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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#49
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Re: Green Wyrmling discussion and playtesting
I added a full table to your gdoc. It's pretty easy to calculate since it's just the probability of the attacker whiffing times the probability of the defender not whiffing.
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#50
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Re: Green Wyrmling discussion and playtesting
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I think even higher defense would be acceptable with this change as the number of defense dice has little impact on the chance the ability will trigger (don't whiff and you won't be punished). Defense of 5, Attack of 3 would better fit with Charos thematically, and keep points at 35. Great idea, ~tgx Last edited by tannergx; November 27th, 2012 at 04:51 PM. Reason: Made a false statement... |
#51
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Re: Green Wyrmling discussion and playtesting
Hmmm, the numbers in your spreadsheet match mine - but above you have 10.138% for 4 defence - the spreadsheet has 10.03%.
I also calculated the average damage. As above, this is the probability of counterstrike and the average damage. My worry was this latter would be too high. It's not. probablity A …… normal……on whiff only .. %reduction 1 …… 60.49%……40.12% ….....… 33.7% 2 …… 42.59%……20.06% ….....… 52.9% 3 …… 29.63%……10.03% …....... 66.1% 4 …… 19.68%.… 5.02% …......… 74.5% damage done A …… normal……on whiff only .. % reduction 1 …… 0.93 …… 0.67 …........… 28.5% 2 …… 0.62 …… 0.33 …........… 46.5% 3 …… 0.41 …… 0.17 …........… 59.7% 4 …… 0.27 …… 0.08 …........… 68.6% One thing - shouldn't the power read "vs normal attack" The future of scape is players like us who support a community like this - with new maps, scenarios and events. Playing scape. Not buying scape... Quick-Set-Up Map Thread The Principles of War |
#52
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Re: Green Wyrmling discussion and playtesting
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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 |
#53
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Re: Green Wyrmling discussion and playtesting
Note, capping it to two damage makes _little_ difference....
damage done (capping at two damage) A …… normal……on whiff only .. % reduction 1 …… 0.93 …… 0.60 …........… 35.1% 2 …… 0.62 …… 0.30 …........… 51.5% 3 …… 0.41 …… 0.15 …........… 63.4% 4 …… 0.27 …… 0.08 …........… 71.5% As expected, it makes the bigger difference when the attacker rolls fewer dice. The probability of CS has not changed. Only the net damage. My issue with this method. Against a standard 3 dice melee attack, it has only a 10% chance. That seems too low. And this applies if the damage is capped at two or not... The future of scape is players like us who support a community like this - with new maps, scenarios and events. Playing scape. Not buying scape... Quick-Set-Up Map Thread The Principles of War |
#54
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Re: Green Wyrmling discussion and playtesting
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It does seem too low, until you consider: *The number of Green Wyrmlings that melee armies will have to kill *The Green Wyrmlings own offensive output off two attacks of 4 each turn *How many attacks a melee squad will have to make against Raelin-backed GWs to actually kill them. I think 15%-17% of the time is a very reasonable amount--it will happen at least a few times in every game, and the attacker will think about it before attacking. 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 |
#55
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Re: Green Wyrmling discussion and playtesting
All these fancy ideas are nice and all, but they're deviating too far from the simplicity of Counter Strike, while all the other Fledglings keep close to mama/daddy's powers.
4 Move is a must, though. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#56
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Re: Green Wyrmling discussion and playtesting
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I agree that it's very low. However, it would mean five defense is possible. |
#57
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Re: Green Wyrmling discussion and playtesting
This is genius, I love it. Simple and probably not too powerful
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#58
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Re: Green Wyrmling discussion and playtesting
Considering these two the most:
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I like the 16 or higher version (without a modifier for additional shields rolled by the fledging) the most because after considering the percentage of successfully rolling excessive defense dice, you then only have a 25% of inflicting the one counterstrike wound. It seems fairly simple, and only a slightly modified version of Charos. I also think the defense needs to be 4 dice if the movement is 4 (even considering how they can gain height easier with FLYING. So I envision: LIFE 1 MOVE 4 RANGE 1 ATTACK 3 or 4 DEFENSE 4 FLEDGLING COUNTERSTRIKE After rolling defense dice, if excess shields are rolled, roll the 20-sided die. If you roll a 16 or higher, inflict one wound on the attacking figure. WYRMLING BONDING FLYING 30 or 35 POINTS (depending on attack value) *This is only based on the quick testing of: ROTV Raelin + 2 x Green Wyrmlings VS. Eldgrim + Tarn Vikings + 1 x Knights of Weston Everyone is entitled to be stupid, but some abuse the privilege. Hymar's_Temple 1moreheroscaper's_Customs War_of_the_Great_Wellspring Last edited by 1moreheroscaper; November 28th, 2012 at 07:41 AM. |
#59
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Re: Green Wyrmling discussion and playtesting
Has anyone considered not putting bonding on his card? Without it, you can't get your all valiant figure defense bonus if your taking advantage of wyrmling bonding. And if your other wyrmlings are offed, then your only able to move 1 wyrmling at a time... which stops being as menacing.
Good luck on this guys My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#60
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Re: Green Wyrmling discussion and playtesting
Wyrmling bonding is pretty essential to me. I think following precedent is vital here.
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