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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#157
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
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I mean, to achieve the goal of knocking things off the "counterintuitive list" you're basically trying to eliminate the cases where it would even matter who's firing, and to do that you have to make sure Clayton and all the deputies are all in the same game state. Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
#158
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
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#159
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
I think that's about as close as you could get in a Special Attack. And while it's not the worst solution so far, I think I can do one better:
SHOOTOUT After revealing an Order Marker on the Army Card of a Lawman you control within 4 clear sight spaces of Clayton Pierce and taking a turn with that Lawman, if that Lawman inflicted one or more wounds on an enemy figure with a normal or special attack, you may choose another Lawman you control within 4 clear sight spaces of Clayton Pierce. Take a turn with the chosen Lawman, during which it can only attack. This avoids the other-Lawmen-are-supposed-to-be-shooting-but-really-it's-Clayton weirdness. Requiring an OM reveal prevents loops, and encourages spreading OMs out rather than dumping them all on CP. It's further restricted by the need to inflict wound(s), though that may prove to be unnecessary and could be removed. Having the Lawmen within 4 clear sight spaces of CP works nicely with Posse. It is another "take a turn but only attack" power, but it feels extremely thematic and elegant here. And the Lawmen aren't restricted to normal attacks, though that's a possible wheel to turn (if the wound requirement were lifted, for example). Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#160
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
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With the current version, the answer is yes. And I do definitely agree with you that a Special Attack is a compromise in theme and mechanics, but when you design for a project like VC I feel like you do have to make compromises, and that the SA version feels like a good compromise. Quote:
Agreed, and I'd argue being able to "ping" or chain it actually reinforces the theme of the other lawmen taking the shot. Quote:
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We (me, NecroBlade, All Your Pie) talked about this a lot in the heroscape discord and came up with the following powerset. Let us know what you think. Quote:
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#161
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
Hah! Actually, I think that version of Shootout is wrong, we need to talk it over still. Look over that version of Posse, though, and keep in mind we're trying to get Shootout to a place where it's not a special attack anymore.
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#162
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
I like where this is all going, a lot. Good work!
It seems the thing that's "wrong" is that it's limited to a two-man Shootout (the chaining got lost in the revisions). I'm working on a possible idea to restore that using the "you may continue as long as" template, but in the meantime here are a few thoughts on Posse.
POSSEBack on the common Lawman issue, you could potentially have hordes of common deputies and get to move them all with just a single OM on one of the common cards. If you don't want that, then you may want to consider limiting this to "move each other Unique Lawman Hero you control...." Although, if you're going to limit it to uniques then you may not need the OM requirement. You could let the player just move all his unique lawman heroes, or maybe all the ones within a certain proximity to Clayton. Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
#163
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
Are you following along in the discord, JaB? Just curious, I’ll respond to the content of your post when I’m not on discord.
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#164
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
And now my notes on Shootout. I'm not entirely settled on what I've done here, but here it is for your consideration and critique.
SHOOTOUT Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
#165
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
I hadn't been, but I'll try now (I'm new to Discord.)
Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
#166
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
Haven't posted in here in a few days because we've been hard at work in the discord. This is the direction we're headed.
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#167
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
There are some similarities to other synergy units (like the 8th Infantry), but man does this feel like cowboy synergy!
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#168
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Re: PK's customs MK. III - 12/11 - LEAD VENGEANCE 2
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Hoping to get a game in with him during the few days I'll have off for the weather. |
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