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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#217
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Re: Sir Heroscape's customs
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Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#218
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Re: Sir Heroscape's customs
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Even in the savage beat down of my zombies, I didn't see anything worrisome from the Shadows (save the Binder grab, which I believe is in a much better spot at this time.) At my first glance, I believe Wraith is the worst, and I wouldn't add it to my Xundar army unless I knew there were some sort of forced "must have X amount of heroes" scenario going on. Was there ever a consideration to allow this to affect any figure, instead of just unique heroes? Does that break too far from the Shades' ability (or maybe from the Shadows' theme) to be comfy with? I think the other 3 shadows are much better suited to most standard Heroscape games. Occasionally, I do wish the demons had a small range on their special attack, because I just get this gut feeling that this army needs something that can do damage at more than range 1, but perhaps that's just me being wishful/stupid/picky. |
#219
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Re: Sir Heroscape's customs
I've actually taken this into heavy consideration. I may start toying with the idea...but we'll see. It actually makes some good sense if I were to do it I'd probably call it "Shadow Swoop Special Attack" leave the current mechanic but give it a range of 2 or 3. That way they could be more of a strike force and give a little more variety to what the Shadows can do. It would also be interesting because you'd have to decide if you wanted to stay unengaged or engage anyway to buff other hounds or other demons.
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 |
#220
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Re: Sir Heroscape's customs
Shadow Playtest (Current versions in the OP)
#12. Quote:
I've slightly altered a couple things. I upped Xundar to 150pts and dropped the binders to 25pts. I felt that Xundar as the crux of this faction is doing a lot and in fact should be priced like so. As for the Binder, the Binders are good and bad at times. They are great for positioning and helping buff your next 2 attacks but you essentially give up an attack/kill when you do because they are so weak when they attack. They make it more likely to kill, but not as strong as getting another turn with a hound or demon. As evidenced in this game, I only tried binding once because I didn't really need them outside of that because I needed number of quality attacks during this game, if I wanted a comeback. Also note, I'm testing out an alternate version of the Demon as seen below. The ONLY change is the name of the SA and the range to said special. One of the downsides of this army is that it gets really congested and clogged due to all then adjacent unit synergies. By adding a small, short-range special with the demons actually does a lot for this builds versatility and potency. It also helps open up a lot of options because you now have a little bit of range to help you out, and give you a little more freedom. That said, it is here that I'd like some help. WHAT SHOULD THE NAME BE? I'm at a loss right now for a cool "swoopy-type" "dive-bombing esk" name for the demon and I'd also like to get your thoughts on the Range. Is 3 good or would 2 be more appropriate. Also, I've considered that maybe the special should act like Badru Pounce in that they take the position of the previous destroyed defender? Ideas welcome! Alternative Demon Card
Spoiler Alert!
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 |
#221
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Re: Sir Heroscape's customs
While I suspect that 4A on the special will make him a bit too consistent of an endgame threat, I think it's worth testing to see if that's actually the case or not. As for the demons, I like 3 range on the special enough that I don't care much about the theme one way or the other. The ability for demons to attack at short ranges is established by the mezzos, and it isn't hard for me to imagine the shadow demons manifesting a short-range bolt or the like.
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#222
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Re: Sir Heroscape's customs
I've wanted to see 4A on Xundar's special since its inception. 3A seems too weak and inconsistent for him. It's nice to provide more incentive to attack with him rather than 3 potential shadows.
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#223
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Re: Sir Heroscape's customs
Shadow Playtest (Current versions in the OP)
#13. 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 |
#224
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Re: Sir Heroscape's customs
NEW VERSIONS
After MANY playtests with some different iterations of abilities, I've landed on the following. Notable Changes: -Xundar price increased to 150. -Xundar SA Range decreased to 5, but Attack increased to 4. I found that the shorter range keeps him from kiting, but it's also more rewarding to try and Shadow Cast. Typically you're dead or dying anyway by the time you give up a turn with Shadows to Shadow Cast so I want to make it a higher reward. - Binder's price moved to 25. The Binders sole purpose is to position figures for other units. Doing so limits the attack output because there no guarantee of a successful grab and an attack of 2 at same level is pretty weak. Binder's have killed maybe 2-3 squad figures in the 14+ playtests I've done with them. -Wraith ability to allow EITHER an attack OR the temporary control. Before you could attack and Soul Manipulate, but the current iteration keeps that under control by only allowing one or the other to occur -Demon move increased to 7. After a ton of discussion, play testing and working through thematic problems and mechanics I've decided to keep the Demons where they are but increase their move. Their role in the army is to truly be the shock troops, coming in for the kill. 6 move was nice, but 7 allows them a higher level of mobility to free up the utility of these units as a whole. Testing will continue with the current versions. I'm feeling like these guys are getting closer and closer. the abilities feel pretty well nailed down, now just to test out their power level and make sure they're in the right spot. Comments welcome. 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 |
#225
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Re: Sir Heroscape's customs
I've got a couple designs here I'm preparing that will work with some future C3V releases. Hoping to get working on these at the same time in order to help flesh out some of those new units.
This guy is easily one of the coolest and scariest miniatures I've seen. I'm totally pumped about his potential. I'm not convinced Attack bonding is the way to go just yet. Buccaneers don't hold up long in engagements so I'm not sure that that ability would actually be that useful, whereas movement bonding could be very useful in getting the buccaneers into position while he takes a couple pot shots and drinks his beer. Hmmm....I'll have to think about that. 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 |
#226
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Re: Sir Heroscape's customs
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Jacob the pirate is an interesting idea to bond with the buccaneers of tortuga. As someone thats both a pirate fan and a fan of alcholic beverages I would like to point out that he is probably having ale or rum, for the name of the power. Also Ive had more than my share of beer in my life and its never healed me not once. Something more interesting could come from that. I could see the beer giving him an extra attack but also wounding him. Alcohol general numbs your pain but you feel it the next morning. Really like how the shadow faction is turning out. They look like they are coming along. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#227
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Re: Sir Heroscape's customs
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For Jacob...you're probably right about the Rum/Ale. "Draft of Rum" does that work? I feel like Rum is a more pirate drink. I'll admit, your insight is useful here...you're probably right that healing from drinking is not the right theme. What do you think would be a fun, unique application of the rum? Maybe it could even just be a negative ability? 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 |
#228
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Re: Sir Heroscape's customs
Flintlocks take forever to reload. Scytale implemented one by allowing it to be used only once a round. Why on earth does this flintlock fire twice a turn??
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 |
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