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#217
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Re: Custom Common Hero Contest!
Thanks for the input guys, any thoughts on better wording or does it look pretty good?
With Pack Dominance I wanted to sort of limit it so that you just couldn't field a ton of these guys. Plus I like the idea of the Pack Leaders battling for the alpha position. I'd say ideally 2 of them and a couple squads of Stalkers would be what I'd use on occasion. That'd give you half the normal points to still give the rest of the army some flair. I figured that it has a less chance to Maul but will more likely kill things outright better. At least in my experience in using Deathstalkers getting Maul to work is rare and I just wished they had more dice in general. But I do agree with you Necro if it gets off a Maul it'd be a nasty one. R~ |
#218
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Re: Custom Common Hero Contest!
I agree with the wording, I think it is fine the way it is and I prefer having the higher attack dice despite the maul ability. It will be a nastier ability on the rarity when it works and it will have the higher base attack for those hard targets.
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#219
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Re: Custom Common Hero Contest!
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#220
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Re: Custom Common Hero Contest!
I like it. My first opinion was overpowered, but the second ability really keeps it in check. Basically, you take a so-so unit and this good one and couple them. You need the average to get trhe good.
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#221
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Re: Custom Common Hero Contest!
I think as long as the Pack Dominance implies that you must have a squad of Deathstalkers to have a Pack Leader, then it's good.
Otherwise, I could see someone just picking a bunch of these guys, and for 25/per, getting an army of nasty 4/5 units, with an 8 effective range, for cheap. Of course, the two-space figure also helps curb that particular abuse, but I felt it was worth noting. Returns for more.
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#222
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Re: Custom Common Hero Contest!
The pack leader really seems to work. After all, it's "sort-of" instant kill power works 1/16 of the time, which is somewhere between needing a 19 and a 20 on a d20.
I see the point about the Drummer Boy's cost, though I still think 40-45 points would work better. |
#223
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Re: Custom Common Hero Contest!
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#224
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Re: Custom Common Hero Contest!
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R~ |
#225
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Re: Custom Common Hero Contest!
9 effective range.
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#226
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Re: Custom Common Hero Contest!
OK, I got my official entry put together.
What do you think of the modifications? Again he is modeled after the Swog and Dumutef. What do they get for 25 points? Swog One high stat - move One support ability - orc archers One self-help ability - disengage BONUS - he bonds Dumutef One high stat - attack One support ability - devourers One self-help ability - road strength BONUS - above average defense Skald One support ability - warrior inspiration One self-help ability - berserker charge BONUS - above average defense Now the Skald doesn't have one high stat point, but I think the groups he bonds with make up for that fact. He could be given 4 attack, which would give him interesting uses if you rolled for the berserker charge. Or maybe he just needs to be 20 instead of 25 points... Suggestions? And a question. Does his common status make Berserker charge confusing? It doesn't seem so to me, but I'm not very good at rules critiquing. (as evidenced by the fact that most custom units i make use modifications of old abilities) |
#227
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Re: Custom Common Hero Contest!
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#228
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Re: Custom Common Hero Contest!
Well, I intended it to be just the viking that already moved. That is not how the Venoc and Aubriens work, but when you frenzy, you are taking another turn. Also, the word again indicates to me that the Skald that has already moved is the only one that this power applies to. I think that's reasonable, but rules experts might say I'm making too many assumptions.
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