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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#3829
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Re: The Pre-SoV Workshop
Well met!
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Thanks, Bigga! I hear you. I felt compelled to limit Battle Cry and Leaf's post implied Warlord might be a deal breaker. Divine Mission isa great re-use of that power, in this thematic context. I loved the synergy between Warlord and Ullar Battle Cry. RANIA REYJYRE General Ullar Unique Hero Species Elf Class Warlord Personality Valiant Size Medium 5 Life 5 Move 5 Range 1 Attack 4 Defense 4 Points 130 ULLAR BATTLE CRY After Rania destroys an opponent's figure with a normal attack, you may move 3 squad figures you control who follow Ullar up to 3 spaces each. DIVINE MISSION When revealing an order marker on Rania's card, after taking Rania's turn, you may reveal the "X" order marker that is on Rania's card and take another turn with Rania. During this additional turn, Rania adds 2 to her normal attack against Undead figures. |
#3830
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Re: The Pre-SoV Workshop
Well met! Agreed. This may be a Workshop Thread..but typically it’s appreciated by those who participate in giving feedback that the unit has a clear vision and some playtesting already done. I view this thread as a place to go for fine tuning rather than a full rework and the reworks here are changing so much this is something that needs to happen in your own customs thread. My suggestion on an SoV submission process: 1) design the unit how YOU want it in your customs thread 2) look for feedback and workshopping in YOUR customs thread 3) playtest your Version of the unit 2-3 times 4) make adjustments as needed and ask for feedback in YOUR thread until you come to a point where you like it 5) playtest it another 2-3 more times 6) repeat #4 and #5 as much as you feel it’s needed 7) THEN come to the Pre-SoV workshop with a clear vision and some testing to back up the design. Doing this will make it a lot easier for people to give good honest feedback and help you refine a design. repeat #4&5 as needed until the design is at a point where you as the designer can say it’s ready to Submit. ~ Sir Heroscape I hear you. Moving this conversation to where it belongs . . . |
#3831
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Re: The Pre-SoV Workshop
I mean, having her as a warlord doesn't mean people pick her with the Romans, especially if her abilities are limited to Ullar - there's much better options. Hell, there's better options in Ullar.
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#3832
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Re: The Pre-SoV Workshop
Good point. I was thinking about the design before the restrictions to Ullar, and was planning to say something about it. I should have given it more thought before posting.
My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#3833
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Re: The Pre-SoV Workshop
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I like the change to First Assault. It still conveys the same playstyle and has the familiarity of a pre-existing power. I'm less enthused by dropping the Orc Battle Rush. I thought it was a neat reuse tying him to the Death Chasers of Thesk, and the power itself is very distinct but hasn't been explored outside of that squad yet. Changing it to less movement but at the start of every round loses a bit of what made it feel distinct to me. Quote:
(As for a certain SoulBorg, he'll be back once I don't have Samurai sculpts dwindling in supply.) Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3834
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Re: The Pre-SoV Workshop
Seishin Samuari
I love where this design has ended up. Don't let people dissuade you about the potential power of Wave of Fear; the fact that it has high potential is a selling point, imo. Anyone who does manage to do a big turn with them not only deserves kudos, but their opponent deserves what they get for letting them build up like that. My only concern is the free movement after spawning. It seems to me a valid strategy would be to run away with them after spawning in an attempt to protect them and build up a horde. I doubt it would be an effective strategy, but something to test for. Olog Like Astro I feel a bit saddened at the loss of Orc Battle Rush. It was a nice tieback to the Death Chasers. But Savage Rush does work better for a variety of maps and game types, so it's probably better for him. The change to First Assault is a good one in that it keeps to the theme you want while tapping into familiarity. 50pts does feel a bit high for what you get, but that's up to playtesting. If that is right, looking at the figure you could viably drop the Defense to 1 and drop the cost, but I like him pretty well as he is, stats-wise. |
#3835
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Re: The Pre-SoV Workshop
I feel like (without testing) the current stats of Olog feel more in the 35 - 40 point range, than 50.
My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#3836
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Re: The Pre-SoV Workshop
After some more testing 35 points feels right. I feel 1 defense keeps his 5 attack potential in check, but having the 3 lives mean he can survive for a short time. The Savage Rush instead of orc battle rush means he can fit into non bonding armies better because in the ravagers build you don't need to put order markers on him, but Savage Rush means he is still usefull in non bonding armies
Long live heroscape |
#3837
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Re: The Pre-SoV Workshop
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As for the free movement after spawning, that is actually probably one of the best changes in terms of making them more fun to play. It's possible to run them away instead of engaging the enemy, but typically that gives up your positioning and the 4 move hits harder when you do want to activate them. Engaging enemies, on the other hand, protects your other Samurai and provides immediate value. That said, I could see someone trying to build up an armada of Seishin Samurai as a back-up force if they have enough points to spare. I'll look into it--if it proves to be the best way to play them, then I'll probably drop the defense to 3 to encourage using them more aggressively instead of trying to save all of them as a second army. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3838
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Re: The Pre-SoV Workshop
Olog is looking pretty darn good. My concern that you're just creating an extra target for the opponent to ping with free shots is still valid, but the 3 Life makes him less attractive to route attacks at. The combination of powers definitely does make him a hungry ambusher, even if you have to spend order markers on him. So yeah, I'm pretty happy with this design.
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#3839
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Re: The Pre-SoV Workshop
I've been working on a new addition to my favorite VC set, the Varkaanan clan, and found a pre-painted Wolfen Confrontation set call Great Fangs that I fell in love with. I absolutely love these guys and their imposing presence on the battlefield! I've named them the Varkaanan Deathfangs since their powerbase is based off the Swiftfangs.
I haven't had a chance to photograph them properly yet due to gloomy weather but I will make a card for them soon once weather conditions improve. My goal for this unique squad is to have them be slow moving terrors that stalk their pray. Whereas the Swiftfangs are meant to move out first, the Deathfangs are meant to move out last. Here is what I have so far. ***** Varkaanan Deathfangs Unique Squad Move 4 Range 1 Attack 4 Defense 3 Points 120 Finish the Hunt When Order Marker 3 is revealed on the Varkaanan Deathfangs, add 2 their Move number and 1 extra attack die for that turn. Execute the Defeated After revealing an order marker on this card, If a Varkaanan Deathfang destroys a figure during his attack, he may move and attack 1 more time. Each Varkaanan Deathfang may only use this power once per turn. Unrelenting Stalk When a Varkaanan Deathfang rolls defense dice against an attacking figure who is not adjacent, add 2 automatic shields to whatever is rolled. ***** Design notes: 1. With a move of 4, the Desthfangs are the slowest wolves of the pack. And since they will only shine during turn 3 and cannot use their execute power unless an order marker is revealed on their card, the player will have to use the Wolf Pack power with other wolves to slowly get them into position so they can land that killing blow on turn 3. 2. Thematically, Wolf pack was purposely left off this card as these wolves are called to end the hunt once their brothers have already gone forward. From a balance perspective, they are too strong if you can bond with other wolves when they reveal an order marker 3 and use their execute power. 3. When I created Execute the Defeated, I imagined them slowly walking the battlefield looking for survivors and executing them. I loved the idea of these terrifying, hulking wolves scouring the remains of the battlefield looking for a kill while collecting skulls and loot. This also matches the figures themselves since one of them is holding a jar, one has a skull on his head, and one looks like an actually executioner. 4. The Unrelenting Stalk power provides a great visual of a slow, lumbering beast stalking you from afar while impervious to anything that you throw its way to stop him. From a gamplay perspective, with their average defense and move of 4 and because they are most likely not going to be activated till the end of a round, they needing something to help them survive against range attacks as they slowly work their way up the battlefield. They can still be defeated easily if their opponent gets the jump on them and meets them in hand to hand combat. I've gone back and forth on 1 auto defense vs 2 and landed with 2 since they were a little fragile against multiple range squads. I'll make an attractive card later. Looking forward to your thoughts! |
#3840
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Re: The Pre-SoV Workshop
The biggest problem with Vaarks lately has been availability. Are these minis widely available?
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