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HeroScape General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
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#25
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Re: Thoughts on Competitive Unit Pricing
Hello, Jexik
Perhaps I didn't understand correctly. Are you saying that Major Q9's value comes (mostly) from his survivability? If that were the case, no one would ever complain about him "running the table". It is true that his survivability (usually when paired with ROTV Raelin) allows him to deal out the damage longer and that is a major reason for his cost, but it is his offensive ability which allows him to virtually transform himself into a ranged squad (thus decreasing his turn marker cost) and bypass most defenses (smoke powder, Thorian speed, etc.) that makes him feared and accused of being underpriced. I didn't think I needed to explain it in such detail. If you still don't agree, then I have probably failed to articulate my activation cost idea effectively, although I did my best in the previous post. Sometimes it's best to agree to disagree. Last edited by Sarpedon; November 11th, 2008 at 02:20 PM. |
#26
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Re: Thoughts on Competitive Unit Pricing
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The problem for designers and playtesters is that point totals can be adjusted very finely without a lot of constraints, but the other two "costs" are stubborn. Currently, there are only five settings for the start zone cost: 1, 2, 3, 4, and 6. You can also fiddle with activation costs to an extent... a marker on Dr. Doom is worth just a little more than 1, and a marker on Ulginesh is worth a lot more than 1, while a marker on Marcu is worth just a little less than 1. Bonding markers are worth double. But all these adjustments have difficulties-- with the exception of true bonding, they require complicated power text. Adjusting start zone cost runs into limits on the number of figures a package can hold, the size of the bases they can have, and how big they can be. I would say the biggest power problems in Heroscape are the units with the worst start zone costs and to a certain extent the units with the worst order marker costs. Units with a start zone cost of 6 almost never even get into tournaments. And as Jexik and others have pointed out, many of the duds would still be duds at 40-50% of their point cost, simply because the activation cost would not get cut. |
#27
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Re: Thoughts on Competitive Unit Pricing
Hello, rdhight
I agree that, as most tournaments are currently run, starting spaces are a severe limitation. However, that one is the easiest to resolve: just allow more starting spaces. Reassigning card and turn marker/activation costs would be a far more daunting task. Last edited by Sarpedon; November 11th, 2008 at 12:08 AM. |
#28
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Re: Thoughts on Competitive Unit Pricing
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I'd love to see what point costs they use. I realize it's extremely unlikely anyone's going to use those point values for a tournament, but it would be interesting to see none the less. |
#29
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Re: Thoughts on Competitive Unit Pricing
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In September I lost a game in a tournament where I had 4 squads of Marro Stingers and Raelin facing off against a lone Q9 who already had a wound on him. I lost. Not because he killed my guys so quickly, but because I attacked Q9 for about 4-5 rounds and only managed to score two more wounds. I'd take 2 attacks of 4 and 1 attack of 3 every turn. I attempted Stinger Drain twice and rolled in the 6-8 range twice. His Q9 shot up at Raelin and the Stingers and eventually killed them, but it was his survivability, and his repeated ability to roll 2-4 shields when he needed it that won him that game. His offensive ability is average at best, flexible and efficient, but not powerful. He has enough defense to make playing against him with a mostly squad army an exercise in frustration or a very quick and unlucky deathwalkeresque defense roll. So I guess it's more appropriate to say that he crawls the table. He makes the game slow, boring, and uneventful. Quote:
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If you don't believe me about survivability being a huge factor in Heroscape, here's a quiz: 1. Why is RotV Raelin better than SotM Raelin? 2. Why are Deathreavers better than Blade Gruts? 3. Why are Redcoats better than Ashigaru? 4. Why are (Valiant) 4th Mass better than Redcoats? 5. Why are Knights of Weston better than Sacred Band? Roman Legionnaires? 6. Why does Major Q9 cost more points than Major Q10, yet he's still considered 'better?' 7. Why does Major Q10 cost more points than Kaemon Awa? Granted, these are purposely leading questions, and you could bring up Charos and a number of other counter examples, but the point remains that keeping offensive ability relatively constant, it is defense that largely sets figures apart. Major Q9's offensive potential is worse than Marro Stingers, Nilfheim, and even 4th mass or redcoats from height, but it is high defense that sets him equal to and above even the best units around. Last edited by Jexik; November 11th, 2008 at 02:34 AM. |
#30
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Re: Thoughts on Competitive Unit Pricing
Hello, Jexik
As you said, defense is important, but it (alone) is not what makes units tournament-worthy or feared. Now, granted, you said that offensive ability being equal, the unit with higher defense is more valuable, especially if it is ranged and has a special attack. Isn't that almost the same as saying that the most versatile units are best? Some units are specialists and these are usually drafted to beef up the defense of versatile A+ units that have relatively low card costs and very low activation costs to be super effective (ROTV Raelin for Major Q9). * ROTV Raelin is better because she is only wanted to beef up defense. Spreading her cost between offense and defense (SOTM Raelin) makes her more versatile, true, but disproportionately increases her cost on the card and in activations, making her less effective overall for what is really wanted from her. Since there are better offensive options, she is rarely drafted: she attacks and defends, but does neither well. * Deathreavers are "better" than Blade Gruts because they can secure and keep glyphs as well as run some interference to better beef up A+ units, not because they are intrinsically better. Deathreavers are not feared, just hated by some. * The Redcoats alone are better than the Ashigaru alone because they have more defense (and thus cost 25% more). However, much like the Marro Hive, the Ashigaru are not really meant to be played alone. They are meant to be (best played as) part of an 8-unit activation that includes the Ashigaru Spearmen. * The 4th Mass. alone are better than the Redcoats and 5 points cheaper. However, the price of the 4th Mass. includes a severe unit draft restriction (to get the defense bonus you must draft ONLY valiant units). That's a huge disadvantage. * The Knights of Weston alone are better and far more expensive than the Romans or the Sacred Band. However, with 300 points, 6 squads of Romans or Sacred band can be drafted, but only 4 squads of Knights. The value is more than evened-out in numbers (admittedly, the current and purely arbitrary starting zone restriction of 24 spaces makes such equalization impractical, but it is there). * Major Q9 is better than Major Q10 because of the versatility of the Queglix Gun for range and die attack allocation. This is especially useful against units like the Sentinels, Vipers and the Krav Maga. His order marker effectiveness is currently far greater against the units in the game than Major Q10's. For just 30 points more, one gets far better versatility. I concede, however, that his better defense, especially when boosted by glyphs and Raelin, make him a nearly bullet-proof tank. Nevertheless, it is his order marker effectiveness on attack that makes him a terror. * Major Q10 is better than Kaemon Awa for the same reasons that Q9 is better than Q10 with the addition that he can ford narrow rivers. In each of these cases, survivability is important, but versatility in attack and order marker effectiveness or super-specialization is what will get a unit drafted. If we look at the "best" tournament armies, what we usually find is one or two main centerpiece units and then a bunch of support units that enhance (intrinsically or by securing glyphs), heal, clear the way or obstruct the way to the main units. This is perhaps why units that fall into one of these two categories (main or support) are usually drafted to the exclusion of others and, if properly played, dominate tournaments. This is not to say that (ranged) swarm armies cannot be effective, but even the Marro swarms, it can be argued, are simply a reverse enhancement of the centrepiece Hive. Regarding your point about game length increase due to larger starting zones, it could be an issue for some. One solution could be fewer total games. Many of us would rather play five deep games in one day than seven or more "no-thinking-allowed" ones. Last edited by Sarpedon; November 11th, 2008 at 02:07 PM. |
#31
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Re: Thoughts on Competitive Unit Pricing
I'll ask him for the spreadsheet. I don't know that he'll want to share it but I'll ask. I keep telling him to post it here.
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#32
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Re: Thoughts on Competitive Unit Pricing
I think that alot of times people forget that Q9 isn't that big of a deal when you're playing draft games. Q9's defense becomes less of a problem when you can easily pick a tank buster. Opponent drafts Q9? I draft Jotun. Not every game is a tournament, and I think Heroscape is designed more with drafting in mind than tournament play.
They probably under priced them to encourage buying multiple SotM's. Circumcision? HIS body, HIS decision. A person should have the right to their own body. "Sometimes you're right but you're always an asshole." - Anonymous neg rep Last edited by ParaGoomba Slayer; June 17th, 2009 at 01:28 AM. |
#33
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Re: Thoughts on Competitive Unit Pricing
This is the most interesting thread I've read in a while, so thanks, ParaGoomba, for resurrecting it.
I do think the 24-hex start zone is what causes some units to not be 'competitively priced'. 36-hexes, 500 points would create a different metagame than 24-hex, 500 points. (Hounds, Arrow Gruts, maybe even some light grok use.) More interestingly, this thread is all pre-wave 9, so I'm interested to see what everyone has to say after some time with the new units. |
#34
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Re: Thoughts on Competitive Unit Pricing
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Honestly the Deathstalkers are one of my favorite squads, but as said before they take up too much space and cost too much. But doesn't that mean you fill your start zone and army total at around the same time? Sure, it isn't a perfect balance, but it is close and that is how I see them being cost what they are. That said, I see most units costs as a way to prevent them from having to much support. I read long ago that if Taelord cost the same as Raelin he would be in every army (just like Raelin, and I know that is exaggerating but you get the point). If Q9 cost 100 points he could have tons of support units, likewise for the dragons, and a few others. Recently the question was asked "What if Jotun cost 175(ish) points instead of 225?" I say he would have more support figures to help him, like rats to tie up ranged threats, or more better squad killers so he can focus on heroes. In forest dark or glade beferned
No blade of grass shall go unturned Let those who have the daylight spurned Tread not where this green lamp has burned. |
#35
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Re: Thoughts on Competitive Unit Pricing
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I also like how a number of previously unused (Spartacus) or moderately used (Minions, Omnicron Snipers, Venoc Warlord) units will be showing up a bit more often. We'll also see what the 'Repulsor Effect' does to the use of Deathreavers and Vydar Soulborgs, and if we see an even further push towards melee use. More melee means that the Redcoats and 4th Mass get a lot closer to each other in power, and WoA suddenly become really nasty (and trons become zomgwtfbbqawesome). |
#36
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Re: Thoughts on Competitive Unit Pricing
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I have high hopes for the omnicrons; I liked the Taelord/Sniper/rat combo before, and hope the repulsors will help. If they don't, then I wonder if the soulborgs actually become stronger with this wave. Trons in particular, as they just wail on melee, but even Q9 & rats. Almost every wave 9 unit has some ability that seems particularly well suited to hurt Q9, but if they are swarmed by rats, they are all fodder for a slow, boring quiglix death. Help us Omicrons Repulsors, you're our only hope... I think wave 9 hurts the Vydar range pod, though. (Raelin,Q9,Q10,Laglor stuff) |
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