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#133
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
2020-06-13
Rust and Ruin by Flash_19, Heat of Battle Scraps format caps 125 Jango Fett 225 Sentinels of Grax 315 Dienekes 365 Tarn Viking Warriorsr caps's 7yo 110 Varkaanan Greyspears 205 Arktos 365 2xVarkaanan Blade Dancers Round1: Tarn Viking Warriors charge out and attack the Blade Dancers across the map, killing 2 of them; Greyspears advance on Jango's high ground, putting 2 wounds on him and 1 wound on Dienekes; Viking Warriors retaliate against the Greyspears, largely getting blocked, though one puts 4 wounds on Arktos; Blade Dancer dies leaving engagement with a Viking Warrior Round2: Jango flies away from the melee and kills two Greyspears and Arktos with his Flame Thrower Special Attack; Blade Dancers kill a Tarn; Tarns kill a Greyspear; OM2 lost on Arktos; Sentinels of Grax activate Healing glyph to heal Jango and Dienekes and kill a Blade Dancer; last Greyspear dies leaving engagement with a viking (trying to get an angle on the Glyph of Recall) Round3: Dienekes takes height to kill the penultimate Blade Dancer Game is called. Dienekes: went 1/3 on Tether (moving a Blade Dancer away from Fett after it Vaulted next to him; failed to move a Blade Dancer that was approaching the height; failed to move a Blade Dancer that shifted position beside him) blocked a Greyspear rolled 1/5 defense against a 2/4 from an Arktos-boosted Greyspear rolled 2/4 against a Blade Dancer to kill it (26.67 points) Dienekes had a lower impact on this game. It happens for figures like him. 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 |
#134
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
Yeah, I guessed that. As long as it moves to a different space with its Vault move, it's like any other move. When any small or medium figure ends any move nearby, it can be grabbed.
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#135
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
Map: Custom
Spoiler Alert!
Army 1: (L) Ozuul (190), Gorillitroopers x2 (210) 400 pts Army 2: (J) Motley Max (135), Dienekes (90), 12th Caucasus Rifles x3 (180) 405 pts Versions tested: Ozuul
Spoiler Alert!
Dienekes
Spoiler Alert!
Motley Max
Spoiler Alert!
Which units survived? Three Gorillitroopers and Isamu. Turn by turn summary
Spoiler Alert!
How useful were playtesting units' powers and how often did they come into play? Ozuul dealt 3 wounds to Motley Max with his normal attack, and killed 4 Caucasus rifles with his special attack. Motley Max rolled for chain grab twice, only succeeding once. He rolled for engagement strike once and failed. With his normal attack he dealt one wound to Ozuul and killed one Gorillitrooper. Dienekes never rolled for Tether of Logos and failed to deal any wounds to any figures. Any additional comments (theme, balance, fun factor with and against)? Ozuul Thoughts Despite receiving 5 wounds during the first two turns of the game (a result of me miscounting the 12th caucasus threat range), Ozuul went on to still kill about ~180 pts worth of figures (4 Caucasus and three wounds on Max). The wounds on Max were crucial in weakening him enough for the Gorillitroopers to finish him off with minimal casualties. Overall I’m happy with this version of Ozuul. I think he’s somewhat difficult to use effectively, but that makes for a fun design with a high skill ceiling. If anything were to change, I think I’d like to try Ozuul out with 6 move instead of 5. In both games I’ve played with him, there have been several times that I’ve needed one more movement point to get within the optimal positioning to use Gravity Pull. However, he still definitely works fine with the five move; it's just a possible dial to tweak if he seems to be underperforming. Dienekes Thoughts Dienekes didn’t do much at all this game. J waited until the rest of his army was dead before putting any order markers on him. Since I led with Ozuul, Tether of Logos wouldn’t have been effective at defending the Caucasus anyway. I think Dienekes also requires more skill than many other figures to get value out of, and I don’t think J used him optimally this game. Motley Max Thoughts I think Max is in a relatively good place. I don’t necessarily think an adjustment to his engagement strike roll is necessary, although I also don’t think the change will be hugely impactful either way. I was expecting him to do more damage to the Gorillitroopers than he did, as in theory that’s kind of an ideal matchup for him (extremely high cost medium squad figures). However, Ozuul was able to get in a solid hit on him before dying, so that the Gorillitroopers were able to finish Max off before he was able to wreak too much havoc. He’s a very fun unit and J mentioned specifically that he really liked the design (I think the theme and sculpt helped here too). |
#136
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
Map: Custom
Spoiler Alert!
Army 1: (L) Dienekes, Zettian Infantry x2, Hoplitron, Deathwalker 9000 Army 2: (J) Cathar x2, Raymond, Major Q10, Isamu Which units survived? Major Q10 with 1 life remaining, 8 Cathar, Count Raymond with full life, and Isamu. Turn-by-turn summary
Spoiler Alert!
How useful were playtesting units' powers and how often did they come into play? Dienekes basically didn’t do anything this game, as he and the rest of my army were destroyed by Q10s initial and devastating assault. Any additional comments (theme, balance, fun factor with and against)? Not much to comment on. This was my first game using Dienekes in my army and he didn’t get much of a chance to shine. |
#137
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
Map: Custom
Spoiler Alert!
Army 1: (L) Dienekes, Varkaanan Quickblades, Varkaanan Greyspears, Arktos Army 2: (J) Herakles, Marro Stingers x2, Marro Warriors, Dumutef Guard, Isamu Which units survived? Three Quickblades, two Greyspears, full life Arktos
Spoiler Alert!
How useful were playtesting units' powers and how often did they come into play? Despite dying relatively early in the game, Dienekes had a bit more of an impact this time around. Several times J was forced to position Herakles suboptimally to avoid being caught by Tether of Logos. Ultimately, though, J was still able to play around Dienekes relatively easily, and the day was won thanks to the Varkaanan Grayspears (and poor attack rolls by Herakles) more than anything else. Any additional comments (theme, balance, fun factor with and against)? Dienekes still seems difficult to use effectively, but I’m looking forward to playing with him more. |
#139
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
Playtest: https://www.heroscapers.com/communit...4&postcount=49
Thoughts from the game. Quote:
My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#140
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Dienekes of Scotland
Played a game (and part of one) last night with Dienekes...
Map: custom jungle heavy, fortress walls and roads. https://media.discordapp.net/attachm...814&height=610 Armies: Me Dienekes Hawthorne Thorgim (Highlander Champion) MacDirks *3 500 points vs LoveElemental MDG Isamu Otonashi Imperium x2 Romans x2 500 points Glyphs: D20+1 and Initiative+8 Game 1 was called after LE's third turn. Dienekes had Tethered MDG adjacent to him, and although MDG's attack was unsuccessful, a Roman Legionnaire had height+MDG's Soldier Attack Bonus to one-shot Dienekes with Thorgrim's Defense Bonus ( vs ). This is important because it shows its important to think about where you're placing Dienekes. I wasn't able to Tether the offending Roman Legionnaire onto another space simply because the vicinity was quite hilly and there were no valid spots to place him. It also means that you have think about where you are moving bonding adjacency boosting units too. The second game (with some slight SZ adjustments on both sides), was much more of a reasonable game. I actively took more turns this time with Dienekes so that he would be a pain in the rear for LoveElemental, using his Combat Challenge to stall her forces on the very tight, obstacle heavy, map. By the time he went down, I was able to control the flow of her attacking Romans and Einar Imperium so that the MackDirks and Hawthorne could cut down the much more scattered Romans (in large part because Dienekes was able to Tether some of them out of Shield Wall formation, exposing their lackluster defense). As LE was bringing in her hard hitting (and dare I say, devilishly fast) Kyrie, I had retreated a 2-wound Thorgrim, and kept 4 of the MacDirks near him for a final siege against whatever LE had left. The game was called after MDG finally died after being attacked by several 4A MacDirks + Hawthorne and was left with a lone EI. Any movements she could reasonably make would have been met by a MacDirk and/or Hawthorne getting the first attack. Notably, I had control of Lodin and she didn't realize that the Einar Imperium had Double Attack at first. Even if she had, I think the game would have been about the same result. Having that 3rd squad of MacDirks was crucial to their attrition, and I feel that Dienekes preventing them being attacked in the early game played a large part to that. Survivors: 2 Life Thorgrim, Full Life Hawthorne, 5 MacDirks vs 3 Romans, 1 Imperium, and both Ninjas. Thoughts on Dienekes: Although after my last playtests I was somewhat soured on his relatively low life and defense for a Defender type unit, and would have suggested a life *or* defense bump or simply a price drop, the second game here really shows that Dienekes needs to be played well to get his value. And, unlike Defenders not named Tandros, you actually want to put OMs on him to get him into increasingly more uncomfortable positions against your opponent. I had deliberately left a double engagement with him in order to get him onto juicy even level spacing, and directly in the middle of the battlefield. I would highly encourage further testing be done on relatively flatter maps, especially against slow to midspeed melee. While I don't see him as overtaking any other unit roles (despite some similarities to Tandros), I also don't know how great of a niche he will be carving against things other than slow to midspeed melee (and fast units like Vipers don't care about Tether). However, I didn't test this Tether against units who get moves outside of their own normal one. I could see it being mildly useful against units like Kumiko or Quorik Warwitch. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#141
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
How does everyone feel about Tether working on both friendly and enemy units? It's always sat a little weird with me, and I think I figured out it's because it muddles his theme as a defender. We're also doing several movement powers (though none other that move friendlies in a positive way like this), and this always struck me as a place we could cut back complexity a little (ironically by adding a word). Just curious what others feel about why it is (or isn't) a necessary part of the power/theme/unit.
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#143
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
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#144
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Re: [Pod 1] DIENEKES (Gideon Jura, Combat Mage) - Testing
As it stands there is nothing sopping you form doing to your own figures and the power having "you may roll..." means it is optional. I think it might be useful for your own figures but situational, but I see no reason to change to only working on opponent's figures.
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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