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


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  #13  
Old February 18th, 2021, 03:09 PM
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Re: Amarant's Customs [Warhammer Quest + More] (Updated 2/18

Added King Yowie to the HeroClix customs section.

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  #14  
Old April 16th, 2021, 04:46 PM
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Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

I recall seeing the King on discord a while back.

I think you have some good themes of intimidation and rage on this guy. The life almost seems kinda low for the gains on that sculpt but I understand that numbers need to be reigned in for balance and not biceps lol.

He can definitely smack down a threat with his 10 dice after getting angry and threat display acts as a nice support ability for whatever you are running. He will definitely be potent in a late game scenario with his anger markers where he can just say no to kiting once or twice. Really good themes for a beast-king I think he fits in alongside the quasatch hunters even without any hard synergy between them.
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Old April 27th, 2021, 10:16 AM
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Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

Stopping in for another round of feedback.

Quote:
Originally Posted by Alexandros View Post
Adversaries
Horrors of Tzeentch
Spoiler Alert!

Skaven Deathrunner
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Skaven Deathrunner
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Tzaangors
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Grot Scutlings
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Gaunt Summoner
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Horrors of Tzeentch
I really like the splitting concept here. The power names leave a bit to be desired, I think, in that each "Horrors of Tzeentch" power is actually distinct from the rest (the Pink and Blue Horror Splits are also different despite the same name). An easy fix could be to name them "Greater Horrors of Tzeentch," "Horrors of Tzeentch," and "Lesser Horrors of Tzeentch," for example, which would also make the power hierarchy easy to immediately parse. A good example could be the Wildwoods from C3V--they have a similar ordered structure of different army cards, but the stats and names insinuate this to make it more immediately apparent. The decreasing sizes here help, but perhaps some more evocative names could make that aspect even stronger.

I think that it's also worth mentioning that the Blue and Brimstone Horrors shouldn't start on the battlefield normally, akin to some other units like the Airborne Elite or Retchets of Bogdan with special placement rules.

I'm also curious as to how these guys play. On paper, 180 points for the full set seems a bit expensive for what they bring to the table and their frailty, but they should be relatively easy to develop thanks to spawning more figures where they die, and armies with few attacks per OM will struggle to kill more than will spawn. They'd be pretty cool as a dungeon crawl enemy, and it's a really fun concept either way.

Skaven Deathrunner
I like the illusionary twin concept here, but the mechanics are a bit unclear from the card to me. Is the additional figure always tracked separately from the first one, and if so, is it intended to be able to be placed adjacent to the original Skaven Deathrunner even when it was already on the battlefield? As currently worded, I think that's how it would work, but it seems a bit counterintuitive to me.

Thematically, it feels a bit weird to me that wounding either Deathrunner will still wound the hero (and if the "illusion" is killed, then the actual Deathrunner is also healed), but sharing Unique figures like this is a neat idea. It might be possible to achieve a similar effect with a Unique Squad and some Markers to represent wounds, too.

Tzaangors
I don't have much to say on this one. It's a solid design; they're tough but capable of dealing a lot of damage in the right situation. Perhaps renaming the power to "Greatblade Assault" to better reflect the structure of Whirlwind/Shaolin/Master's Assault would be a good idea to immediately portray the mechanics to people familiar with those figures.

Grot Scutlings
These guys probably aren't too strong, but it's worth noting that they're the cheapest price-per-figure unit in the game, since you get four of them for just 30 points. Web Em Up is just a nice bonus to their stats for that price, and their real strength is probably just in sheer numbers, especially if there isn't a starting zone hex limit.

It's also worth noting that I would very rarely consider taking the Stabba Grots over the Huntin Grots. +4 range will often let them grab height to still get two attack, and the added flexibility is probably worth losing out on one attack die since it gives them a lot of utility in being able to bypass nasty stuff like Samurai or the Quorik Warwitch.

Gaunt Summoner
This guy's pretty terrifying against heroes between Warptongue Blade and his Book of Profane Secrets SA. Replacing Minions of Utgar is a strong utility given their price and defensive durability, but potentially restarting another Horror infestation is another big use here (and it definitely puts their 180 points into a new light... Although I'd argue that the cost for that synergy should be represented on this card anyway, which it seems to be for his 180 points).

I think that Warptongue Blade is already really frightening even without the added +2 to the D20 for each wound on the opposing hero, for what it's worth. Even if it's just a 30% chance to trigger, that's pretty terrifying to add on to a 6 range SA with 4 dice on a flying figure, and the Summoner is probably a pretty effective hero assassin.

This does make me wonder about whether the Horrors' Split is intended to work again with the revival. If so, then I'm not sure why a player would choose not to revive the Pink Horror, unless all of them have been revived already.

Once again, nice work on these guys. I think that the horrors are a really cool concept, and they look like a fun and terrifying force to go up against.
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