Quote:
Originally Posted by Sir Heroscape
Got a couple units here I'm working on that I've playtested a few times and pretty happy with how they're turning out. Interested to see some broader feedback.
Veguzza is tied to the lore of the Divining Rod that was hidden in the Durgeth Swamps and his mini fits the Ravagers perfectly. He also brings in the Comfrey Plants from lore.
Agrith-Naar is simply a crazy scary demon that requires the lives of others to sustain him while he resides in the mortal plane after he's been summoned.
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Hi,
Not sure if these customs have been pursued with adjustment elsewhere, but since I have added Veguzza to my own collection, I thought it right to give feedback. I do think that +3 is a bit strong for protecting the Durgeth Ravagers. In swamp environment which is the main place they should really ever be played, their potentially +6 in swamp water with a +3 is a heavy perk for a low cost high damage squad figure. Having the Divining Rod only useable once per turn does help for balancing, but when there is only one figure attacking, then it will have constant use. Might I suggest even lowering it to +2? Perhaps he has come upon the Divining Rod but cannot unlock its full power. Furtherly I thought maybe his life could be 5 instead of 6. Mostly from comparing him with Uzog having 6 life, though 3 def. The normal durgeth folk do appear quite squishy. Hence the 2 def you gave I presume.