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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#37
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Re: Scytale's customs - set 5 (5/2)
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"When counting spaces for an Ibixian Ridge Raider's movement, ignore elevations. An Ibixian Ridge Raider cannot move to an adjacent space that is more than 3 elevations higher than that Ibixian's current space...." That doesn't work because it prohibits the figure from moving up 4 levels, even though that should be allowed by any normal walking rules. At this point, one has to introduce concepts of reduction I think. Quote:
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#38
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Re: Scytale's customs - set 5 (5/2)
Ah yes, you're right. That wording does not work in the general case for that reason.
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#39
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Re: Scytale's customs - set 5 (5/2)
New set up today. Aquilla's flagbearer, an Aquilla kyrie, a couple figures to round out the drow army, and an inquisitor.
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#40
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Re: Scytale's customs - set 6 (5/5)
Ok Scytale, I'm about to go on a viewing binge with your customs (takes a deep breath):
Dorrond Greatstone: - love love love the Tactical Freedom aura. Fresh and funky. - do you think he might be underpriced at 110, given his 6 life and 5 def? He has no attack worth mentioning, but his synergies are pretty useful, especially for the Axegrinders, who move 4 in a squad AND a dwarf hero once Dorrond is "in place" Moani: - can I suggest a rewording for Thorian Protection?: Quote:
- I like the card but don't like the sculpt. He has a jerrycurl and butterfly wings. Raugloth - Counter Charge is brilliant, and his Disengage removes any concerns about how the mechanics would work. - Wall Climb 15: might want to reword the end to clarify that it is 15 levels above or below his current height. Sounds obvious but you'd be surprised... - at 90, he seems about right for the cost. Cool guy. If me and typhon ever get around to finishing our Drow faction, I would definitely design synergies etc with this guy in mind. Vazniss - Lloth's Deception Aura: I was planning on doing something very similar, since the Drow roll a lot of d20. I don't like the bit about taking a wound, though. Why not just let them re-roll? You are paying 120 points for that ability. I guess if you roll a 5 or lower the first time, the risk is very small. What if you roll a 10, though? I guess on a Deepwyrm, if you roll a 10 you are taking a wound from the attack anyway, so might as well try to reroll. Hmm... Very interesting. - Life Essence: also cool. - I like her a lot also, despite my gripes about Lloth's Deception. At 3/3 and 5 life, she can also get in there and bonk some goblins on the head if she needs to. Twilight Eye Cultist: - I like it a lot. If you have 10 pts left over and it seems thematic, why not always add 1 to initiative instead of leaving a stupid ninja to twiddle her thumbs in the start zone the whole game? - something happened to his card in first post -- it is extra large instead of thumbnail for me. Unless you wanted to emphasize the Cultist in particular? :P Oakwood Warriors - one nitpick on these guys: I think that the species (top left) is usually singular for squads. So the KoW are "human" and the Minions are "Kyrie." So it would be "Treant." EDIT: of course now that I look at it, the Axegrinders are "dwarves" so ... ??? Nevermind Tasculuss - yay! A lizard hero that ISN'T a dragon. - my gripe is that he seems a little...puny. Don't you want to give him some kind of synergy with greenscales to reward the player who picks him instead of, say, Braxas? Abyssal Maw - he seems a little weak, even for 20 points. Dumutef Guard is 4/4 (5/5 on road). Even with this guy's special abilities, I think he could go to 2/3 at least for 20 points. Maybe the fact that Rayne can re-summon him should factor in, though. I'm not sure how to conceptualize the point costs... Dretch - Putrid Aura is nasty, both literally and figuratively. Very cool. Runespiral Demon - love love love the Arcane Arc! Make it attack 4! It is so hard to pull off in practice, probably! I'm using lots of exclamation marks! Or add to the range? Phew. Great stuff guys. Where are my Greater Demons? Still trying to get that Balor to fit on two hexes, eh? |
#41
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Re: Scytale's customs - set 6 (5/5)
Thanks a ton for the review! I've been meaning to do some reviewing of yours; guess I need to get on that!
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You don't get any combat power with him, so it's all a question of his auras. He's competing against the awesome Mogrimm and heavy-hitting Migol at similar costs, as well as the option of not bonding for the extra speed. Needs more playtesting to really get a feel of the value of Tactical Freedom Aura. Quote:
One thing I loved about the Kyrie was how different they all were between generals. I, like some others, feel that butterfly wings would be a good way to go with Aquilla. Clear bug wings would be coolest, in my opinion, but I don't have figures that use that. Quote:
I look forward to seeing your Drow. Quote:
A reroll aura is something that hasn't been used before in HS. One needs to be careful with it though; a reroll is potentially very powerful. As it is, I like the flavor of Lolth's Deception and the choices one needs to make. It's very good for Hide in Darkness, but a tougher choice for other abilities like my Drider Fanglord's Immobilizing Web. Quote:
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Greater Demons will be in the next set, along with their mighty leader. |
#42
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Re: Scytale's customs - set 6 (5/5)
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#44
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Re: Scytale's customs - set 7 (5/9)
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Yurganthaor - you didn't find it was too strong to move 3 lessers in playtesting? For Yurg I would have done 1 Greater, 2 Lesser, or 1 Squad (=3 figs probably), but at the same time we are having some difficulty deciding on this exact same mechanic with our Reaper King undead commander. The question is: will 3 lessers be so much better than any 1 squad that a person would never draft squads with these guys? Bjornganal - this guy looks familiar :P - he looks to be *really* strong for 140. If he charges, he attacks with 7, and then when the enemy moves in to exploit his low defense, he gets em with Engagement Strike. Ouch! Ssoril - Noxious Stench Aura is a really great ability, especially the 2-wound stipulation. - Bite and Claw is also very good. I'll be stealing both of these abilities in some form or another I like the slight nerf on the double attack. Ulu-Thurg - Ok, I had to read his ability text twice to "get" it, so that's not good. Can I suggest this reword: Quote:
- his price seems right, but his life is high for that price. defense low like the rest, though. Xoun - cool. Psychic Blast seems really strong for an 80-pt figure, and doesn't need LOS. Were you ever tempted to make it Attack 3? - like Psionic Disruption ability a lot. |
#45
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Re: Scytale's customs - set 7 (5/9)
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He's good for a good, hard hit (if the dice are with you...), but 2 defense doesn't hold up much. Charging into a ranged army gets him dead. My friend Richard used him to defeat a Hobgoblin (yet to be shown) army with a hot d20, but he died along with everything else not-Yurganthaor. Quote:
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Yeah, I'm not sold on the 4 attack. I wanted to give him enough punch to make him worth activating, but maybe the "no line of sight needed" bit is enough. Last edited by Scytale; May 9th, 2011 at 05:41 PM. |
#46
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Re: Scytale's customs - set 8 (5/12)
Uploaded some new cards and added them to the first post.
The figures used for one of the units, the Army of the Dead, was recently previewed by the C3V for one of their upcoming units. It's no surprise, really, as they are great-looking figures. So my custom is already obsolete. I am a bit sad, though, because of all the units I've made the Army of the Dead has been the most fun in playtesting. I believe my playtesters would agree with me. |
#47
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Re: Scytale's customs - set 8 (5/12)
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One question: why would I ever want to use Rise from the Grave instead of just plopping them all down on the start zone at beginning of game? Is the advantage that you can 'summon' them to forward positions quickly once you get another undead guy forward? |
#48
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Re: Scytale's customs - set 8 (5/12)
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Being a stickler is pretty much why I consider my AotD obsolete. I'm a bit proponent of the C3V initiative and I'll be getting copies of everything they produce. The stickler in me won't allow two units to use the same minis. So when C3V puts out their version, I'll say goodbye to the Army of the Dead. Quote:
Winning with the AotD requires hitting your enemy hard and fast and plowing into his starting zone. Once they get into the fight they don't have enough defense to hold up against much of anything, but Rise from the Grave keeps the reinforcements coming without taking the turns to move them from the starting zone. If things go well you can keep up 3-4 attacks per order marker. However, it's a balancing act, and things can turn very bad in a heartbeat. Once your opponent has destroyed all AotD on the battlefield, you can't summon any more, so determining how many to put in your start zone and how many to leave off the board is a tricky decision. Too many in the start zone and your attack falters when you can't rise more into the fray, too few and your forces are killed off before you have a chance to rise everybody. |
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