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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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Re: Public Design Post
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Secondly, dok is your only hangup the fact that it doesn't play by the rules of classic in relation to common squads vs common heroes or is there something else because I have seen support both in the sanctums and in the public for using low powered Common Heroes with a power that lets them act like a Squad so if there is no game breaking issue we may have to just agree to disagree on this one. (and before anyone jumps to any conclusions know that I respect the heck out of dok as he hopefully knows from our other threads which is why I am trying to see his issues) For reference here was my initial inspiration... Quote:
I'm open to suggestions as I really would like to get these guys into C3G. They are a little niche but considering the number of Mutants in the C3G Marvel universe, it's a big niche. However the common heroes working as a small squad is one thing I am pretty passionate about here. Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
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Re: Public Design Post
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Re: Public Design Post
Yeah, I think we're going to have to agree to disagree. FWIW I've had this argument before, more than once, with respect to various customs in various projects.
People always seem to want to get away from the need to move and attack with the same figures. I've heard the "oh, these guys are good with tactics" or "it's totally natural for an army to bring up reinforcements while some guys are fighting" arguments more than once. Of course, this is true for a wide variety of armies both in classic and in C3G. The Roman legion was renowned for exactly this sort of organization, and SHIELD agents are of course supposed to be highly disciplined. Making decisions about whether to move up figures from the back or attack with figures from the front, and trying to maintain cohesion in your attack force, is one of the most important and tricky skills when playing Heroscape. To me, when you get rid of this natural tension that comes with playing commons, you lose a big part of the fun and challenge of those armies. As for the matter of being able to draft any number instead of specific numbers, I'm sympathetic. Check out the first thread I ever started on Heroscapers, after all. (That was a long time ago, wow.) But particularly in the context of C3G and its huge point totals, this is a really, really minor issue. I definitely wouldn't suggest common heroes with the clunky extra power just so that you could draft them in any number. Just houserule that, as many people do (you see it all the time in C3G playtests) and you're fine. |
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Re: Public Design Post
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Maybe so but I also thought it was generally frowned upon to split common squads. Even in the poll attached to your thread there was only a total 25.8% that liked the idea of splitting the squads into partial squads. and there were more than 67% that flat out didn't like it. I guess in C3G I'd like to hear how often if ever do people allow splitting of Common Squads. Also has this ever come up in any "official" events either online or in person? Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
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Re: Public Design Post
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1 squad + 2/3 of a squad does not equal 1 2/3 the point cost but probably closer to the full 2 squad cost than 1 2/3. But that's just the engineer in me thinking about numbers. Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
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Re: Public Design Post
My point about tactics was completely and exclusively related to dok's point.
If they can move guys up from the back while attacking with guys on the front because they are "extra-tactical" shouldn't other squads that are also "extra-tactical" have that ability? That is all I was trying to point out. Admittedly SHIELD Agents do have a similar ability, so they may have been a bad example. But what about other more tactical squads, like the Romans in Classic? dok's point (and I agree with him) is that sort of move with these guys and attack with those other guys has a Heroscape precedent of being a power for mindless, mega-swarming squads, not squads that are more tactical. 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 |
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Re: Public Design Post
We're not in the business of concerning ourselves with comparisons to Valhallascape.
That said, I'm not sure these guys are "tactical enough" to thematically justify it. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
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Re: Public Design Post
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It's good that you did bring up the SHIELD Agents because it is a good baseline. In my mind I see the SHIELD Agents being better overall but when facing Mutants the MRD using their Negation Tech would be equivalent to SHIELD Agents which is why I am aiming for somewhere between 30 and 40 points per Trooper. All this in consideration if this is pursued as is would that "cover and advance" ability increase there cost beyond my scope. For me I'm more concerned with getting the cost in the stated range and using them as a squad than I am with the cover and advace aspect. Sure I think it would be a fun tactic but if it is to powerful I am fine with saving it for some other more advanced squad. Fair enough... see above Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
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Re: Public Design Post
I can live with this if it is more acceptable. It would probably be easier to test anyway.
NAME = M.R.D. TROOPER SPECIES = HUMAN UNIQUENESS = COMMON HERO CLASS = TROOPERS PERSONALITY = DEDICATED LIFE = 1 MOVE = 5 RANGE = 5 ATTACK = 3 DEFENSE = 3 POINTS = 40 MUTANT ASSAULT FORCE After revealing an Order Marker on this card (OPTIONAL: if your opponent has a Mutant on the map) you may move and attack with up to three M.R.D. Troopers you control. You may attack with any M.R.D. Troopers, even a M.R.D. Troopers that you did not move this turn. ANTI-MUTANT TECHNOLOGY 16 If a defending Mutant figure receives one or more wounds from this attack and is not destroyed, you may immediately roll the 20-sided die. If you roll 16 or higher that Mutant figure cannot use any special powers for the remainder of the round. My plan is to use a three level testing...since a single 1 vs 1 would be useless here Pyro 120 vs 3@40 or 4@30 of these guys for a small test Wolverine 280 vs 8@35 for a medium test and maybe a Nightcrawler 140 + Jubilee 60 vs 5@40 Am I way off Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
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