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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#3649
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Re: The Pre-SoV Workshop
I did originally have that they wind up after taking a turn and could also reveal a X order marker to add an additional wind up marker, but if it easier to just have them winding up after there turn I am fine with that.
Long live heroscape |
#3650
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Re: The Pre-SoV Workshop
Mechanically, I think that the price is probably closer to 70-90 points than 50 for a three person squad here. 3 defense with Warforged Resolve is very durable, and their primary drawback (having a slow movement and start before they can build up Wind Up Markers) can be helped by Warden 816 or certain game formats such as Heat of Battle.
I agree with Sir Heroscape that Wind Up would be better served by only activating when taking turns with the Hammerers. Neither Siege nor Heirloom really stand out as conventional leaders despite being Warforged Heroes, so as worded the power makes me wonder why the Warforged Soldiers aren't included in that synergy web. I also have a slight preference for capping Wind Up at 3 markers instead of 4, since most cases of markers in HeroScape use 3 of them and a Special Attack of 5 dice is already pretty strong. Quote:
More problematic is a relative lack of availability for this miniature. If you want the same figure to be used three times for this Common Squad that most players will want to buy multiples of, I'd think that this figure would need an availability about 9 times higher than what a Unique Hero requires. I did a quick cursory search online, but it seems to be sold out at many places and to not have a great availability on many of the other normal sites. If you want to use this figure, I'd suggest considering a Unique Hero and searching for places that have lots of sculpts available. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3651
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Re: The Pre-SoV Workshop
I should of checked for availability (which I feared) and also should of known that squads use different sculpts. I will just knock this one on the head (with a hammer) and keep it as a personal custom. Thanks for the advice and feedback.
Long live heroscape Last edited by The Long eared bat; September 10th, 2019 at 02:30 PM. |
#3652
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Re: The Pre-SoV Workshop
Quote:
Allowing Needle to happen before movement is a no-go; we've had to rework designs in C3V that tried to do similar. The sequence of a turn is too baked into the core rules to be malleable. (Note the many different effects that happen "after moving and before attacking.") You can mix attacks and movements together, like Kumiko, but only if the movement is part of the special attack itself and therefore part of the attack phase. Quick Switch is also problematic. There are lots of different defensive powers Quick Switch would interact with, and some will not play well with it. Especially any powers that trigger based on targeting, such as Zogross's Tribal Protection, since the dice roll is already after the targeting subphase. |
#3653
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Re: The Pre-SoV Workshop
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As to the third, it is inspired by Cormin the Dark’s Facade. Will rewrite (above) to conform to Facade’s restrictions. Last edited by kolakoski; September 10th, 2019 at 05:00 PM. |
#3654
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Re: The Pre-SoV Workshop
Yeah, the trick there is that Facade happens when Cormin is targeted, which is still during the targeting subphase, which is the first part of the attack phase. If you change to that, it should be ok.
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#3655
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Re: The Pre-SoV Workshop
Well met! Quick Switch needs another name . . . NIERIEL General Ullar Unique Hero Species Elf Class Ranger Personality Tricky Size Medium 4 Life 4 Move 6 Range 1 Attack 3 Defense 3 Points 110 NEEDLE Range 4, Attack 2 After moving, Nieriel may attack with Needle. Defending figures roll 1 less defense die for each skull rolled with Needle. She still may attack with her normal attack this turn. REVERSAL If Nieriel is attacked with a normal attack while engaged and at least 1 skull is rolled, before rolling defense dice, you may roll the 20-sided die. If you roll a 13 or higher, choose an opponent's small or medium figure adjacent to Nieriel who is not attacking. Switch Nieriel with the chosen figure. If you do, the attacking figure must attack the chosen figure, if possible, and cannot attack any other figure this turn. Figures moved by Reversal never take any leaving engagement attacks. Last edited by kolakoski; September 10th, 2019 at 10:11 PM. |
#3656
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Re: The Pre-SoV Workshop
To avoid weird side cases (like an ability similar to the Skull Demon's ability where you roll 1 less attack die against it), you should activate Reversal after being targeted for an attack, but before any dice are rolled. Otherwise, the switched figure could have affects on the attacking figure, which should have affected their roll, but didn't, because they weren't adjacent before the switch.
My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#3657
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Re: The Pre-SoV Workshop
Well met! Quote:
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#3658
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Re: The Pre-SoV Workshop
Quote:
EDIT: For Reference... Quote:
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#3659
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Re: The Pre-SoV Workshop
Well met NIERIEL General Ullar Unique Hero Species Elf Class Ranger Personality Tricky Size Medium 4 Life 4 Move 6 Range 1 Attack 3 Defense 3 Points 110 NEEDLE Range 4, Attack 2 After moving, Nieriel may attack with Needle. Defending figures roll 1 less defense die for each skull rolled with Needle. She still may attack with her normal attack this turn. REVERSAL If Nieriel is attacked with a normal attack while engaged and at least 1 skull is rolled, before rolling defense dice, you may roll the 20-sided die. If you roll a 13 or higher, choose an opponent's small or medium figure adjacent to Nieriel who is not attacking. Switch Nieriel with the chosen figure. If you do, the attacking figure must attack the chosen figure, if possible, and cannot attack any other figure this turn. Figures moved by Reversal never take any leaving engagement attacks. The only differences are the range of the power, limiting it to figures you control, and its repeatability. For the purposes of Leaf_It’s objections, they are irrelevant. Admittedly, the mirroring is not exact, but it addresses the issues raised in the same way Facade does. |
#3660
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Re: The Pre-SoV Workshop
Leaf_It is exactly right. The existing version does not work for the reasons Leaf_It stated. Facade happened when the figure is targeted, and your version happens after the attack die roll. That makes the power completely different in terms of how it interacts with defensive powers, mostly notably targeting-related ones, and is not covered by Facade rulings. It does not work in its current form.
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