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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#3157
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Re: The Pre-SoV Workshop
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Which would make things messy with any "before" power on any Lawmen card (including Clayton), as you could fire off the "before" power on a Lawman card, then substitute that turn with Shootout, which could be used to take a turn with that Lawman again, and possibly fire the "before" power again. Yuck. Quote:
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Do you mean with this design, or with VC in general? Because rules headaches are practically an everyday problem in Editing. |
#3158
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Re: The Pre-SoV Workshop
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But like I said, pushing boundaries is both good and important. But it should not be done lightly, ever. More than anything, it needs to be important to the unit's design, a key part of how it works. That's not what I'm seeing here. Shootout feels like an order marker-spread mechanic is shoehorned in, because it is. And I don't see a significant gameplay difference; it creates more decisions for order marker placement (sort of), but the resulting sequence of turns won't be much different. The way the unit and faction works would be mostly the same without it, and, most importantly, the strong thematic elements would be unchanged. I'm not convinced that creating a power that essentially adds itself to other units is justified here. |
#3159
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Re: The Pre-SoV Workshop
Correct me if I'm wrong, but it seems like you could not fire the "before" power again because once a Shootout begins, nobody can do anything except make attacks.
Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
#3160
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Re: The Pre-SoV Workshop
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#3161
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Re: The Pre-SoV Workshop
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Actually, thinking about it a little more, is there some reason why the simple, straightforward reading isn't the answer? If you can "only attack," then you can literally not do anything that isn't an attack. If some other power offers you the chance to do some other non-attack-thing instead of attacking, then in this case you just can't do that thing because it's not an attack. There has to be an official interpretation for Gorillitroopers and Omegacon, so why isn't that also the general answer? It's a pretty weird thought that all designers would just have to live with a design rule of "sorry, there is no possible way to prevent a unit from moving and also prevent it from using other abilities that are neither moves nor attacks." That can't really be the answer, can it? Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
#3162
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Re: The Pre-SoV Workshop
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"Cannot move" is easier to work with, but it isn't entirely clear either for much of the same reasons. Some areas of the Heroscape ruleset are very soft. That's just how it was designed. The ODs messed with those areas sometimes, but sparingly. Notice not original designs tried to make other units have "cannot move" or "can only attack" turns. It seems like an obvious thing for a leader-type unit to have, yet they never went there. There's probably a reason for that. |
#3163
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Re: The Pre-SoV Workshop
What if the limitation in Shootout was simply that the chosen chaining Cowboy can't have been activated with Shootout *this round*?
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 |
#3164
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Re: The Pre-SoV Workshop
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However, at first I thought you were suggesting something a bit different: that each shootout had to be started by a different cowboy each round (but then everybody could follow as usual). Though that was a misunderstanding on my part, it caught my interest because it would require some real thought on OM placement, in a fairly natural way, and is an interesting Achilles' heel. Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
#3165
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Re: The Pre-SoV Workshop
I think this would fall under a “memorization” problem. How do you keep track of which were activated?
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#3166
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Re: The Pre-SoV Workshop
It is trickier than remembering if you used Overextend Attack already or not, for sure.
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 |
#3167
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Re: The Pre-SoV Workshop
This feels very close to FIREFIGHT from 8th Pathfinders, which you choose 3 of them.
Have you tried Hexscape? 3D Heroscape Multiplayer Battle program! Looking for a C3V/SOV miniature? Try one of these sites. |
#3168
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Re: The Pre-SoV Workshop
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Certainly something I've loosely compared Shootout to myself, but Pathfinders can be anywhere on the board and participate in Firefight (though, due to Marching Orders they're typically close) and always get 3 shots regardless of how many skulls anyone rolls (and neverminding they have 4 Attack). Definitely similar, but also definitely different. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
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