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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#229
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Re: Sir Heroscape's customs
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#230
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Re: Sir Heroscape's customs
Fwiw, some pirates would carry multiple flintlocks on them so they could get multiple shots in without having to reload.
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#231
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Re: Sir Heroscape's customs
Couple things- first, can you post the miniatures used for these guys? I know Jacob Bonefist is actually Kerdak Bonefist from Pathfinder Battles, but I don't know Ygorl's mini.
It looks like some sort of Slaad? Second, here are my takes. Ygorl: TREX is right, Ygorl is too strong at 150. Paralyzing Stare is already strong with 5 attack dice, but dropping the roll to 14 is a double whammy. I know there's a tradeoff from Me-Burq-Sa to Ygorl since MBS has 6 Range, but that's the thing- Paralyzing Stare mitigates the risk of taking a turn with a single-attack sniper. I'm not sure there's a similar risk to mitigate with Ygorl, since he's already a tank. I would drop one of the three powers, and maybe drop his Defense to 4. In the case that you do drop one of the powers, let's see which two would make the most powerful and/or most interesting combination. Paralyzing Stare 14+Incorporeal Form: pretty straightforward hero-hunter. Not many decisions to be made in-game. Paralyzing Stare 14+Lord of Darkness: a cheerleader assassin. Do I pod up with Range units, provide cover for Melee units while picking off whatever comes my way, or willfully abandon my friends to jump at the juiciest available target? Kinda interesting, but Paralyzing Stare still feels unnecessary here. Lord of Darkness+Incorporeal Form: heavily anti-range. I could pod up all game long and use Ygorl as the world's nastiest clean-up figure, since he's a hard counter to most of the best clean-up units (Marro Warriors, MBS, Guilty McCreech). If I play him with a melee squad, I don't provide much more choice- so long as I keep him right behind the melee front line, I buff the defense of my squaddies, and give the enemy no chance to actually hit my cheerleader, outside of splash attacks. That very much goes against the typical cheerleader mold, which tend to either be squishier than the figures they're buffing (Raelin) or offer no significant defensive power for themselves (Sir Gilbert) or offer a proportionately small buff based on their defensive ability (Brave Arrow). If I'm up against Ygorl, and his controller knows how to position his figures, you can basically guarantee Ygorl will die last. I don't mean this to sound like I'm down on the unit- I like the figure, I like Lord of Darkness (I fiddled with the same power a few years ago and again few months ago, albeit on completely different units) and powers that eliminate hit zones are a largely unexplored design space (Ebon Armor, Goblin Cutters, and The Varja). I also like the idea of re-using Paralyzing Stare. I just don't think they mesh well together, especially in combination with these right-box stats. Capt. Jacob Bonefist: Draft of Beer isn't terribly thematic for what it does, but a draft of something else, maybe a magical drink associated with Valhalla, could make sense. Draft of the Wellspring? Draft of Anundian Mead? Bonefist also seems overpowered for his points. Attack Bonding, a ranged special attack, and a re-themed Regeneration, combined with 6 Life and 4 Attack? I'd say he outclasses quite a few heroes at that point value, and 120 point heroes sport some of the best chops in the game. I would scale his Flintlock Attack way back, probably just a ranged attack of 2-3 (maybe keep him from moving if he wants to use it- flintlocks are a pain), then bring his normal attack down to 3. Straight-up Attack Bonding seems hackneyed and not terribly useful for the sort of squad you're looking to pair him with, but I can certainly see the theme. Maybe a twist on Commander's Strike, or even a Sneak Attack that works off of the defending figure being adjacent to a Rogue? Xundar and the Shadows: this faction is close to ready for the SoV, but there are a couple details I'll put here in case they're not brought up in the nomination feedback. - why is the Binder's class Binder, but all the others have different classes than their names? - why is the Demon's name demon when that's already a species in 'Scape? - there's no reason I can see to ever use Xundar's normal attack. Even if I was up against the Iron Golem, I'd use it just to keep away from him, 2 auto-shields be damned. - I really, really like the theme of Xundar's special attack, and I really like that the Common Heroes all buff each other in some small way. |
#232
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Re: Sir Heroscape's customs
Double-Barrel flintlocks were very common. Especially for pirates. There were even know to be triple-barrel flintlock pistols.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 282 - 124 Online Record: 19 - 22 |
#233
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Re: Sir Heroscape's customs
Captain Jacob currently only would work with a squad that has the Buccaneers as their class or species, just FYI.
And a multi-attacking hero seems to not mesh well with attack bonding with a squad, in my mind. 5 attacks vs. 6 attacks isn't a huge difference, as either one is more than enough to potentially clear out a whole squad of attackers. I'd probably just drop any alcohol-related power entirely, and just add some drunken theme via some degree of unreliability. |
#234
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Re: Sir Heroscape's customs
Hold My Beer
When attacking with Gol D. Rogers, he may roll an additional attack die. If he fails to inflict a wound with this attack, he must receive a wound or promise to never fight drunk again. 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 Last edited by BiggaBullfrog; November 30th, 2018 at 03:33 PM. Reason: This really makes me want to dig up the card I had drafted for this guy back in the day. |
#235
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Re: Sir Heroscape's customs
This is incorrect. Gorillinator bonding calls out specifically the name of the card and not a class or species. Gorillinators are Primadon Agents.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 282 - 124 Online Record: 19 - 22 |
#236
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Re: Sir Heroscape's customs
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#237
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Re: Sir Heroscape's customs
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 282 - 124 Online Record: 19 - 22 |
#238
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Re: Sir Heroscape's customs
Btw SoA. Thank you for your comments, I’ll respond later tonight when I have some more time to post a little more than a quick comment.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 282 - 124 Online Record: 19 - 22 |
#239
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Re: Sir Heroscape's customs
As you know I have the game Rum and Bones. There is a character that is called blackout bart. He has a mug of ale in his hand and a pistol in his other hand. On your Jacob guy you could have his pistol shot be a 1 attack that can't be blocked but if you don't wound them, you take a wound. You could also make it deal 2 unblockable hits on the targeted figure. His ability is "I shoot better after a few" I'd make it a once a turn attack as well. Make it a special attack.
This could also allow you to get rid of third ability. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#240
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Re: Sir Heroscape's customs
Apologies for not getting to these comments sooner. I really appreciate all the feedback.
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 282 - 124 Online Record: 19 - 22 |
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