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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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Re: Public Design Post
During our last round of public nominations it was mentioned that my CapWolf design would best be ran after we had grown the Lycanthrope faction a bit more. Do others feel that way looking at the design? If so what can we do? My intention with the design was to boost the uncommon Werewolves with a leader and help them get free turns, stay alive, and set up stealth pounces. This was a design I was considering nominating/purchasing with points. Design below:
Capwolf
Spoiler Alert!
EDIT* Probably need to up that Shield Throw defense roll? |
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Re: Public Design Post
Selfishly it would exclude my Unique Werewolf who is not very powerful.
Actually this design makes mine all but useless. Not sure if we have ever called out Uncommons exclusively before or not. And it is not yours to worry about future Werewolves. They will have to bear the weight of future synergy. Always happy to see an addition to Team Creature Feature. If you really want to tie him to wolves, make Shield Defense automatic but only work for wolves. |
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Re: Public Design Post
I'd argue Warriors 3 are even better due to Swordplay, but then the Warriors 3 cost some 920 points, so you can't really point at them as justification for something unless you are talking about another combo in the 920 point range.
Kind of makes me want to run the Warriors 3 with CA & MM just to really ramp up the craziness. Warriors 3 920 Martian Manhunter I 300 Capt. America 240..............1460 points that leaves 140 points for a 5th CA ally to marker up in a 1600 point army. Wondergirl (lasso opponents adj. to the Warriors 3), Wizard (double ranged attack), or Falcon (nice MCU themed CA team-up) would be the 3 I would consider. |
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Re: Public Design Post
I think it would be a real shame for Capwolf not to synergize with unique lycanthropes, whether it be the current one or future ones. If you want to ensure the uniques won't be able to ever step too much on the toes of the uncommons, make only the "take a turn with 1" work with Uniques, and leave the "attack with 2" as just for uncommons. That should help ensure that the uncommons always have their own niche in a Capwolf build.
Heck, judging by what I've read about Capwolf, even Wolfsbane was part of his team, even though she just -looks- like a werewolf. Including her (even if just in the simple turn bonding) might make for some messy wording, but it would help flesh the faction out a bit. If you want to make the uncommon werewolves more scary on a Capwolf team, let one of Capwolf's options be to attempt a d20 roll to take a turn with an opponent's lycanthrope. Maybe add to the roll for each Lycanthropy marker on the target. |
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