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AotV Customs A place for Arena of the Valkyrie Customs |
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#1
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
Yeah, I do think it should be optional as well, because as it’s written, you would never be able to use his normal attack.
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#2
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
I was quoting the OP but I believe the most recent drafts in the thread are "up to 2" figures.
I'm on the fence on whether either power should be mandatory... it seems thematic for them to be mandatory. I think there needs to be some kind of wording to preclude him from moving figures that are already adjacent to him. 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 |
#3
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
I like Gravity Pull being mandatory. It feels thematic for this huge figure to not be able to avoid pulling things closer, and it adds some more thought to using him with a lot of squads. I'd rather have that be mandatory than using the Special Attack after a Gravity Pull, personally.
Like caps noted, specifying "each non-adjacent small or medium figure within 2 spaces" for Gravity Pull prevents him from swiveling already engaged figures around him. We'd need to add that clause to prevent him from doing weird stuff like moving all engaged figures out of Raelin's aura or onto a lower level to make fighting them easier. If we want to keep this quirk, then perhaps we should call the power Gravity Vortex instead. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#4
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
I slightly prefer neither power to be mandatory or contingent on one or the other. Gravity Pull pulling in all nearby figures, including friendlies, to me already gets across the dominant and destructive nature of the power. Making anything else about it mandatory just cuts into the amount of interesting tactical decisions you can make with the unit, and having to Gravity Pull every turn might make the unit very frustrating and unwieldy to play.
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#5
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
I agree a mandatory Pull could be frustrating to play. I also agree with moving non-adjacent figures (so adjacent ones stay put).
Crush is mandatory after Pull to prevent him from just carrying around your own figures (though if you have, say, Izumi Samurai and think their Defense can handle it, be my guest). Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#6
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
Ah, right, forgot about that. Yeah, I could see moving this guy out of your SZ and pulling a horde of commons along with him being a real problem.
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#7
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
Is there anything in the current wording stopping you from placing a figure 2 spaces behind him on the space in front of him?
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 |
#8
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
Not currently. I'm not super concerned about it, since we'd need to specify only being able to move each figure up to 1 space or the like to avoid it, but I wouldn't be opposed to removing that quirk.
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#9
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
I don’t think we *need* to add in any lines to prevent figures from being swiveled around or pulled in from behind or whatnot. Carry lets you do it, so why not offensive carry? Let that be a little benefit of thinking your turn through when you use this thing.
My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#10
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
I'm just not sure it fits the theme of him being a moving gravity well. It seems the figures should go to the nearest available space.
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 |
#11
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
Another potential issue with Gravity Pull occurred to me recently--what happens if there aren't enough spaces adjacent to the Eldrazi Ruiner to fit every figure you're affecting with it? It's an extremely unlikely scenario to actually come up in play, but I figure we should probably either anticipate it as a R&C or come up with a way to word the power that makes the timing explicit.
Here's an early, far-too-wordy spitball: Gravity Pull After moving and before attacking, you use Gravity Pull. One at a time, you must place each non-adjacent small or medium figure within 2 clear sight spaces on any space that is both adjacent to (figure name) and within 1 space of their previous placement, if possible. Figures moved by Gravity Pull will not take leaving engagement attacks. If (figure name) uses Gravity Pull, they must use Gravity Crush Special Attack this turn. I don't know if there's any cleaner way to address the "pulling figures to the other side of the ruiner" issue. I think we can come up with something mechanically workable, but I'd really like to make the wording a bit less tortuous if possible. |
#12
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design
We should try and make an effort to prevent simple swiveling around him. That just strikes me as unfun gameplay. I get a Stinger Denial vibe off of it.
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