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AotV Customs A place for Arena of the Valkyrie Customs |
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#61
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Re: AotV Playtesting Thread (Volunteers needed!)
Would love to have a playtesting tournament with the AotV designs! By my count there's 14 figures which seems like a good number (the recent C3V playtesting tournament had 17).
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#62
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Re: AotV Playtesting Thread (Volunteers needed!)
Quote:
![]() Thanks for your interest; it’s always encouraging to hear peoples thoughts in spite of te slower pace as of late. |
#63
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Re: AotV Playtesting Thread (Volunteers needed!)
count me in!
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#64
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Re: AotV Playtesting Thread (Volunteers needed!)
After this weekend's 3x300 tournament, I brought along AotV armies to test. Since the total of out 12 units so far plus RotV = ~2700 points, I went with the format and made three groups of 3x300(ish) armies. I managed to split them so:
Points: 900/895/900 Figures: 16/16/17 Cards: 9/9/10 AotV Cards: 4/3/5 Heroes: 6/6/6 Squads: 3/3/4 Double bases: 1/1/1 It didn't quote work out that we got to use them that way, though, between playing another game first and some players leaving for other commitments. In the end, four armies (chosen at random) including 6 AotV cards got played. Map for both games was Frostmire with Wannok and Initiative +8. Game 1: ![]() ![]()
Unfortunately this matchup wasn't able to really showcase either AotV card. Really the only takeaway was that players felt it would be hard to justify OMs on Vlad (in this, or more 'normal' games; I'm also just noticing that his OP says 125 points which seems like way too many when he was at 90 before). Maybe 6 Move would help? Game 2: ![]() ![]()
Despite the terrible start losing 2 Velnesh quickly and several Crushes to no effect, Ozuul manages to come back and earn his 200+ points. Tetsuo rolled equally poorly, though. Thoughts from the players on these AotV units were: not much on the Velnesh, since they went down quick, but still find their theme and powers fun. Tetsuo just unfortunately didn't realize his potential, MJ seems fine at 19 since it never went off (and at best it would've been an inconvenience to Ozuul since he didn't have much of a team to turn on). Floated the idea of increasing the Overclock bonus even more, especially given his low Defense. HSG good that they're cheap since they don't do much on their own and Last Will usually makes them a later-game piece, but Last Will is a fun ability to try. Last Will was also the only ability deemed leaning toward the complex side, but I think we knew that and it's a very thematic power. Floated the idea of them exploding or something else when removed to give them something else to do, but I don't think that fits the design (and would probably raise their points). Another idea was to place the Hero adjacent to the HSG before destroying it (instead of destroying it then taking the exact space) and I could get behind that as a way to open up some options. Finally, Ozuul is pretty swingy, but 6 Move feels necessary to give him the potential he finally lived up to at the end of the game, whereas he could much more easily have been avoided and shot down with only 5. *tested with the latest version Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm Pepperony - 14/09/13 |
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