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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#13
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Re: Green Wyrmling discussion and playtesting
Necroblade wins.
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#14
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Re: Green Wyrmling discussion and playtesting
How about something like
Fledgling Counterstrike When rolling defense dice against a normal attack from an adjacent figure, re-rell all excess shields. Dice that show skulls count as unblockable hits on the attacking figure. --- This gives a real Counterstrike flare (requires only 1 excess shield, so it will activate more frequently, has the potential to inflict more than one wound in certain situations), but cuts the probability of the activation causing a wound by 50%. That's certainly fledgling if you ask me. |
#15
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Re: Green Wyrmling discussion and playtesting
Pure melee against 4th Mass is already broken enough, so I see your point. Just make their personality Intrepid or Valorous.
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#16
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Re: Green Wyrmling discussion and playtesting
Considering how with flight he will probably have flight most of the time, lets analyze him with five defense dice.
One attack die-1.233 is the average damage inflicted back. Two attack dice-0.881 is average. Three attack dice-0.611 is average. Four attack dice-0.414 is average. Five attack dice-0.274 is average. etc. Using this I'd say nireks is the best idea because you have to risk the odds again to roll attack dice. Gurei Ornery, the reason it would be valiant is Charos is valiant and the other wyrmlings personalities match up with their respective dragons: Braxas-Black, Zelrig-Red,Nilfheim-White, Blue-Quahon. Last edited by Heroscaper Guy; November 21st, 2012 at 11:01 AM. Reason: double post |
#18
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Re: Green Wyrmling discussion and playtesting
Quote:
10 Years of Gencon/Scapecon Battle Reports - Comic Battle Reports - Probability Calculator App - Reverse the Whip Army Archetypes "It's all about the game." - Sgt. Ernie Calhoun Last edited by vegietarian18; November 21st, 2012 at 11:06 AM. Reason: well, obviously it would have flying and a valiant personality too |
#19
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Re: Green Wyrmling discussion and playtesting
Quote:
NOPE, TOO POWERFUL AGAINST SQUADS.... I've done the tests. C3V Current Broadcast 4/29/2015 C3V Testimonial from " Easily the best quality classic customs I have ever seen" MY MINIATURE COLLECTION -- NEW VALHALLA |
#20
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Re: Green Wyrmling discussion and playtesting
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FLEDGLING COUNTER STIKE When rolling defense dice against a normal attack from an adjacent attacking figure, if any excess shields are rolled the attacking figure receives one unblockable hit. Isn't it just a weaker version of Counter Strike? Do you consider Counter Strike overpowered against squads? I'm honestly confused. |
#21
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Re: Green Wyrmling discussion and playtesting
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A Greenie flies up and engages a squad figure...it either is forced to attack or let the Greenie attck him...and if you add in other wrmlings like Reds and Blacks...squads have no shot. I gave my thumbs down to that version of fledging counterstrike way back in the begining of the SoV...my tests proved they were devestating to squads and were hands down "broken" C3V Current Broadcast 4/29/2015 C3V Testimonial from " Easily the best quality classic customs I have ever seen" MY MINIATURE COLLECTION -- NEW VALHALLA |
#22
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Re: Green Wyrmling discussion and playtesting
This is an interesting convo... But I don't really see how counterstrike with def of 4 is overpowered against squads. I'm no playtester or anything, but seriously what squads are you playtesting these guys against? Rats and Blades? I would think that an attack of 3 would be able to avoid counterstrike to a reasonable extent... plus you have the fact that CS doesn't even work at range or against SAs. I can see how this power is going to hurt squads a little more than heroes, but isn't the heroscape metagame already littered with tons of squads anyway? It could be a nice step towards the HERO in heroscape
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#23
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Re: Green Wyrmling discussion and playtesting
4 defense becomes 7 defense quickly with height and Raelin (they can fly, so grabbing height is easy). Squads generally have 3 attack, which is counter-struck by 7 defense easily. I haven't played a Green Wyrmling, but I play the Samurai a lot and I know the power of counter strike.
I still think requiring 2 excess shields is going to be the best option here. It's simple and certainly won't be overpowered I'd think. |
#24
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Re: Green Wyrmling discussion and playtesting
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Common squads still dominate the competitive metagame, so I don't see why anyone should be concerned about protecting them. In addition, if a weaker version of Counter Strike on a flying common hero proves too powerful against those [sarcasm]poor unloved common squads[/sarcasm], Defense can always be dialed down to compensate. I just don't see a problem here. |
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