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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


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Old June 14th, 2010, 06:05 PM
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Re: Official Units Revisited

Quote:
Originally Posted by lefton4ya View Post
Necro

With the Competitive Unit Congress pretty much taking over the purpose of this thread in a more organized fasion, I still think there is an opportunity to change even B units to make them more competitive and take A/A- units down a smidge. Some notes is that if you change units (up or down), you inherently also change the ranking of units that have synergy with the one you change as well as the best counter draft to that character. For instance, increasing cost of Rats inherently decreases viability of all ranges units and increases all melee units. Decreasing the cost of Hatamoto Taro also increases the ranking of all Samurai. So, what suggestions do you have for decent units that could change other units's viability.

I had suggested making the NinjasOTNW have [tricky/woman] ninja hero bonding to increase all ninja heroes' uses. Another option is making the Venoc Warlord UnCommon to increase Armoc Vipers. Another one is giving Anubian Wolves Relentless Guard (Dumutef Guard) bonding. Can you tell i like bonding? But even non bonding changes can help any character they have synergy with and there are dozens of changes that could be recommended. Anyone have other suggestions here or do you think this thread should not be necroed and instead everyone should just focus on the Competitive Unit Congress?
Hi,
I've just recently come back from a 6-month hiatus and am resuming work on a completely new set of Heroscape classic army cards. My group has delved further away from official scape and adopted a couple new, key rules, which we believe add further balance and strategic depth to the game.*

So if you are interested, stay tuned for a full new set of cards in the same vein as these in the near future, and look to the Competitive Unit Congress for more conservative tweaks to the official army cards.

*Here are the key rules we have adopted:
  1. Height Advantage For Non-Adjacent Attacks:
    Height advantage grants 1 extra range to non-adjacent attacks, but does not grant an extra attack die. There are a few exceptions to this rule, however. We have given all archer units the ability to gain both range and attack with a height advantage and have given some special powers that grant the extra attack die with height to specific units (e.g., Omnicron Snipers). Point costs and special abilities of almost all ranged units have been tweaked in light of the new rule.
  2. Common Squad Figures cannot inflict more than one wound on a Hero with a normal attack:
    Except for special powers granting an exception (e.g., Minions of Utgar have such a power), common squad figures cannot inflict more than one wound against a Hero with any single normal attack. This has greatly improved the balance between Squadscape and Heroscape. Again, many tweaks and adjustments have been made to individual units in light of this rule.

EDIT: Here is the link to the new, highly improved units that have been redesigned in light of the aforementioned rules.

Last edited by rouby44; January 2nd, 2011 at 01:50 AM.
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