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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#3949
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Re: The Pre-SoV Workshop
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Monthly Utah Tournaments in SLC!!
Maps | Customs | Battle Reports 10 Points Under Videos "I'll save myself some time and say I pretty much 100% agree with Bigga" ~Flash_19 |
#3950
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Re: The Pre-SoV Workshop
I've been thinking a bit about Agrah Fenh the last few days. Here's the most recent version of the card for reference:
I think the biggest issue that the reviewers had was that the powers didn't work together very well, and it was especially easy for opponents to work around the move boost part. I think any of of these three proposals make some steps in that direction, but I'd be curious in a bit of feedback from those who downvoted (@Scytale @BiggaBullfrog ). Change Occult Zeal to one of the following: If Agrah Fenh inflicts a wound on an opponents' figure with a normal attack or leaving engagement attack, you may place the Zeal marker on this card. At the end of each round, if Agrah Fenh is not engaged, you must remove the Zeal marker from this card. If the Zeal marker is on this card, all Cultists you control add 2 to their move. OR If Agrah Fenh inflicts a wound on an opponents' figure with a normal attack or leaving engagement attack, you may place a Zeal marker on this card. At the end of each round, if Agrah Fenh is not engaged, you must remove a Zeal marker from this card. A maximum of 3 Zeal markers may be placed on this card. If at least one Zeal marker is on this card, all Cultists you control add 2 to their move. OR If Agrah Fenh inflicts a wound on an opponents' figure with a normal attack or leaving engagement attack, you may place a Zeal marker on this card. At the end of each round, if Agrah Fenh is not engaged, you must remove a Zeal marker from this card. A maximum of 3 Zeal markers may be placed on this card. All Cultists you control add 1 to their move for each Zeal marker on this card. |
#3951
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Re: The Pre-SoV Workshop
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These suggested powers have the same problem. In theory they're workable when picking off stragglers, but that's tricky and easily disrupted by an opponent. It just won't happen much. If you want something that does work, you have to reconcile the sharkiness and the cheerleading, or drop one or the other. Without Fervor I probably would have been fine with him before, or possibly without Occult Zeal. Mixing is tricky, but possible, for example if he gave a bonus after he died instead. |
#3952
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Re: The Pre-SoV Workshop
Just thought I'd get some thoughts on these savages.
Trying to work a synergy that boosts and compliments them and the ravagers. Aside from powers they may be too similar which could seem boring. I've tinkered with less life points and with less defense but they can drop pretty fast at 3 life or at 1 defense when failing the d20 roll. I've also contemplated changing the power level of the poison sting as it almost matches Sujoah and higher d20 rolls may be warranted for such a discount cost. Making the d20 roll 15 or higher to do a wound and still 20 for destroying. Truthfully poison rarely seems that effective. Would like thoughts either way. |
#3953
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Re: The Pre-SoV Workshop
I like them. Yul-Q'ulya is pretty straightforward. Not especially great or anything, as the Durgeth aren't particularly weak to heroes with their solid attack, but a poison attack isn't a bad addition. Not sure if attack 3 on it is good enough, though, as that amount isn't all that likely to go through.
Ul'Kyrth has some wording problems (Army Cards cannot be in clear sight), but I know what you mean. I don't know why you're bothering with an aura though (which is something I hate for 20 boosts because of potential problems). Supremacy would be perfectly fine. If you do have an aura, especially one that small, I would recommend +2 to make up for the effort of setting it up. |
#3954
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Re: The Pre-SoV Workshop
Re: Agrah Fenh -- I agree with Scytale. I think the new versions of the power make it a little bit easier to utilize him, but it's still going to be easy to abuse them when playing against him. There will rarely be more than 1 OM on him if you want to utilize the Cultist movement, so all you have to do is keep him from being able to attack, or at least keep him from being able to attack a weaker target, in order to effectively waste that movement potential.
Monthly Utah Tournaments in SLC!!
Maps | Customs | Battle Reports 10 Points Under Videos "I'll save myself some time and say I pretty much 100% agree with Bigga" ~Flash_19 |
#3955
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Re: The Pre-SoV Workshop
Thinking about trying to test this guy up for an SoV submission with 3 defense and a 3-space range on Death Gaze. Thoughts? I liked the Shadowcreep a tiny bit more than this guy, but I think this one has some more differentiation from the existing thralls. |
#3956
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Re: The Pre-SoV Workshop
Not sure how I feel about the Graveshroud. I love the mini as a Thrall and the Death Gaze is cool as a broad concept. But dang, on the one hand it's scary powerful and on the other hand it's a forced self-destruct. I fear it's not fun to play with or against; as an opponent there's no mitigation, and as its player it's guaranteed to self-destruct, almost immediately, and possibly without doing anything. On the one hand I feel like it would be much more interesting as a choice whether or not to use it, but on the other hand it would likely never get used then.
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#3957
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Re: The Pre-SoV Workshop
The suicide bomber style mashes me feel like the move should be bumped to 6. You really want to make sure you can get these guys into the right spot. They would be crazy good against expensive squads, and common heros.
My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#3958
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Re: The Pre-SoV Workshop
I'd get rid of the autodestroy and halve the defense.
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#3959
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Re: The Pre-SoV Workshop
Yeah, Death Gaze as is may get used against some armies but not at all against others, the stats are worthwhile enough without it but still I'm not sure I'd use it over other Thralls. Seems like this would be the cheapest possible insta-kill option in the game though most of the time it won't be worth using. Could be overpowered against pricey squads and heroes as Leaf it says given you can bring it back without much difficulty.
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#3960
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Re: The Pre-SoV Workshop
I'm looking for some feedback on this little guy.
The first version was able to roll for Leaving engagement strikes each time he leaves an engagement and had only 5 move. I wanted him to be faster so he can keep up with the Grok Riders but with the old ability i think it wouldve been to strong, because he could do up to 4 wounds in one turn on the same figure. This way he is limited to one attack per figure per movement. With his second ability he is supposed to make Grok Riders not getting stuck with pesky rats or any other screening unit. this making it possible to attack the actual unit they want to smash with 5 attack dice. His defense helps him to survive a while in combat and is tanky enough to let the groks get some attacks in. The bonding with the Romans i dont see as problematic, since they dont benedit from his second ability and can't make use of his whole potential. I'm a bit worried about availability for this mini. When i looked it up yesterday i found the following: eBay:17 miniatures market: 10 trollandtoad:12 coolstuffinc.: 0 paizo: 0 total: 39 It's on the lower side, but i still have hope because i heard that alot of scapers already got the mini, and maybe the judge could do a poll to see how many actually need him still. The miniature used is: #48 Cerebrilith - D&D Night Below Fun Fact: "Lösen von Bindungen" (BIN-DUNG-EN) is the german translation for "leaving an Engagement" |
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