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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


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  #1  
Old October 21st, 2008, 09:45 PM
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reinheld reinheld is offline
 
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FINAL mancer release - Pyromancer - |Rein's Creations|

Hey there, Reinheld here...
Now, I'm new to this site, but not at all new to both heroscape and creating my own units. I've been playing heroscape for the most part of its release and making custom units for just as long.
My units are not far-fetched ideas, or based on other units in the game (for the most part). They tend to be very balanced and I've actually enjoyed both making and play-testing them. Granted, I've only play-tested them with friends, and not all of them are yet play-tested; but not only do they think them sane they've wanted to use them themselves. Usually I try to think of different ideas, that have not been done yet.
Please note that I do not make custom figures, even though I've tried, they just come out sloppy. I am experimenting with a few new ideas, but for the time being none of my cards will have pictures/figures on them.
If you are good at crafting them, please let me know, I would love to talk.
As far as releasing new custom units; I will try to get one up every week. Usually, if I am attracted to making them, it might be sooner. I, of coarse, will not overwhelm the readers with ten a day.
Responses, rates, comments, etc. are all welcome

__________________________________________


WAVE ONE (1): Mancer Mania

1st release: Aeromancer :: rebalanced (unbalanced version)


2nd release: Necromancer

I was thinking of making necromancy have a limit of a few figures at a time maybe, not sure though. Tell me what you think. Also, the move is so high because of the fact that you will want to move him where the action is. Not sure about the defense, maybe it should be higher? Since everyone will want to attack this guy since his minions cant move without him...
I only used it once in battle with a friend, those were my notes, basicly.

3rd Release: Geomancer


4th Release: Oneiromancer :: rebalanced (unbalanced version)


5th release: Hydromancer


6th release: Pyromancer


-"Each friend represents a world in us, a world possibly not born until they arrive, and it is only by this meeting that a new world is born." (Anais Nin)
_________

Last edited by reinheld; November 1st, 2008 at 11:12 PM.
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  #2  
Old October 21st, 2008, 10:33 PM
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Thorgrim Thorgrim is offline
 
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Re: Reinhelds Creations - Wave 1: Mancers

Very interesting card. I like the idea, but it is just waiting to die on the battlefeild. 3 move and no range make it almost un-usable. Also, the point cost seems to buy you very little in the way of stratigy and usefullness you are actually getting. Lets compair it to Alastair, a character with similar points. Sure, he doesn't have that many defence, but assuming the aeromancy were to take place, hes a titan in compairison. After Aeromancy, 1 defence and 3 life is just begging to be killed. I would choose Alastair anyday. Costum units should fill a Niche that the game is lacking. We already have a unit like this. It's called Runa
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  #3  
Old October 22nd, 2008, 02:29 AM
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Re: Reinhelds Creations - Wave 1: Mancers

Alright, I thought about what you said, and after looking at a few other cards, this one didnt make much sense.So I tweaked it a bit, to hopefully make more so. I increased both the attack and defense, along with his health by a point. His points did increase too, but i think now it is worth using.
I also included another card that I made a few days ago. It seems more balanced then the first version of my Aeromancer, and I actually have used it in battle... *shrug* it did the job for me.

-"Each friend represents a world in us, a world possibly not born until they arrive, and it is only by this meeting that a new world is born." (Anais Nin)
_________
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  #4  
Old October 24th, 2008, 02:51 AM
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Thorgrim Thorgrim is offline
 
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Re: Reinhelds Creations - Wave 1: Mancers

The points for "Way Sha Insi vyr" seem fair. This is a very interesting revamp. It fills the voids that the last version had. The movement works; he's no longer just a sitting duck for range. The increase of points buys you a character that can both take hits (equal to Q10) and deal damage (equal to Su-Bak-Na). What I like is that he is versatile. You can use him as a torpedo or as a tank. Your opponent brings in Jotun for example to take out the tank, and Bam! It’s a trap. The only thing I think it could use, possibly, is flying. Anyone who can control the wind can move themselves through the air if they choose. Just my opinion.
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Old October 24th, 2008, 03:30 AM
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Re: Reinhelds Creations - Wave 1: Mancers

Quote:
Originally Posted by Thorgrim View Post
The points for "Way Sha Insi vyr" seem fair. This is a very interesting revamp. It fills the voids that the last version had. The movement works; he's no longer just a sitting duck for range. The increase of points buys you a character that can both take hits (equal to Q10) and deal damage (equal to Su-Bak-Na). What I like is that he is versatile. You can use him as a torpedo or as a tank. Your opponent brings in Jotun for example to take out the tank, and Bam! Itís a trap. The only thing I think it could use, possibly, is flying. Anyone who can control the wind can move themselves through the air if they choose. Just my opinion.
Honestly, the flight idea for the wind guy never crossed my mind. I guess it does make since, lol... The flight might be a bit much, I would have to increase his points a bit, since they do seem matched for now. I'll play around with it a bit...
I do have a mancer that can fly, I'll introduce him in a few days or what-have-you...
For now, check out the new one, and everyone be sure to tell me what you think

-"Each friend represents a world in us, a world possibly not born until they arrive, and it is only by this meeting that a new world is born." (Anais Nin)
_________
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  #6  
Old October 24th, 2008, 01:05 PM
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Re: Reinhelds Creations - Wave 1: Mancers

For "Norin Fa Ha Sur", I think limiting the revival to just your previously destroyed undead commons might help limit his power. Personally I would hate to see "Cyprein; The Return" play out. I think his role on the battlefield would be sort of as an Aura/Medic, such as if Kelda and Raelin had a baby. The move will help him get to where he is going, which I like. Low attack keeps the points down, good. 4 defense is generally what frontline characters get. Unless you intended him to be frontline, high defense is unnecessary, and just cost more. (I would make his aura bigger and bring his necessary 20d roll up. Less likely to work, but more people try. just a thought)
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  #7  
Old October 24th, 2008, 01:14 PM
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Re: Reinhelds Creations - Wave 1: Mancers

"Aerin Tu Su Nar" seems very apporpriate. Movement is slower because he has range. His defense bonus is powerful but siduational. Normal attack, but can gain height advantage very easy. I see him as a guy who picks a stop on the board and shoots from that place, or as a tank like "Way Sha Insi Vyr". I like his card, but all I can say is that I would picture him rushing into battle, causing earthquakes as he goes, but that just me :P
Very cool
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  #8  
Old October 24th, 2008, 05:51 PM
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reinheld reinheld is offline
 
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Re: Reinhelds Creations - Wave 1: Mancers

Yea, ill have to make more then one of each Mancer... too many ideas and possibilities to limit to just one of each..

-"Each friend represents a world in us, a world possibly not born until they arrive, and it is only by this meeting that a new world is born." (Anais Nin)
_________
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  #9  
Old October 27th, 2008, 11:13 PM
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Re: Realease 4 - Oneiromancer - Reinheld's Creations

Ok the oneiromancer is up there...
Oneiromancer is one who manipulates dreams and thoughts... so i think his skills are fitting

not sure if its balanced though... maybe to little/much points?

-"Each friend represents a world in us, a world possibly not born until they arrive, and it is only by this meeting that a new world is born." (Anais Nin)
_________
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  #10  
Old October 28th, 2008, 12:13 AM
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Re: Realease 4 - Oneiromancer - Reinheld's Creations

Very cool! It's like everyone is Marcu for a game.
Make it so he can heal. Thats way too limiting. 5 uses and he is dead. He can't attack, and he is 200 points!
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  #11  
Old October 28th, 2008, 02:24 PM
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Re: Realease 4 - Oneiromancer - Reinheld's Creations

Do you have figures for these guys?


Your curiosity will be the death of you....
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  #12  
Old October 28th, 2008, 05:19 PM
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Re: Realease 4 - Oneiromancer - Reinheld's Creations

I agree with Thorgrim, the Oneiromancer should be much cheaper. At first glance, it sounds really uber to be able to take control of an opponent's creature for a turn, but really, you can't do anything really bad to it, other then maybe having a weak attacker attack your Charos or moving some ranged units into engagement with your Izumi Samurai. It sounds very fun and tactical to play with, though .
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