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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#1
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Green Wyrmling discussion and playtesting
Hey all. There's been a lot of discussion about the Green Wyrmling custom and how it should be done. It seems like the SoV is a natural place for this idea, but no individual has really been able to dial in a figure that met the SoV's approval.
So, the idea of this thread is twofold:
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Anyway, here's hoping that we can put our heads together, run some tests, and figure out a version that works. The goals, in my opinion:
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#2
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Re: Green Wyrmling discussion and playtesting
Very good idea for a thread dok. I'm interested in how this will turn out.
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#3
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Re: Green Wyrmling discussion and playtesting
I looked through the thread and it seems to go round and round, so I tried to think of a different angle to come at the problem. Here's what I came up with:
Counterattack When this Green Wyrmling successfully defends a normal attack from an adjacent figure, you may immediately make a normal attack against that figure. This way, a whiffed skulls roll gives the figure a chance to defend instead of an auto wound. I know it loses a touch of the flavor of regular counterstrike, but clearly that isn't working for balance reasons. With this I would go 5/1/4/4, 35 points. |
#4
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Re: Green Wyrmling discussion and playtesting
It could be done as all shields in excess of the skulls and blanks rolled are unblockable hits.
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#5
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Re: Green Wyrmling discussion and playtesting
Not terribly familiar with past attempts at this, so forgive me if this has been tried before.
How about If a Green Wyrmling you control successfully defends against a normal attack from an adjacent attacking small or medium figure, if at least 2 excess shields were rolled, the attacking figure receives 1 wound. My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store |
#6
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Re: Green Wyrmling discussion and playtesting
Requiring 2 excess shields to wound may be the easiest and most elegant way. That feels the most like a Wyrmling variant of counter strike.
You picked the perfect stats, IMO. I don't think you should aim for a particular point value, however. I wouldn't mind seeing it at anywhere from 25-40 if it isn't broken. Heroes of Star Wars 'Scape (HoSS), C3G 'Scape (superheroes & comic books!), My C3G Points, My Customs Last edited by Arch-vile; November 21st, 2012 at 02:26 AM. Reason: I agree with Soundwarp! |
#7
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Re: Green Wyrmling discussion and playtesting
Why not "If any excess shields are rolled, the attacking figure receives one unblockable wound." Triggers as easily as regular Counter Strike, but no more dangerous to heroes than it is to squads.
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#8
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Re: Green Wyrmling discussion and playtesting
I like this one. It's similar to the black wyrms power in that it is easier for a hero to survive but not for a squad figure to.
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#9
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Re: Green Wyrmling discussion and playtesting
This one is too powerful, its been tested before and it is broken against squads.
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#10
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Re: Green Wyrmling discussion and playtesting
Quote:
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#11
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Re: Green Wyrmling discussion and playtesting
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Also, I don't see how these guys would be much better than Samurai Archers with Raelin. TSA are ~22 points each and can activate 3 instead of 2 units per OM. Other than flying, what am I missing? At 35 points and 4 defense it seems pretty comparable. If you make them too weak, they will be easy pickings for ranged SAing heroes. We have enough of those already. |
#12
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Re: Green Wyrmling discussion and playtesting
Valiant personality. The suggestion is that GW+4th Mass would be broken against pure melee.
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