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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#481
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Re: Sir Heroscape's customs
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#482
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Re: Sir Heroscape's customs
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#483
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Re: Sir Heroscape's customs
+1 Defense is valuable, and the 3 Attack is ok enough to warrant using them.
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#484
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Re: Sir Heroscape's customs
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#485
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Re: Sir Heroscape's customs
Just remember how annoying Isamu, Spiderman, and Venom can be when they get a hot D20. The harder you make it to that get out jail free card, the less annoying it will be when facing them.
Edit: I was on the previous page, and didn't realize the conversation had moved away from the D20 ability. My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#486
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Re: Sir Heroscape's customs
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#487
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Re: Sir Heroscape's customs
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#488
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Re: Sir Heroscape's customs
Updated versions of the additional shadows. These "feel right". The theme and abilities are on, the points are on (so far in testing) and their roles are unique and useful in the faction. Continued testing will refine the stats and points...but so far, this feels like the sweet spot. Any comments are welcome, and any playtesting even more so
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#489
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Re: Sir Heroscape's customs
A lot of people have commented lately and it's thrown my head for a loop. I've taken to heart a lot of the feedback and done some introspection of my own on the design vision for A-N.
I think I've struck a strong balance between what I'm looking for in terms of power level and theme. Overextend is a simple way for him to be recklessly ravenous and hurt himself doing so, while keeping it from being overpowered...but that paired with his Frenzy for blood makes decisions a little tougher on the player. He must attack all adjacent figures makes him tougher to place, but it's thematic and can be adjusted based on the roll to hit it. The potential is still really good with his ability to get to attack all adjacent figures and overextend with 5 dice...but that's just max potential. Seeing how often he can pull it off will be how I strike the price and balance. I'm going to start testing the below design. Any comments are still appreciated. For reference, the following are things I'll be looking for in testing to determine the power level and consider changes...though the powers themselves I'm going to stay set on: 1) How often does he get the Frenzy? Too often = Increase the roll but potentially the theme fails if he's not getting it very much. Not often enough = Lower the roll to increase the theme but at the cost of too strong a power --> lowering the roll to increase his theme could be counterbalanced by lowering the attack to 4 so that it's more frequent he attacks everyone, but not as deadly when he does 2) How strong is Overextend when combined with Frenzy? How often does he max out on kills? What is his average? Does he end up taking more wounds on average when he tries to overextend? In Summary, there are really 2 things I'm looking for: how the roll of the frenzy effects the theme of the unit and whether or not to bring it up and down, and the power level of the attack value at 4 vs 5 when adjusting the frenzy roll...always keeping in mind the overextend interaction...and then how that relates to point cost. Anyway...here he is. @Scytale a rules question (you can PM if you think it's more "appropriate"). How does Overextend factor into his interaction with a certain unit? Does their ability carry over into his additional turn? Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#490
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Re: Sir Heroscape's customs
Love the demon guy! The hunger ability makes perfect sense, my only suggestion is make him 10 pts more, so 135 pts. 5 attack is no joke.
"Our mother has been absent ever since we founded Rome; but there's gonna be a party when the wolf comes home." |
#491
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Re: Sir Heroscape's customs
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Right now, A-N looks like mostly an improvement over the Ogre Warhulk. I certainly appreciate your willingness to make changes, even to the point of re-imagining the whole design. I did like a lot of what you had, before, though. Can I suggest something? Life: 6 Move: 6 Attack: 5 Defense: 3 Ravenous Frenzy After moving and before attacking, you may place 1 wound marker on this card. If you do, Agrith-Naar may attack any or all figures adjacent to it. After attacking, if there are no figures adjacent to Agrith-Naar, you may remove 1 wound marker from this card. Flying |
#492
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Re: Sir Heroscape's customs
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
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