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#325
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
Thank you very much for the playtest! I'm super happy that these guys feel fun to play.
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#326
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
Map: Custom
Spoiler Alert!
Army 1: Roman Legion x5, Me Burq Sa, Ke Mo Shi, Ne Gok Sa, Eldgrim, Marro Warriors (600) Army 2: Velnesh Alphas, Zaeus, Nakita Agents, Gorillinators x2, Thorgrim (600) Which units survived? Converted Zaeus with 1 life, Ne gok sa full life, marcus decimus with 3 life, 4 marro warriors, 3 izumi samurai I began by trying to develop the nakita and zaeus to the eastern elevation, while simultaneously developing a squad of gorillinators to the western elevation. I was able to get Zaeus onto the height before he was surrounded by romans, but the nakita fell quickly to a combination of attacks from Me Burq Sa and romans. After me burq sa fell, J advanced ne gok sa and continued to attack zaeus, dealing 3 wounds to him over the course of several rounds. Zaeus killed many romans, but then was mindshackled. At this point I switched over to using the velnesh, and developed them to the western elevation, where J had begun advancing more romans along with Marcus. Around this time, J also killed off Thorgrim who was placed on the Velnesh. For a while the velnesh held firm and killed 6 romans before getting killed off. After the velnesh died, Zaeus made short work of his former allies. How useful were playtesting units' powers and how often did they come into play? Velnesh dealt wounds to 6 romans, and 1 wound on marcus. Shift was used consistently. Any additional comments (theme, balance, fun factor with and against)? I still think the velnesh are in a very fun place. I’m a little torn on whether the change to allowing shift only after moving was necessary, but overall I think it was the right call probably. They also still feel fairly balanced at 90 points. Version Tested
Spoiler Alert!
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#327
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
See discussion here. There is a potentially confusing interaction between the Velnesh Alphas and Dienekes (to be more precise, between Shift and Tether of Logos).
It's worth considering either adding in an "immediately" keyword to this power or updating Dienekes' Tether to only trigger after normal movement, IMO, whichever one is cleaner. EDIT: Scytale suggested adding in an immediately clause so that the interaction between Shift and Tether of Logos would be the same as the Water Tunnels, which I agree with. Here is my proposed wording: Quote:
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set Last edited by Astroking112; January 2nd, 2021 at 10:33 PM. |
#328
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
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#329
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
"Immediately" added to Shift.
@Scytale "immediately" has been in Blink for a while: Quote:
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#330
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
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#331
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
Not sure when the change took place, but simply dropping it makes everything work, right?
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#332
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
It could just be that the OP was out of date. It looks like this is the one that came from the Checklist:
Quote:
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#333
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
The problem is in interactions with powers like Knockback, which happen "immediately." Knockback in particular has nasty, complicated interactions with triggered powers, so I don't want to create a whole new set of rulings for Blink.
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#334
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
How would Knockback interact with them, would they get knocked back and then blink? If so that's pretty cool that they can potentially re-close the gap or reposition from it.
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#335
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
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#336
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
Thank you! That's a pretty neat interaction
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