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#230
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Quote:
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#231
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Oops, I’m sorry! Take your time Scy.
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#232
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
While it's still shifting around at different times during a round, tying both movements into the same power in this way is a nice improvement.
Question: did you consider something like this: Quote:
Makes them even more similar to Ninjas of the Northern Wind, though. Last edited by Scytale; February 4th, 2020 at 12:00 AM. |
#233
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
I'd take the similarity to Ninjas if it gave them a little bit of a boost against ranged in that way. I like it.
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#234
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
They're already pretty similar to the Ninjas as it is. I'd prefer to keep more of a distinction between them if we can. If 4 defense isn't enough survivability, then I'd rather look at either increasing their defense or redesigning Blink altogether, personally.
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#235
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Should we give them Evasive?
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#236
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
My favorite underused power FTW! I think can be a third power with BLINK and SHIFT as all three powers are fairly short. Only Q is what to add and what should be defense stat for melee attacks.
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Another idea is to give them Double Attack or Whirlwhind Assault - mostly based on sculpt with 4 arms. Helps survivability being able to handle swarms as well. C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#237
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Not really a fan of either adding a d20 making them closer to the NotNW or adding a third power. I'd prefer seeing how 4D plus bonus Shifts held up first. However, we did have a version of Blink that was better against Range:
Once per turn, when each Velnesh Alpha is targeted by a non-adjacent figure for a normal attack, it may immediately move using its Shift special power. That would allow them to get behind cover, negating the attack, or get to height/jungle/shadow for other defensive bonuses. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#238
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Just to clarify, each Alpha may use Blink once, not once for the whole squad? I do like that.
I still do think giving them Evasive would be good for mechanical reasons and also to differentiate them from the NotNW, but if we can agree on a Blink/Shift combination that would work without Evasive we can easily put them in PT and see if they're too weak to range. I say we try NB's wording of each Alpha getting to Blink when targeted, and go from there. IT's entirely possible it sounds stronger than it is. |
#239
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Correct. There was earlier concern about repeated targeting from multiple figures letting them Shift across the battlefield. It's entirely possible there's better wording, too.
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#240
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Yeah, I think unique squads are the place for abilities that just work all the time with no d20 chance.
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