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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#2749
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Re: The Pre-SoV Workshop
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As for the Normal attack. I don't really have a good reason for that. Orginally I had him at 3att/3def, so when I moved the def down I decided to give him +1 att. That's really it. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#2750
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Re: The Pre-SoV Workshop
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#2751
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Re: The Pre-SoV Workshop
shadow made is clearly two powers hacked together to get around having to many powers per card. In fact the common heroes all seem to be really wordy for units where you could take turns with 4 different units.
I would highly recommend going back and making them all two (or less) simpler powers in the vein of the elementals or wyrmlings. That said I love the theme. right now it does feel like you have lots of bells and whistles. If it was my design I would get rid of the re-casting and give the mage a way to do damage by destroying his creations like pelloth. I would strait up get rid of shadowmade. Phantom walk is over used and lurk in the shadows make them good on shadow maps but is no use elsewhere. also unit table from range should be used sparingly otherwise it's a crutch for people who are not good with melee. Im torn about how I feel about the interplay of units. Grab a unit to get it close, speed up the hound to engage and then boost your special attack. Seems neat but also a complicated turn with so many powers activating. Last edited by wriggz; October 5th, 2018 at 07:26 AM. |
#2752
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Re: The Pre-SoV Workshop
I agree with pretty much everything wriggz said.
The beast bonding issue isn't about thematic weirdness; I don't want to give the arrow gruts a cheap board control option. They're good enough already. Formerly known as capsocrates -- Remixed Master Sets - challenge yourself with new terrain combinations! -- Colorado Fall 2023 Multiplayer Madness -- caps's Customs Redux - caps's multiplayer maps - caps's maps - Seagate -- Continuing Classic Heroscape: C3V SoV |
#2753
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Re: The Pre-SoV Workshop
I'd ditch shadowmade and just use Phantom Walk.
Have you tried Hexscape? 3D Heroscape Multiplayer Battle program! Looking for a C3V/SOV miniature? Try one of these sites. |
#2754
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Re: The Pre-SoV Workshop
First up, I really love pseudo-squads; I think they are a design space ripe for more stuff. And the overall concept here is good.
I have to agree that 4 Attack on Xundar feels unnecessarily strong. Xundar's value is in his summoning and control. Give him a 3 Attack and be done with it. There is a lot of text here, but ultimately each is just a variation on an existing unit. That's a really good idea, as it keeps the complexity down, despite the wordiness. I have to agree with wriggz on Shadowmade, though. It's taking what is already two powers mashed together (Phantom Walk) and mashing in one or two more, making an overloaded power that's too much to read and explain to an opponent. The shadow stuff is great flavor, but you already have tons of flavor here. If you really feel the need to have a shadow-based power, make it a separate one, and stick to just one effect. I really love how the powers are boosted by other Shadows being adjacent to the target. It makes for some really interesting decision-making. On top of that, Tentacle Grab really compounds that with great combo potential. I don't like how Tentacle Grab is automatic, though, it feels like it's too good for that. I agree with those that dislike Beast as the Tentacle's class. Of all the Shadows that one is the weirdest, and most potent to include in a bonding army. Give it a unique class. |
#2755
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Re: The Pre-SoV Workshop
Good feedback. I agree with Xundar's Attack to 3 and I can see what you mean by Beast bonding with the Gruts. Not that it's bonding weirdness but that they don't need to be any better. I get that. Any ideas on a "new" class for this odd creature? I'm having a hard time.
As for the Shadowmade ability, I was worried I might not have enough flavor which was mainly why I added it, but I can see that it's a little bit TOO much whereas Phantom Walk accomplishes the theme just fine. I have no problem coming back on that. EDIT: I'm not concerned about the automatic Grab. Chainfighters have 6 move and the range is 3, and even then it's really high odds they get it. That's a much bigger threat range AND offensive potential ...so a 4 move tentacle that can grab from just 2 spaces away for an automatic grab doesn't seem so bad. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#2756
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Re: The Pre-SoV Workshop
I agree with the suggestions on replacing Shadowmade. Phantom Walk could accomplish the theme if you wanted another power, but Xundar and the sculpts alone adequately evoke the theme. I don't think it's needed, personally.
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Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#2757
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Re: The Pre-SoV Workshop
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Monthly Utah Tournaments in SLC!!
Maps | Customs | Battle Reports 10 Points Under Videos "I'll save myself some time and say I pretty much 100% agree with Bigga" ~Flash_19 |
#2758
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Re: The Pre-SoV Workshop
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Have you tried Hexscape? 3D Heroscape Multiplayer Battle program! Looking for a C3V/SOV miniature? Try one of these sites. |
#2759
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Re: The Pre-SoV Workshop
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My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#2760
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Re: The Pre-SoV Workshop
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Have you tried Hexscape? 3D Heroscape Multiplayer Battle program! Looking for a C3V/SOV miniature? Try one of these sites. |
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