pod as a whole.


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  #7  
Old June 27th, 2019, 07:31 PM
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Re: [Pod 0] Pod 0 (Main Thread)

Recently, @superfrog brought up some discussion over how we're handling glyphs in general for this set. Essentially, it was noted that the darker glyphs don't match classic Power Glyphs (much like Treasure Glyphs, which got their own rules), so it might make more sense to create some new rule for them, especially since most of what we have serves similar roles to pre-existing glyphs. Here's his post for anyone who missed it:

Quote:
Originally Posted by superfrog View Post
If you guys have decided to go a certain way, I'm obviously not going to try to stop you. Just for argument's sake, though, here's what the glyphs could look like if you this direction:

Aura Glyphs (this is a dumb name but this is all off the top of my head)

In general, these glyphs act like regular Glyphs, but their effect only applies to figures within 6 clear sight spaces of the figure occupying the Aura Glyph.

Glyph of Power: All figures you control within 6 clear sight spaces of the figure occupying this glyph add 1 to their Attack.

Glyph of Toughness: All figures you control within 6 clear sight spaces of the figure occupying this glyph add 1 to their Defense.

Glyph of Movement: All figures you control who start their movement within 6 clear sight spaces of the figure occupying this glyph add 2 to their Move.

Glyph of Healing: At the end of every round, choose a figure you control within 6 clear sight spaces of the figure occupying this glyph, and roll the 20-sided die. If you roll a 1, the figure receives one wound. If you roll a 2 or higher, remove a wound marker from the chosen figure's Army Card.

Glyph of Knowledge: At the beginning of every round, after rolling for initiative, you may choose an opponent's figure within 6 clear sight spaces of the figure occupying this glyph. Look at any one random Order Marker on the chosen figure's Army Card.

Glyph of Recall: When a squad figure you control within 6 clear sight spaces of the figure occupying this glyph would receive one or more wounds, roll the 20-sided die. If you roll a 12 or higher, place that figure adjacent to the figure occupying this glyph to ignore any wounds.

Again, if you think this is dumb and they should just be treated like red glyphs, I completely understand. Just pointing it out since I thought of it earlier today.
Personally, I'd prefer that we keep the plan as it is and use them as normal Power Glyphs. That simplifies the rulebook (and readies players to use normal HeroScape sets more), and it still gives us some good room to play around with scenario design and whatnot.

Limiting the range of a glyph to 6 spaces within clear sight is an interesting concept, but I could see that being much more restrictive to scenario design and encouraging podding units up or playing very defensively. I had actually been toying around with the idea of some set of special rules for these types of glyphs back before AotV began in earnest, but I never settled on anything that I felt added enough potential to warrant a ruleset change, especially given that we already have Treasure Glyphs as mobile and hero-boosting options.

That said, it's worth bringing up to see if others feel the same way. I know that @flameslayer93 said that he wasn't swayed, but I haven't seen any other responses yet.
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  #8  
Old June 28th, 2019, 01:23 PM
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Re: [Pod 0] Pod 0 (Main Thread)

I like the idea for sure. It’s something we should keep in mind for a scenario. But if this is a master set they should probably just be the red glyphs.
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Old June 30th, 2019, 11:27 AM
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NecroBlade NecroBlade is offline
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Re: [Pod 0] Pod 0 (Main Thread)

While "aura" glyphs do enter a new design space, including map building considerations, my immediate concern is it gives Range an advantage since they can both more easily sit within a beneficial aura and assault a bad aura without being subject to its effects. Between that and simplicity for a Master Set, I prefer to stick with normal power glyphs.


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  #10  
Old July 4th, 2019, 12:48 PM
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Re: [Pod 0] Pod 0 (Main Thread)

The idea of Aura Glyphs rewarding range too much is especially important when considering how the Cryptolith Towers will have a similar effect. Having both elements boosting range over melee will make it much more difficult for us to balance scenarios for melee units to still be fun, given that they already gain very little from the towers.
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Old July 7th, 2019, 01:56 PM
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Re: [Pod 0] Pod 0 (Main Thread)

Additionally, most of the terrain is flat board, so nuanced map construction may be limited.


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  #12  
Old November 6th, 2019, 09:34 PM
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Re: [Pod 0] Pod 0 (Main Thread)

Are we mainly waiting on Editing for Pod 0? What about Pod 1?
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