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#1
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REACH: How would YOU do it?
-This thread is the eighth of a series-
Reach is an ability from Magic: the Gathering Quote:
Reach is also a special power from Heroscape Quote:
There is immediate conflict with this keyword because there are two versions, each with different functions. I think we should respect Heroscape, meaning the Magic version should be renamed. Now I look at Magic's use of reach, and it's far-reaching from spiders to archers. I may lean towards case-by-case interpretations, but ideally one power can attend all needs 1) "REACH" "WEB" "INTERCEPT" "HARROW" Whenever an opponent's figure moves adjacent to this figure, that figure's move immediately ends. 1.2) "REACH" "WEB" "INTERCEPT" "HARROW" Whenever an opponent's figure moves within 2 clear sight spaces of this figure, that figure's move immediately ends. 2) "REACH" "WEB" "INTERCEPT" "HARROW" All opponent's figures within 2 clear sight spaces of this figure cannot be moved. (Affected figures can be moved through) 3) HARROW All opponent's creatures within 5 clear sight spaces of this creature cannot fly. 3.2) HARROW Whenever a figure flies within 5 clear sight spaces of this creature, you may immediately end the move and the figure cannot attack this turn. 4) WEB All opponent's figures with flying within 5 clear sight spaces of this figure can either move or attack, but not both. (If a figure starts its turn more than 5 spaces away from this figure and enters a space within 5 clear sight spaces of this figure, then it cannot attack this turn.) 5) THWART Opponents' figures can never move through this figure or through figures adjacent to this figure. This figure can always attack adjacent opponents' figures with leaving engagement attacks as they start to move. So how would YOU do it?
Last edited by Confred; October 28th, 2015 at 10:51 AM. |
#2
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Re: REACH: How would YOU do it?
How about preventing Flyers from moving if they fly over a space adjacent to a reach unit? Similar to the Wyvern's Talon Grab, but in reverse.
My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#3
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Re: REACH: How would YOU do it?
Quote:
All opponent's creatures within 5 clear sight spaces of this creature cannot fly. |
#4
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Re: REACH: How would YOU do it?
Normally reach is the natural counter to flying Creatures in Magic because you cant block a flying creature without a card with reach or another flying creature.
In Aotp the pro of Flying is that you can fast reach every enemy and lock them in Combat. You dont need reach to attack flying characters because at the end of the turn the creature always lands. To stay in a Magic way i would do something that counters Flying with something like: Reach: FlyingCreatures cant engage you in Combat without getting a Free Attack or Naturally Cards with Reach always can shoot somehow Reach: You get +2 Range if you Shoot at a Flying Creature |
#5
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Re: REACH: How would YOU do it?
Flying guys trigger an engagement strike when engaging someone with reach.
Flight Stopper: Whenever a figure with flying moves over a space adjacent to (Spider), roll the twenty sided dice. On a roll of 15 or higher, the figure receives one wound, and must end its movement. Oops, rolled a 1. |
#6
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Re: REACH: How would YOU do it?
4) WEB
All opponent's figures with flying within 5 clear sight spaces of this figure can either move or attack, but not both. (If a figure starts its turn more than 5 spaces away from this figure and enters a space within 5 clear sight spaces of this figure, then it cannot attack this turn.) |
#7
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Re: REACH: How would YOU do it?
Harrow/Grab
Figures {(with Flying, Stealth Flying, Phantom Walk, or Disengage) or (that have special powers that ignore becoming engaged and/or do not taking leaving engagement attacks)} cannot move over or through [this figure] and are still subject to leaving engagement attacks from [this figure] regardless of any special powers. C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#8
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Re: REACH: How would YOU do it?
Quote:
Opponents' figures can never move through this figure or through figures adjacent to this figure. This figure can always attack adjacent opponents' figures with leaving engagement attacks as they start to move. |
#9
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Re: REACH: How would YOU do it?
Quote:
WORST. PALADIN. EVER. Overall Tourney Record: ....I don't even remember anymore! |
#10
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Re: REACH: How would YOU do it?
Reach in MtG is typically assigned to spiders, and/or archers. Reach also is pretty much dead unless your opponent has flying creatures. Reach doesn't absolutely wreck flyers, it just takes away one of their advantages. Not being able to move within a certain aura, (Harrow version 3) fits this. Most spiders in MtG are also capable of taking down your average flyer and living, so I think we could implement a wounding power into this as well. I think we should probably go in the direction of Harrow #1.
Oops, rolled a 1. |
#11
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Re: REACH: How would YOU do it?
Playtested a version that simply shut down flying within 5 clear sight spaces. Figures can still walk.
It worked surprisingly well and gunked up the battlefield appropriately. |
#12
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Re: REACH: How would YOU do it?
So . . . Snare the Skies is a card that grants reach. So wouldn't reach follow the template given by the Snare the Skies card?
+2 Range when attacking a unit with flying. (Btw I don't think Harrow is great as an ability name. Harrow is an existing MTG card that's actually a pretty good ramp spell that's been printed many times, and has multiple variants on other cards. While ramp doesn't seem to have a place in AotP, calling an ability Harrow, that isn't a mana ramp ability, is a bit like calling a buff ability lightning bolt.) I don't need no instructions to know how to rock.
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