|
Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
|
Thread Tools | Search this Thread | Display Modes |
|
#1
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
FLEDGLING COUNTERSTRIKE
After rolling defense dice, if excess shields are rolled, roll the 20-sided die. Add one to your roll for each shield rolled in the defense roll. If you roll an 18 or higher, inflict one wound on the attack figure. 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 |
#2
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
That looks like a good starting point. I'd make it even simpler and go away with the adding to the roll:
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. The die roll can be tweaked in playtesting. |
#3
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
My last thought on the GW before I set it down was to make it an uncommon hero instead of common, and increase the points. My thought process was that Charos is the tank of the dragons, so the GW should be the tank of the wyrmlings instead of a melee screen. Then the power of Counterstrike isn't a huge deal, and now the wyrmlings have an OM sink to use with survivability.
Nobody likes that though - everyone was dead set on them being a common hero for some reason I can't figure out. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#4
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
I like a true Wyrmling.
Defense 4 is too strong, the obvious solution is to decrease to defense 3 ? It's high enough for a common flying figure. I propose: Move 5 Attack 3 Defense 3 30 points Valiant (If you prefer a stronger version, increase to attack 4 and 35 points.) I like to keep it simple, and a true weaker version of Charos, without a D20. FLEDGLING COUNTER STRIKE When rolling defense dice against a normal attack from an adjacent attacking figure, if any excess shields are rolled the attacking figure receives one unblockable hit. Quote:
|
#5
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
Considering these two the most:
Quote:
Quote:
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. |
#6
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
I was thinking that making them uncommon could be a good route too... but I figured it wouldn't fly with most people.
Also, the idea of rolling D20 to determine if CS can inflict a wound could be a nice idea. Something like: If GW rolls excess shields, roll D20, if you get 15 or higher, inflict one wound on the defending figure. Each excess shield would add (some amount, maybe 2 or 3) to your D20 roll. So in reality, base CS would actually inflict a wound on a 13 or higher, since you need one more shield to the attacker's skulls for it to even activate. I'm not a rules lawyer, and clearly I couldn't quite word this power the best way possible... I'm just trying to give you guys ideas |
#7
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
My idea would be that the counter strike only woks against small (maybe medium) figures. My reasoning is that in Charos's bio the way he counter strikes is with his wings and a small wyrmling with small wings wouldn't be able to counter strike a larger figure.
My |
#8
|
|||
|
|||
Re: Green Wyrmling discussion and playtesting
Interesting thread. I'd love to see a Green Wyrmling.
Here's my idea. Fledging Counterstrike When rolling defense dice against a normal attack from an adjacent attacking figure, if no blanks are rolled, then any excess shields that are rolled count as unblockable hits on the attacker. With 4D defence there is a 48% chance that no blanks are rolled. With 5D this drops to 40%. Though there is still a risk to melee attackers, it is reduced. As well, adding Raelin actually reduces the chance counterstrike occurs. 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 |
#9
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
Quote:
Personally, I don't like powers that penalize you for getting more dice, although I recognize there is precedent for this in powers like Maul and Venomous Sting. The bigger issue is that all official powers, aside from flagbearer powers of course, are compatible with the red and blue dice, and I'd prefer to stick with that. |
#10
|
|||
|
|||
Re: Green Wyrmling discussion and playtesting
You are correct, the sides of the dice are not independent. However, the chance you roll NO BLANKS is 48%. However, within this, there is a stronger likelihood you rolled lots of shields. So, the average number of shields rolled is higher when counterstrike is activated. But it is still only 48% of the time.
And it is not as though you are worse off with more dice. You will defend. You just won't get counterstrike as often. I should just do the work and calculte the odds.... But, your idea, your call. And your comment wrt the red and blue dice is valid. Though how many of those are still in play? I look forward to seeing the final result 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 |
#11
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
Quote:
For example, say your opponent rolled 1 skull. The chance you roll 0 blanks is 48%. But all that is relevant is the chance you roll 0 blanks if you roll 2 or more shields. The chance of rolling 2 shields is 6*(1/3)^2*(2/3)^2 = 30%. The chance of rolling 3 shields is 4*(1/3)^3*(2/3) = 5%. The chance of rolling 4 shields is (1/3)^4 = 1.2%. The chance of rolling a symbol if you roll 2 shields on 4 dice is 44%. The chance of rolling a symbol if you roll 3 shields on 4 dice is 25%. The chance of rolling a symbol if you roll 4 shields on 4 dice is 0%. The chance of the symbol "blocking" a 2-shield counterstrike is 30%*44% = 13%. The chance of the symbol "blocking" a 3-shield counterstrike is 5%*25* = 1.25%. The chance of the symbol "blocking" a 4-shield counterstrike is 0%. So the total chance of the symbol "blocking" counterstrike on a 1-skull attack is NOT 52% (the chance of rolling at least 1 symbol on 4 dice). It is about 14%. The fact that you would roll a symbol on a very high percentage of 1-shield and 0-shield rolls is not relevant, because there's no counterstrike to prevent. If we look at it as a percentage of counterstrikes that get blocked, it does seem more meaningful. The symbol will prevent 14%/36% = 39% of successful counterstrikes, which is a significant percentage. But less than 52%. I don't really intend to take "ownership" of the Green Wyrmling design here. I'm just hoping we can come to some conclusions on what is worth trying and then have a centralized clearinghouse for tests. I'm just trying to guide the discussion. |
#12
|
||||
|
||||
Re: Green Wyrmling discussion and playtesting
For all that its worth the best idea I think we've seen is the ability to only deal a maximum of 1 wound no matter the ne'er of excess shields. If you look at all the other wyrmlings powers compared to their dragon counterpart the abilities are toned down powers of the original dragons in the idea that heroes are less susceptible to the attack than squads. This is especially true in the black and red powers. But even the blue and white as the both only have an attack of two and outside of a select few heroes, which are typically used as filler anyways, they will almost always roll more defense dice outside of any modifiers outside of what was already on the card.
|
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Green Wyrmling Needs Sculpt | spiteofthedice | Custom Units & Army Cards | 20 | November 19th, 2010 09:53 AM |
Red Wyrmling Pre-Release Discussion Thread | Tai-Pan | Official Units | 30 | July 27th, 2010 01:41 PM |
Black Wyrmling Pre-Release Discussion Thread | Tai-Pan | Official Units | 24 | July 22nd, 2010 03:39 PM |
White Wyrmling Pre-Release Discussion Thread | Tai-Pan | Official Units | 26 | July 17th, 2010 07:59 PM |
Blue Wyrmling Pre-Release Discussion Thread | Tai-Pan | Official Units | 38 | July 2nd, 2010 11:56 PM |