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Old August 28th, 2019, 11:39 PM
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Re: Sir Heroscape's customs

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Originally Posted by capsocrates View Post
So right now you have 6move, 6range, 2attack, 3defense, and improved flocking.

I would go for 6move, 2defense, evasive 3, glide, and improved flocking that moves 6 Raptorians. I think this makes an interesting unit. Why 6? Because you could already move a net of 4 with Flocking on the Sneaks, and you're potentially sacrificing an attack to use the archer, so if it is truly improved flocking you should get more bonus movement than just a total of 5 units. (EDIT: this also fits with the advanced scout thing, since you move the archers up early to be able to move lots of Raptorians when they attack).

The remaining question is how you implement the range. I think either 7range and 2attack or 5range and 3attack is the way to go. The former emphasizes his anti-range component and the latter makes him more approachable by enemy melee forces but more beefy at hitting them. A single attack of 2 or 3 won't typically be worth an OM mid-game, but that single attack along with moving 6 Raptorians could be. (EDIT: I think I lean strongly towards 7range and 2attack. The sneaks already get attacks of 3, and that bow doesn't look that powerful, necessarily. But the ability to hit stuff that is further away from the Sneak screen sounds really good)

I think you could bundle the above up for 20 points.

--

Your other two Raptorians are neat but they don't really feel like Raptorians.


EDIT: I would look for Evasive, Glide, or a power that works similar to those. Note how the Warwitch has "Flutter" which gives her a different twist on the feel of those first two powers. For the first card, I don't think Raptorian Resilience is a great fit for the faction. An attack bonus feels more fitting for their aggressive nature. However, I would also consider an alternative like Count Raymond's Maneuver 9; maybe Raptorian Maneuver 7/8? Maybe give it a different name and explicitly state it also applies to him? There are other ways to do the melee + range weapon thing, but I like what you did with Hand Crossbow. It would depend on the other powers on the card, but I can't help but think that Raptorian Disengage might look a little different. Maybe in response to a ranged attack they can move 1-2 spaces and avoid leaving engagement attacks?


For the second one, I'm not sure that you need a two-weapon attack special power. It depends on what else you end up putting on the card. I would look for something that makes him feel more like a Raptorian than Charging Assault. You could do Evasive (maybe even going up to 4?), a Flutter-like power, Disengage, Glide, or one of the ideas I proposed for the Leader dude.
Those are some REALLY good ideas and feedback, I really appreciate it. I like where this discussion is going. Gimme a second to process this and I'll try and mock up a summary with some powers.

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