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Official Units Discussion of official HeroScape units |
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#1
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House Rules to Help Under-used Units - Updated 1/11/08
This is a list of house rules I'm thinking about enstating in our games. I'm looking for any feedback on these to let me know if they're too much or too little to try and boost the playability of these figures right now. I think that they will all be playable competitively sometime in the future (some are now, but I still like the rule): EDITED 1/11/08
Green - Comments Red - Deletions Blue - Additions / Adjustments Acolarh - Adjust Leaf of the Home Tree Aura to roll 12 (possibly 11) dice instead of 10 - playtested by killercactus, needs another test Anubian Wolves - Add Darklord Bonding to their card. Deathstalkers - convert Maul to a Special Attack 3 "When attacking with the Maul special attack against a small or medium figure, if nothing but skulls are rolled, the figure cannot roll defense dice." - killercactus with a bunch of help from Mechabeast Concan - Knight and Sentinel Attack aura extended two 2 hexes - Squadshed Deathwalker 7000 - add this line to Self Destruct "If Deathwalker 7000 is destroyed by something other than Self Destruct, he may immediately use Self Destruct." Deathwalkers (8000/9000)- gains "Heavy Armor." When defending against a normal attack, Deathwalker (8000/9000) may roll 4 less defense dice to gain one automatic shield. This may only be done once per attack. - The Engineer - deleted Dund - Crippling Gaze may be used before or after Dund moves Dzu-Teh - Glacial Camouflage works on all attacks Einar Imperium - Add Empress Movement Bonding to their card - playtested by Mechabease and killercactus. Gorillinators - adjust Tough to work against all attacks - playtested by Mechabeast and killercactus Hatamato Taro - Heroic Defense Aura works on all normal attacks (not just adjacent). Aura affecting Taro deleted Jotun - Throw does not require a roll to activate - Mechabeast Kyntela Gwyn - Strength of Oak Aura adjusted to 2 hexes deleted Kelda the Kyrie Warrior - "Healing Touch." has a range of 3 spaces. - The Engineer, with suggestions from others Macdirk Warriors Highland Fury continues after Champion is destroyed has been deleted Major X17 - Melee Defense 4 works against normal and special attacks - Strange Marro Drudge - gain +1 attack and defense on any swamp space, not just water Morsbane - Rod of Negation works on 13 or higher, instant death on 20. Obsidian Guards - Lava throw can be used anytime, regardless of terrain - Mechabeast Parmenio - Sacred Band Defy Death extended to 3 hexes - Strange Roman Archers - gains "Strength in Numbers." When defending with Roman Archers add 1 defense die for each other adjacent Roman Archer up to a maximum of +2 dice. - The Engineer Runa - adjust Helm of Mitonsoul Aura to destroy any squad figure with a roll of 18 (changed from 14) or higher, heroes on 20. - playtested by The Engineer Saylind - change Flying to Stealth Flying "Dirty Great Spear" works on a roll of 5 or higher. - The Engineer deleted Shaolin Monks and Master Woo - Stealth Leap has a move of 4 Shiori - gains "Disappearing Ninja 16." If Shiori is attacked with a normal attack and at least 1 skull is rolled, roll the 20 sided die to disappear. If you roll 1-15, roll defense dice as normal. If you roll 16 or higher, Shiori takes no damage and instead may move up to 4 spaces. Shiori can only disappear if she ends her disappearing move not adjacent to any enemy figures. - The Engineer Sir Denrick - Giant Killer affects Large and Huge units. - Strange Spartacus - adjust Gladiator Inspiration to read that only a marker on Spartacus is needed to trigger the power. When an order marker is revealed on Spartacus, you may take a turn with any Gladiator in clear LOS of Spartacus. Sudema - Stare of Stone kills a hero on 16 or higher Templar Cavalry - adjust Dismiss the Rabble to include ranged attacks - Reqman and Mechabeast Zettian Guards - Add Deathwalker 9K bonding to their card. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#2
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While I don't have all the figures you are talking about making house rules for, I do like the changes you've decided to incorporate for the ones I do have.
I particularly like the Darklord bonding with the wolves and the Empress bonding with the Einer. I probably wouldn't adjust points on those two because you'll have to spend the extra points anyway to get the hero their bonding with anyhow. I like the thought of adjusting the d20 rolls for the heroes that use them, such as Runa and Morsbane, especially if I'm the one getting to use the hero , but I don't know if I'd like to face those same revamped heroes across from me. Those type of changes might require a points adjustment as it may make them too powerful. I guess the beauty of it all is you get to play lots of games playtesting it all!! (grinning) "Chewie should move 6, lumbering or not. He's got long-ass legs"-
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#3
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Re: House Rules to Help Under-used Units
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Personally, I just gave Khoz the Gorillanator's "Tough" ability and left the cost alone, and didn't tinker with the Wolves at all. Quote:
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Blood Makes the Grass Grow! KILL! KILL! KILL! |
#4
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Re: House Rules to Help Under-used Units
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The Drudge only work on the swamp water, not the swamp land hexes. I want their ability to work on the swamp land hexes as well. They're still terrain specific then, but don't always have to give up height advantage to get +1 +1. And I agree on Spartacus, it's still not enough. I don't want to adjust his point cost, but I could even give him some sort of Gladiator bonding, letting a couple gladiators move on each order marker. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#5
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I'm generally against changing the powers or point values of cards anyway, but I do like some of the additions you've made. DW7K blowing up after whiffing out is a particularly cool change and I’ve considered using it myself. Other than that I really must say I would not change any of the figures and in particular:
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Looking for quality maps for 3+ players? Think your latest map-masterpiece deserves a place of honor? Join in the discussion of The War-zones of Valhalla It doesn't get any more classic than this: The C3V project |
#6
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Anubian wolves seem fine to me, the fact their hero sucks is just a sad after thought. Even if he had bonding he'd be pretty bad but might seem some playtime. 3 Life melee only Hero units don't appeal to me though for 75pts.
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#7
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Wow....you "under use" a lot of units!
Start reading the strategy guides on this site. You may learn how to use those figures better without changing them so drastically. |
#8
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We played the Darklord at 50 points and he seemed pretty good for that price. His biggest problem is not exclusive to him. In general, adjacent bonuses are bogus and not worth the trouble. If it was a 4 aura he may see more play I think. Bonding him makes the wolves too nasty and they are already strong.
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#9
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I like your changes to Runa. God, that chick needs some help.
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#10
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As far an the Imperium go, Dredd, do you really think Gift of the Empress is that good? I don't really like it - at 3 defense dice with a reroll, you should block one skull nearly everytime, but I still have problems blocking 2 consistently. Also, you lose out on a lot of attacks by putting markers on Kiova. However, maybe Empress Bonding is too strong - how about Empress Movement Bonding? Then she doesn't get at attack, but can still keep her EI in range of her Aura. I agree this will make the EI very strong, but they should be very strong for 140 points per squad. I want them to be able to fly into 2 squads of 4th Mass and have a shot at killing them all before they get gunned down. For 140 points, that's what they should be able to do. Sweetcurse - As for Darklord bonding... I don't know. My comparison was the Knights bonding with Gilbert for 175 points. For 25 points less, you would get a squad of 3 wolves (compared to 4 Knights) with about the same move as the Knights thanks to Dispatch, with each wolf having on average about one more attack die than the Knights, and the Hero they get is considerably weaker, although both give an adjacent attack bonus. On top of all that, the Knights are Valiant, and therefore can benefit the 4th mass. I thought that was about fair, although I could be convinced otherwise... Lastly, Its kinda funny... of all the units on that list (save the Wolves, but I'm indirectly trying to help Khosumet there), the one I thought needed the least help was Runa. Maybe it's because I'm somewhat partial to her, I don't know. But, no one in my group ever seems to perform well with her except me, so I gave her a boost. That makes her 3 space aura much more beneficial. Without it, she's really only a meatshield for the Minions that might get lucky and kill a hero. Thanks to all for the responses - I like debating these things and respect the input. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#11
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At our games, we make Runa have Stealth Flying. That way she can fly from group to group attempting in vain to roll anything but low numbers on a d20. We like to think it makes her feel useful.
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#12
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DUND is underestimated and under-rated. |
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