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  #61  
Old March 21st, 2018, 02:34 AM
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Re: Idea for Custom Units

The Dread Liche is a really cool idea, and I think that it's perfectly fine if you want to make him that powerful (it's always fun to have a good boss fight in a game, after all). However, I'd agree with Sir Heroscape that the unit would need to be priced accordingly. You're looking at more than 600 points with powers this strong, which is far more than the normal tournament game that the community commonly uses. That's not to say that you can't design anything like this (frankly, I wish more of us would design units for the larger point games sometimes), but make sure to keep the relative stats and powers of other characters at that price level in mind.

Something that might be helpful when considering balance is that an automatic shield is on average equivalent to three defense dice (since you can usually expect one shield out of every three defense dice). It's one of the most powerful tools for keeping a unit alive, especially since it prevents you from whiffing, and it is almost always only used as one extra shield. Using a full three, even just against Special Attacks, makes the Dread Liche almost invincible against them (many Special Attacks just have three attack dice in the first place!). It does give the Liche an interesting niche of being weak to melee attacks, but I honestly think that he's too effective in this regard, especially since his Deathless Bolt Special Attack and Flames of the Undying ability will stop practically anything from ever getting close to him.

If you up the points and make him Unique, you could increase the base defense a little and just add 1 automatic shield against all non-adjacent attacks. If you wanted to make him a very expensive but powerful boss character, I've found that using a higher life (but average defense) makes for more exciting battles, as it lets the other team still use any unit to try and take down the boss.

This is definitely a unique concept, though, and I'd be interested in seeing how you choose to develop it further!
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  #62  
Old March 21st, 2018, 01:58 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Onyx
General = Valkrill
Planet = Toril
Species = Cyclops
Uniquity = Unique
Type = Hero
Class = Hewer
Personality = Fierce
Size = Large
Height = 7

Master Stats
Life = 6
Move = 6
Range = 1
Attack = 5
Defense = 5

Basic Stats
Move = 5
Range = 1
Attack = 4
Defense = 4

Points = 150
(Double Spaced)

Cyclops Power
All Cyclops you control within 4 clear sight spaces of Onyx add 1 to their Attack dice. Onyx's Cyclops Power does not affect Onyx.

Battle Spear
If Onyx is attacking a small or medium figure, add 2 dice to Onyx's attack.

Evil Eye Protection
When Onyx, or any friendly small or medium Utgar or Valkrill figure adjacent to Onyx, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

Number of Figures = 1
  • Targeting Point
  • Grey Area = Spear
-Rulings and Clarifications-
  • EVIL EYE PROTECTION & Stealth Dodge:
    Q. If Deathwalker 7000 is adjacent to Onyx and is targeted with a normal attack by a non-adjacent figure, do all shields rolled after the first count as unblockable wounds on the attacking figure?
    A. Yes.
_________________________________________________________________

-Combinations and Synergies-


Synergy Benefits Received
  • ORNAK : Red Flag of Fury
    As a Unique Hero that follows Utgar, Onyx may benefit from Ornak’s RED FLAG OF FURY activation synergy.
Synergy Benefits Offered
  • EVIL EYE PROTECTION : Small and Medium Utgar Units
    Any small or medium figure that follows Utgar and is adjacent to Onyx may benefit from his EVIL EYE PROTECTION.
The figure used for this unit is a Cyclops from the D&D Set. The name and model number is Cyclops Desert of Desolation #040.


Last edited by Heroscaper 101; April 30th, 2018 at 02:27 PM.
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  #63  
Old March 21st, 2018, 04:46 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Thraine
General = Jandar
Planet = Toril
Species = Cyclops
Uniquity = Unique
Type = Hero
Class = Hewer
Personality = Loyal
Size = Large
Height = 6

Master Stats
Life = 4
Move = 4
Range = 1
Attack = 2
Defense = 3

Basic Stats
Move = 5
Range = 1
Attack = 3
Defense = 4

Points = 175
(Double Spaced)

Traitorous Cyclops
When you attack a large or huge figure that follows Utgar or Valkrill, add 3 die to your attack.

Battle Club
If Thraine is attacking a small or medium figure, add 2 dice to Thraine's attack.

Cyclops Eye Protection
When Thraine, or any friendly small or medium that doesn't follow Utgar or Valkrill figure adjacent to Thraine, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Club
The figure used for this unit is a Cyclops from the D&D Set. The name and model number is Cyclops Crusher Dangerous Delves #013.

Last edited by Heroscaper 101; April 30th, 2018 at 02:27 PM.
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  #64  
Old March 21st, 2018, 05:36 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Hounds of Death
General = Utgar
Planet = Eberron
Species = Bulette
Uniquity = Unique
Type = Squad
Class = Guards
Personality = Fierce
Size = Small
Height = 3

Master Stats
Life = 1
Move = 6
Range = 1
Attack = 1
Defense = 2

Basic Stats
Move = 4
Range = 1
Attack = 2
Defense = 3

Points = 75
(Single Spaced)

Cyclops Bonding
Before taking a turn with Hounds of Death, you may first take a turn with any Cyclops Hero you control.

Flame Spit
Range 2. Attack 2.
When attacking, if your second Hound of Death uses the special attack on the same figure as the first Hound of Death, add one attack die to the second Hound of Death's attack.

Scale
When moving up or down levels of terrain, Hound of Death may add 3 to their height.

Number of Figures = 2
  • Targeting Point = Head
  • Grey Area = None
The figures used for this squad unit are Bulettes from the D&D Set. The name and model number are Bulette Dungeons of Dread #053, and Bulette Giants of Legend #067.

Last edited by Heroscaper 101; April 30th, 2018 at 02:28 PM.
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  #65  
Old March 21st, 2018, 06:05 PM
Ericth74 Ericth74 is online now
 
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Re: Idea for Custom Units

You've made a lot of interesting troops but I would suggest play testing them. I think quite a few of your ideas are really good but some of the point values are way out of whack.
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  #66  
Old March 23rd, 2018, 02:37 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Goblin King
General = Utgar
Planet = Eberron
Species = Goblin
Uniquity = Unique
Type = Hero
Class = Warlord
Personality = Fierce
Size = Small
Height = 5

Master Stats
Life = 4
Move = 4
Range = 1
Attack = 2
Defense = 2

Basic Stats
Move = 5
Range = 1
Attack = 3
Defense = 3

Points = 90
(Single Spaced)

King of the goblins
You may attack again, only if any goblin is engaged.

Scurry of the King
When a Goblin you control is destroyed by a attack from an opponent's figure and they were 6 clear sight spaces of Goblin King, you may move any 3 Goblin figures you control up to 6 spaces each, and all Goblin figures you control no longer have any visible Hit Zones for the duration of the attacking figure's turn while they remain unengaged. Goblin figures will never take any leaving engagement attacks when using Scurry of the King.

Smaller than You
If attacking any medium, large or huge figure, add 3 dice to your attack. When being attacked by any medium, large or huge figure, add 2 dice to your defense. When moving up or down levels of terrain, Goblin King may add 4 to his height.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Weapon
-Rulings and Clarifications-

Q: How can the special power King of the Goblins be of any use?

A: You may attack additional time for every goblin figure that is engaged.

Q: Is Scurry of the King special the same as the Goblin Cutters Scurry special?

A: It is different from the Goblin Cutters Scurry special power, you move 3 figure and move them up to 6 spaces.

Q: How is the Smaller than You special power useful in combat?

A: The Smaller than You special power give you extra dice for attack & defense and you can scale up the Goblin Kings' Height when moving up or down levels of terrain.

The figure used for this unit is a Goblin from the Dungeon Command Game D&D Set. The name and model number is Goblin Champion Tyranny of Goblins #4/12.


Last edited by Heroscaper 101; April 30th, 2018 at 02:28 PM.
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  #67  
Old March 23rd, 2018, 04:39 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Heavy Bow Gruts
General = Utgar
Planet = Grut
Species = Orc
Uniquity = Common
Type = Squad
Class = Archers
Personality = Relentless
Size = Medium
Height = 5

Master Stats
Life = 1
Move = 5
Range = 5
Attack = 2
Defense = 2

Basic Stats
Move = 4
Range = 3
Attack = 5
Defense = 1

Points = 60
(Single Spaced)

Beast Bonding
Before taking a turn with Heavy Bow Gruts, you may first take a turn with any Beast you control.

Orc Fury
At the start of the game, choose a Beast you control to bond with. While that beast is in play, Heavy Bow Gruts roll one additional attack die for each wound marker on the chosen hero. There can be only one Bonded Beast for all the Heavy Bow Gruts you control. Heavy Bow Gruts cannot attack their Bonded Beast.

Number of Figures = 3
  • Targeting Point = Head
  • Grey Area = Bow
Bio: Heavy Bow Gruts, the archers of the Orc army, have always attended the Orc cavalry. Trained from a young age in the art of archery, Heavy Bow Gruts are fiercely loyal to their cavalry leaders and show little concern for their own safety. While Heavy Bow Gruts are not particularly good fighters or defenders, their sheer numbers and their ferocity are intimidating to the enemy, and are often very effective in protecting and preserving their cavalry commanders.


-Rulings and Clarifications-

- BEAST BONDING : How Many Beasts

How does Beast Bonding work? Can I take a turn with all the Beasts I control first?
No, you can take a free (move & attack) turn with any one Beast you control before taking a turn with the Heavy Bow Gruts.

_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
- SWOG RIDER : Orc Archer Enhancement
As Orc Archers, Heavy Bow Gruts may benefit from Swog Rider’s ORC ARCHER ENHANCEMENT attack and defense bonus.

- NERAK THE GLACIAN SWOG RIDER : Orc Defensive Aura 1
As Orcs, Heavy Bow Gruts may benefit from Nerak the Glacian Swog Rider’s ORC DEFENSIVE AURA 1.
Synergy Benefits Offered

- Beast Bonding : Beast Units


* Krug
* Mimring
* Swog Rider
* Ice Troll Berserker

The figures used for this squad unit is from the Noble Knights Games the Miniature & Games set. The name of the figures are Orc Archers.




Last edited by Heroscaper 101; May 28th, 2018 at 02:30 PM.
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  #68  
Old March 23rd, 2018, 02:12 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Kaine Goldenspine
General = Aquilla
Planet = Toril
Species = Dwarf
Uniquity = Common
Type = Hero
Class = Mercenary
Personality = Loyal
Size = Medium
Height = 5

Master Stats
Life = 1
Move = 5
Range = 1
Attack = 3
Defense = 4

Basic Stats
Move = 5
Range = 1
Attack = 4
Defense = 3

Points = 25
(Single Spaced)

Two Handed
When attacking any large or huge figure, add 2 dice to your attack.

Dwarven Resolve
If you are under attack by any large or hug figure, add 2 dice to your defense.

Dwarven Disengage
Kaine Goldenspine is never attacked when leaving an engagement with any large or huge figure, he can cause 1 wound when leaving engagement with any large or huge figure.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Axe
-Rulings and Clarifications-

Q: What is the point of the Two Handed special power?

A:
It gives extra dice to your attack when facing any large or huge figure, which may be all the time.
Q:
How does the Dwarven Resolve special power help?

A: You get extra dice to your defense when large or huge figures attack, the large and huge figure may have more skulls to roll.

Q:
What is the of the Dwarven Disengage special power?

A:
You can disengage any large or huge figure, also you wound large or huge figures.

The figures used for this unit is a Dwarf from the Wizards of the Coast D&D Set. The name and model number is Gold Dwarf Fighter Archfinds #003.

Last edited by Heroscaper 101; April 30th, 2018 at 02:29 PM.
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  #69  
Old March 23rd, 2018, 05:54 PM
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Re: Idea for Custom Units

Have you tried making any cards that aren't completely broken? I don't even know where to start.


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  #70  
Old March 23rd, 2018, 06:12 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Idea for Custom Units

Quote:
Originally Posted by NecroBlade View Post
Have you tried making any cards that aren't completely broken? I don't even know where to start.
I do not have the resources to make and what army cards are broken.
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  #71  
Old March 23rd, 2018, 06:31 PM
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Re: Idea for Custom Units

Quote:
Originally Posted by Heroscaper 101 View Post
Let's compare these to Arrow Gruts, the official Orc Squad that has Range and bonds with Beasts, and is already reasonably competitive.

Your Squad:
  • has 4 members instead of 3
  • bonds with Champions too
  • can bond with both a Beast and a Champion at the same time with the current wording
  • has 1 more Move
  • has 1 more Range
  • has 3 more Attack
  • has 3 more Defense

And all that seems to you like it should only cost 40 points more?

Let's add this piece by piece to the Arrow Gruts and see where we end up...
  • A 4th figure is worth at least 33% more, taking us from 40 points to 55.
  • Bonding with Champions in addition to beasts is worth a few as well, call it 65 (at the very least they can tote Nerak around for +1 Defense).
  • Bonding with both Beasts and Champions at the same time is pretty hard to put a value on, but it would be A LOT. I'm going to bring them up to 115 based on this unprecedented value.
  • Another Move probably puts us at 120.
  • Another Range maybe 135 (there's a lot of stuff at 6, so out-ranging them is valuable).
  • 3 Attack is at least 60 points, especially on a ranged squad. Up to 165.
  • 3 Defense at least 40. 205.

So, yeah, completely broken at 80.


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  #72  
Old March 23rd, 2018, 08:35 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Stitches
General = Utgar
Planet = Feylund
Species = Undead
Uniquity = Unique
Type = Hero
Class = Savage
Personality = Terrifying
Size = Medium
Height = 5

Master Stats
Life = 4
Move = 4
Range = 1
Attack = 2
Defense = 4

Basic Stats
Move = 5
Range = 1
Attack = 5
Defense = 5

Points = 60
(Single Spaced)

Poison Skin
If you attack with Stitches, the defending figure with take a poison ailment regardless of any defense rolls. After attacking, you must roll the 20-sided die once for each figure adjacent to Stitches. If you roll a 10 or higher, that figure receives one corpse marker.

Corpse Explosion Special Attack
Range 1. Attack Special.
Start the game with 4 corpse markers, Stitches can activate Corpse Explosion Special Attack if he or any friendly figures does a attack of kind. Any or all corpse tokens will explode, dealing 1 wound of damage that is unblockable. After taking a turn with Stitches, you may place a Corpse Marker on this card, up to a maximum of 4 Corpse Markers.

Undead Rising
If a Undead Savage that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Horde Zombie. Newly placed Horde Zombie's cannot attack this turn. Undead are not affected by Undead Rising.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Body
The figure used for this unit is Spellstiched Hobgoblin Zombie from the Wizards of the Coast D&D Set. The name and model number is Spellstiched Hobgoblin Zombie Deathknell #043.


Last edited by Heroscaper 101; July 22nd, 2018 at 02:44 AM.
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