Quote:
Originally Posted by heroscaper2010
Quote:
Originally Posted by dok
I prefer to keep them at move 5. No dragon has move 4; I suppose if any would it would be the green wyrm, but as I said back in the day in earlier discussions, changes like that, or dropping their attack, just encourage using them even less dynamically.
Let me toss out a version that didn't come up in earlier discussions:
LIFE = 1
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 35
FLEDGLING COUNTERSTRIKE
If a Green Wyrmling rolls excess shields when defending against a normal attack from an adjacent attacking figure, roll one unblockable attack die against the attacking figure.
WYRMLING BONDING
FLYING Honestly, I agree with the theoryscape argument that even a full counterstrike isn't broken in a broad sense. But cutting the counterstrike chances in half does temper things considerably.
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Fixed.
I do like that version. It's similar to the d20 version but simpler and just makes the odds 50-50.
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Fixed again! The easiest way to fix is REMOVE bonding. They still reverse bond with other Wrymlings, but removing bonding stops their strongest builds - with 4th and on mass with Raelin and no other Wrymlings. Another idea to go along with this is to make the Uncommon and have like 3 life and up to ~45-60 points.
Also see Green & Copper Wyrmlings - Vote & Collaborate which has completed cards for various versions and some good discussion.
Quote:
Originally Posted by killercactus
Honestly, my favorite version of the GW was the Uncommon Hero with 3 life, 4/4, 65 points, and my FC. Nobody liked it because it isn't a common hero like the other wyrmlings, but I always thought Charos' defining characteristic was that he was a tank - not really Counterstrike.
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Also here is a new mini available for $9 -
Juvenile Dragon - Safari LtdŽ