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Other Customization & HS Additions Everything from new ways to play to modded figures |
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Updated 2017-09-04: Wriggz's Thematic Classic Redesigns
Hello all.
For a while I have lamented that some of my collection just isn't that fun to play. Maybe they are too specialized, fall to easy in battle or simple do not play in a way that I find fun. In the spirit of the CUC, Competitive Unit Alters , and Official Units Revisited I am adding my own collection of redesigns. These are not meant to be specifically competitive, but more thematic. Tul-Bak-Ra Added Healing factor and made summoning on turn possible. Wo-Ga-Sa Added a defensive ability similar to the Nikita's Sujoah Added Insect supremacy (to go with my customs), increased life by 1 and gave stealth flying. Acolarh Increased movement aura by 1 space, increased odds of Leaf of home tree, increased life by 1. Armoc Vipers Added ability to switch one attack for 4 range. Shades of Bleakwoode Added scurry like ability. Khosumet
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Taelord
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Morsbane
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Gurei-Oni
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Sir Denrick
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Agent Carr
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Deathwalker 7000
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Deathstalkers
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Valgaurd
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Retiarius
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Saylind
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Johnny Shotgun Sullivan
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Erevan:
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MacDirks
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Last edited by wriggz; September 4th, 2017 at 03:54 PM. |
#2
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Re: Wriggz's Thematic Classic Redesigns
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Anyway cool redesigns. |
#3
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Re: Wriggz's Thematic Classic Redesigns
Thanks for the correction. Once per turn would be quite broken. I'll have to fix that.
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#4
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Re: Wriggz's Thematic Classic Redesigns
I really like the new Everan. He was definitely underpowered!Awesome job!
My Trade Thread (Currently Inactive) http://www.heroscapers.com/community...ad.php?t=47793 My Painting/Hobby thread https://www.heroscapers.com/communit...23#post2530223 Free Miniatures: Pay It Forward https://www.heroscapers.com/communit...58#post2539758 |
#6
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Re: Updated July 18: Wriggz's Thematic Classic Redesigns
Not sure why I never commented here, plus I noted you have made some updates, so I will through it my . Obviously, overlaps slightly with my Competitive Unit Alters so I think we agree for the most part on what units need helping, but I see where I and the CUC went for more subtle changes and very rarely added or significantly changed a power, you sometimes decided to make more noticeable ones but ones you thought appropriate "thematically". Disregarding all playability comments on the changes, I thing you did a great job on thematically adding powers, and my biggest gripe with your "Redesigns" is just a matter of personal opinion in that I would rather have less noticeable changes, but I could see getting past that and maybe others would not find it such a big issue and some of your changes are less dramatic than mine anyway, while many people could not accept any change so they wouldn't care about yours, mine, the CUC, or any other changes besides official errata. Anyway, on to individual playability comments:
Deathwalker 7000: Love the Auto-Destruct addition, but I still think he sucks even with that additional power, as range squads can destroy him and will not get destructed. But I would add that change to my mod of reducing cost by 20 points and making a common hero, and honestly even that would probably not be that great of a unit even if played with Zettian Infantry. Deathstalkers: You also decided to make Maul a special attack, and the stacking is nice, but kinda nerfs the original skull on every dice part, but I still like it. Valgaurd: Great change - totally something I would do and surprised I didn't make that change myself - slight change to card that thematically fits and bumps up to playable but not overpowered. Retiarius: - I actually laughed out loud at this change as the "Amongst the mob" power is the most thematic change on a meta (in game) sense if not by character, as what player has not asked "which one is Retiarius again?" in a game. One of the few times I might go with your card rather than my card if only to make me and others laugh when playing. Saylind: People have asked for years why can't he summon opponents, and yours is a simple change to accommodate that, and he could definitely change the course of a game by one time moving Raelin or someone out of the way. Also noted you also changed his life from 4 to 5 like my CUA card. I still wish he had disengage/stealth flight, but your resign is a great card too. Johnny Shotgun Sullivan: This does make him have kind of a "If I'm going down, I'm taking you with me" kinda feel, but the 15 or higher does not make it that often - kinda like engagement strike. He didn't need that much help, so I think this would bump him up to playable. Erevan Sunshadow: This is probably my least favorite of your changes. The "Conjure Slime" does not fit thematically to me with a High Elf Wizard - maybe just change the name to something more highbrow such as "Summon Winds of Change" or something. Also, it is way too powerful. You could remove all 3 order markers in one turn. If it was just the order marker of the one target it would still be a really powerful change that I am not sure I would want. Changing the Fey Step to once a round is a nice change, but you still need to correct it on the card from once a turn. Alastair MacDirk: MacDirk Attack Inspiration is nice, but I have a couple of suggestions: Make it 1 or at most 2 extra attack, 3 is much too much as I would just suicide him near the start of the game. I know you don't want him to run away, but you don't want him to do a "Leeroy Jenkins" either, so 1 or at most 2 attack spirit is fine. Secondly, if you had it as a 1 attack spirit, why even tie it to the MacDirks? Just make like any spirit that you could put on a common squad with a range of 1. You don't have to take my advice, as its just me jealous of you coming up with him having a spirit and me just co-opting it into how I would do it. MacDirk Warriors: I like the Highland Traverse as guys in kilts can outrun anyone I would also still do my addition of increasing defense to 3, as I think the Knights and Heavy Orcs are just so much better that I never would consider MacDircks unless they were buffed a bunch, and the extra move by itself is not enough to be worth it to me. Anyway, again great changes overall: some I would do outright, some I would combine with some of my CUA changes, and others I would play with slight revisions. Keep them coming! Also, do you mind if I "steal" some of your changes and use them to revise my CUA? I might just copy Valgaurd & Johnny Shotgun Sullivan into my thread and give you full credit, but others I might combine with mine and give you partial credit. We could even combine forces and collaborate, but again I feel bad for the Competitive Unit Congress as it was such a great project that just lost steam, and I feel I could have helped it, but now I along with most of their members barely play anyway outside of tournaments where we can actually playtest against real people. C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
Last edited by lefton4ya; June 11th, 2016 at 07:41 AM. |
#8
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Re: Updated 2017-09-04: Wriggz's Thematic Classic Redesigns
Wow! I showed a lot of these to my brother and we really, really like them. We're going to print some out and play some games with them, hopefully sometime soon, if that's okay!
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#9
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Re: Updated 2017-09-04: Wriggz's Thematic Classic Redesigns
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While a lot of cards can benefit form more Defense dice, adding a unique flavorful and fun power is much more exciting to me. |
#10
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Re: Updated 2017-09-04: Wriggz's Thematic Classic Redesigns
Yeah, I completely agree. Much better than just adjusting prices.
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