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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#133
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Re: Kolakoski’s Pre-SoV Custom Corner
Well met! Abandoning Demetria for the time being. |
#134
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Re: Kolakoski’s Pre-SoV Custom Corner
Well met! After pouting, I’m going to test Demetria with this version of Sonic Sword. SONIC SWORD When Demetria rolls attack or defense dice, you may re-roll up to 2 dice that did not show skulls or shields, respectively. |
#136
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Re: Kolakoski’s Pre-SoV Custom Corner
Well met! Quote:
Sonic Sword is like an irritating dog whistle for its target. In limited testing, it really helps her to survive. Rania is good but not great. Ullar’s Light is a great power. The Armocs don’t need a movement bonus and die too fast against Orcs. Replacing Ullar Battle Cry with Divine Mission or some other X Marker special power. |
#138
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Re: Kolakoski’s Pre-SoV Custom Corner
Hang in there!
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#139
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Re: Kolakoski’s Pre-SoV Custom Corner
Well met! Demetria is better but still doesn’t excite. Going to test another power to replace Ullar’s Battle Cry: ULLAR’S RETRIBUTION When a friendly figure that follows Ullar is destroyed within 8 clear sight spaces of Rania, you may reveal the X Marker on Rania’s card to trigger Ullar’s Retribution. All opponents’ figures within 2 spaces of the space that was occupied by the destroyed figure are affected. Roll 3 attack diced once for all affected figures. Each affected figure rolls defense dice separately. Last edited by kolakoski; December 21st, 2019 at 05:48 PM. |
#140
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Re: Kolakoski’s Pre-SoV Custom Corner
Demetria played at 120 points
Game 1 - 400 points Army: Demetria, Crypt Guardian x2, Nhah Cultists x3 Army: Nagrubs x4, Tor-Kul-Na, Wo-Sa-Ga Tor-Kul-Na stomped away early, but Demetria proved tough to bring down with all the re-rolling. Demetria got 2 Enslave attempts with +2 from Crypt Guardians, but both missed. Still the Sonic Sword at 5 attack put 3 wounds on the Hivelord while keeping her alive. She healed once from killing a Nagrub, but that was it. 2 attacks and a stomp took her down, but there were enough cultists left to bring down TKN. The two mummies were too much for the nagrubs to bring down, and even with 1 Coil Crush the Cultist team squeaked one out with 3 Cultists and 1 Mummy left. Demetria went 0/2 on Enslave, killed a Nagrub (healed), and put 3 wounds on TKN. Game 2 - 430 points Army: Demetria, Myrddin, Phantom Knights x3 Army: Arrow Gruts x4, Krug, Mimring Mimring flamed quite a few Phantoms before taking some hits, while Arrow Gruts pinged away. Demetria was able to Enslave Myrddin who lightning blasted away a handful of Arrow Gruts. Demetria caught Mimring and killed him (healing a life) while the Phantoms took out most of the arrow gruts. It came down to 4 phantoms and Demetria vs. 4 ARrow Gruts and Krug. Demetria went head to head with Krug even hitting 2 enslaves having Krug kill 3 of his own arrow gruts. Demetria made it very close, but Krug got back to back 5 skull rolls which were too much. 2 life Krug and 1 Arrow Grut won the day. Demetria went 3/9 on Enslave (2 on Krug, 1 on Myrddin which killed 4 arrow gruts). Demetria killed a 1 life Mimring, 2 Arrow Gruts, and 6 wounds to Krug. My thoughts -Undead + Enslave + Sonic Sword + Queen is a LOT of different, possibly conflicting themes wrapped up into a single unit. -Demetria is quite a bit stronger than the Mind Flayer for 20 points more. A lot of the MFM cost is worked around lava and Enslave, so I'd say based on that frame or reference that Demetria is undercosted. -Enslave with the Crypt Guardian is a bit cumbersome to set up, but I think that's ok with the design. You have to have the order marker on Demetria to use that ability, so it dampens the effect of the Crypt Guardians -Sonic Sword is a nice ability, but it doesn't give you a lot of choice in its power. +1 attack/defense on the base stats accomplish mostly the same effect. -Demetria was a fun unit to use. Consistently getting 3-4 skulls and 1-2 shields is a tough hero, and is fun with life drain. My gut after two games is that Demetria is undercosted, but would probably be close if Enslave was removed as a power. |
#141
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Re: Kolakoski’s Pre-SoV Custom Corner
Well met! At this point, Demetria isn’t speaking to me. I’ll rework later. Rania could do with some more play, with combinations of units I don’t have available here, such as Romans, Venocs, Wizards, and other Ullar heroes, but the only issue in doubt I can see is price. |
#142
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Re: Kolakoski’s Pre-SoV Kustom Korner - Rania Reyjyre
Well met!
This is the latest version of Rania. RANIA REYJYRE General Ullar Unique Hero Species Elf Class Warlord Personality Valiant Size Medium 5 Life 5 Move 5 Range 1 Attack 3 Defense 3 Points 120 ULLAR’S LIGHT When Rania attack’s, you may reroll as many attack dice as there are friendly figures that follow Ullar within 5 spaces of Rania, up to a maximum of three. ULLAR’S FIRE Immediately after an opponent’s turn in which a friendly figure that follows Ullar is destroyed within 5 spaces of Rania, choose an opponent’s figure within 5 spaces of Rania and roll a 20-sided die. On a roll of 15 or higher, that figure receives a wound. |
#143
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Re: Kolakoski’s Pre-SoV Kustom Korner - Rania Reyjyre
Quote:
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#144
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Re: Kolakoski’s Pre-SoV Custom Corner
Well met! Absolutely! Looking forward to seeing what you come up with. |
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