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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#385
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Re: Sir Heroscape's customs
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Notably, I think that this version of the Archer actually addresses the problem of cutting out the Sneaks from Raptorian builds, despite Improved Flocking having more mechanical overlap. The utility of being able to move 6 Raptorians is pretty worthwhile, but it's tied to a weak attack of 2, leaving many instances when you'd want to choose to take a turn with the Sneaks instead for the improved offense. And of course, you're unlikely to fill out those 6 Raptorians without some other common backbone to the army, which the Sneaks are the prime option for. 7 range feels a little long for such a weak attack to me, but I like its effect mechanically of letting them hang further back and adding some slight ranged utility to the army, so it feels justified. 20 points also feels like a sweetspot, being characteristically cheap for the Beakfaces but still giving more army building options for different point totals. Overall, I really like this direction. I do feel like Skittish fits better than Disciplined as a personality for the new direction (plus it ties them even more thematically to the Sneaks), but the mechanics here have a lot of potential. Quote:
Both of these powers achieve familiar effects, but with some different ornamentation. Jump Back has minor variations on Flutter (moving only one space instead of two, a roll of 9 instead of 10 needed, and needing to end the movement unengaged), but I can't help but feel like it would be better to go for Flutter outright here. He lacks Flying like the Warwitch has, but it still feels evocative of a Raptorian to me, much like Glide or Evasive. As an extension of this, I think that 6 Life and 2 Defense would be more interesting here than 5L/3D. Raptorian Aggression, on the other hand, feels like it could be simplified to me. The need to reveal an X Order Marker on him just doesn't feel worth the adjacent Attack +1 boost. You're sacrificing a turn with stronger options (either for offense or for positioning with the Archers) for what will, at most, be +4 attack dice in a round if you take both of your remaining turns with the Sneaks. I think that it's worth experimenting with removing the Order Marker requirement altogether, and letting him find his value in ordering the other Raptorians around. While it could be very powerful with all of the movement possibilities the faction has, that gives a good unit to take advantage of these synergies and feels thematically strong to me. The fact that Flocking and Improved Flocking only activate after attacking helps as well, along with the only other ranged option being the Archer's otherwise pitiful attack. My main concern with this would be the Clawfoot Interceptor, but they're fragile and would leave the Chieftan in a poor spot. If he's decently killable on his own, I could see it being a reasonable but fun addition to the Raptorian builds (or at least worth testing). I'd like another Einar Warlord for the Sacred Band as well (and I think that the Raptorians wouldn't be a bad place to see one), but I don't think this figure or design are the right one for it. The sculpt doesn't feel terribly like a Warlord to me, and so far most of its utility comes from the Raptorian-specific synergies, which will already disrupt the Disciplined Army Defense Bonus. Perhaps another day. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#386
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Re: Sir Heroscape's customs
Jump back feels too reminiscent of Isamu with that roll of 9. I'd like to see it raised to 11 or even higher.
My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#387
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Re: Sir Heroscape's customs
@Astroking112
that's some great feedback! I appreciate it. I'm thinking I like the changes to "Skittish" as that seems appropriate for a Beakface common unit. I also like your points about the Chieftan. I'm going to have to give him some thought. The name, the abilities...you gave some good food for thought. I'm gunna collect my thoughts here and come back with some changes, see what you guys think.
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 |
#388
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Re: Sir Heroscape's customs
Will come back on the Beakfaces shortly...but in the meantime...got some changes to Veguzza to discuss.
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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 |
#389
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Re: Sir Heroscape's customs
6 life 2 defense is really squishy for 80 point even with the terrain restricted thorian speed. balance these 3 stats (cost life defense) and I think you have a winner.
not the flashiest custom but I would say the most logical. |
#390
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Re: Sir Heroscape's customs
Honestly, that card's boring me to tears.
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#391
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Re: Sir Heroscape's customs
Gotta agree with LO. There isn't anything to make Veguzza pop. I see him as a bonding beatstick that can influence die rolls. There isn't too much reason to use him over any other option
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#392
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Re: Sir Heroscape's customs
Much like Alistair macdirk, sir Derrick, tornak, Crixus, and parmenio. All are bonding heroes that don't have flashy abilities. When you are designing for SoV this is the template you follow. If Sir H wants to do something unique and novel he should, but that is different than SoV.
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#393
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Re: Sir Heroscape's customs
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My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#394
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Re: Sir Heroscape's customs
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And I'm sorry, Alistair McDirk, Crixus and Tornak are all more interesting than this guy to me, right now (though I could be underestimating the Swamp Stealth thing) due to their interesting stats and powers. Sir Denrick is fun, but a counterdraft hero. Parmenio... is a pretty poor example, but even then, if his aura were actually good, he'd be quite interesting, especially with Disciplined Influence. This guy's a pretty standard stat-line and a D20 boost. |
#395
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Re: Sir Heroscape's customs
Swamp Mastery should have a name change -- Mastery in general implies a stat boost (like Water Elemental with Water Mastery). Doesn't sound like a hiding power. I don't like him being able to have no hit zones when on a normal swamp space, I'd rather it be just on swamp water, especially if you're going the full no hit zone route.
I generally agree with the mindset of being different for the sake of being different is usually going to land you a bridge too far, and I think that the recent version of Veguzza with all the souped up healing, supremacy, and lurking was just that. I do have to agree, though, that this version is very vanilla. I could see him working, since the Ravagers roll the d20 enough for his power to come into play, but I'd agree that there's not much exciting about running an 80 point d20 booster, and he seems odd as a cheerleader that will hide all game when compared to the usual savagery of the Durgeth. I feel like he's been yanked around so much that the role he's looking to fill has been lost (unless that's just being Lodin for Durgeth, which doesn't excite me much). 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 |
#396
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Re: Sir Heroscape's customs
I'm with Bigga here--I think a lot of your excitement and design focus for Veguzza was tied up in the Comfrey Plants ability, which carried a lot of what made her thematically fit with the Durgeth. While I agree with the other judges that it wasn't quite the right direction to take it, trying to reconfigure the parts you have left after removing that thematic core likely isn't going to result in anything particularly inspiring.
I'd recommend taking a step back here and working out how to take this figure in a direction that fits with the Ravagers in playstyle, rather than just in explicit synergy. The Durgeth have to work a little harder to get their bonding activation, why should they spend it on Veguzza? |
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