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AotV Customs A place for Arena of the Valkyrie Customs |
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#241
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
I have to admit I really like this direction:
SHIFTI don't like the idea of replacing a power with Evasive or of adding a 3rd power. I see the argument for basing BLINK off of targeting but I'm concerned the once per turn per figure limit could prove difficult to keep track of. Any thoughts along those lines? I think this core powerset is definitely the way to go. Formerly known as capsocrates -- Remixed Master Sets - challenge yourself with new terrain combinations! -- Colorado Fall 2023 Multiplayer Madness -- caps's Customs Redux - caps's multiplayer maps - caps's maps - Seagate -- Continuing Classic Heroscape: C3V SoV |
#242
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
I think if we make them beefy defense wise (4 or even 5) - absolutely that's a good direction, and one I'd be happy to settle on and test.
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#243
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Sounds like we ought to stick with what's in the OP, then. I like targeting as a fallback, though.
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#245
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Bumping. I think we can get these guys to Playtesting?
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#246
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Is this ready for Editing?
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#247
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Yes, the version in the OP looks up to date and ready to move forward.
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#248
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Quote:
I did some quick tests with RotV figures (and on the map I'm making for ARV), so I'll have thoughts when we get to playtesting, as soon as they pass Editing. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#249
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Quick match today with the Alphas. We played on my Castle Mont’ari map (I’ll try to link a pic later). Glyphs were Knoweledge and Wannok.
Me: Thorgrim Guilty Isamu Velnesh Knights x2 (390) vs LE: Drake 2 John Varan Pathfinders x4 (390) I started by going for glyphs and forming a nice wall of Knights by the mountainous section of my SZ. LE’s forces rushed in. I was slowly blinking in the Alphas, using the walls to prevent getting shot at. LE collided with my forces, using Drake to open with a pair of Pathfinders as backup. My knights didnt do much damage, but they held until the Alphas got the jump in the rear, splitting LE’s army up considerably. They got some really good swings in, giving me a turn advantage. I used this advantage to win the game. Varan did do a bunch of damage with a great 5 attack spread, but it wasn’t gonna pull LE out of a deficit. Velnesh killed 2 pathfinders, put 2 wounds on drake, and 3 on Varan. Shift was key to protecting them from firearms, since they were weaving through the castle walls. One even Shifted on top of the highest peak, a Crypolith/Pillar of Har. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#250
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
Another quick game. This time a draft with assorted units, which explains the random nature of the armies. (400 point cap)
Me: Atrixus Crixus Velnesh Roman Archers LE: Drake 1 Brunak Morsbane Stingers Once again, the battle was fought in the mountainous part of the map. I used Crixus to get Wannok early. This time the Alphas weren’t able to split her army up since she moved them in a clump. They did smack her figures around, but Brunak got some revenge in, killing 2 of them. Atrixus took some turns, but did almost none of the work and his aura was useless this game. Crixus eventually wiped put LE’s army, doing a notable 4 hits to Drake in a single swing. The Velnesh Alphas killed a Stinger, and did two hits to Brunak. Near endgame, the last one was useful for clogging the board since he didn’t have to take turns for extra movements. Thoughts: Not as relevant this game, but they still held their own. They still need some turns to set up, but Shift helps a bunch. Fun unit, but tricky to find turns for. Menacing, I like it. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#251
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
I love that they're seeming fun to play! That's very promising.
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#252
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Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Editing
400 Points
Map: Volcarren Paradise Glyphs: N/A Army 1: Mimring, Syvarris, Velnesh Alphas, Tarn Viking Warriors Army 2: Airborne Elite, Sgt. Drake (RotV), Krav Maga Agents, Thorgrim Which units survived? Airborne Elite (2), Sgt. Drake (RotV) (2 wounds), Krav Maga Agents, Thorgrim No Airborne round 1, Mimring leads with a shot on a Krav (Stealth Dodged) and Drake (2 wounds). Mimring goes down fast, but while he's drawing fire the Velnesh advance and start menacing (appropriate personality!) the Krav, forcing them back into their corner. The Airborne Drop and pretty much seal the game, though, killing the Velnesh and then the Tarn before they can be reached. Syvarris takes out two, but it wasn't close. How useful were playtesting units' powers and how often did they come into play? Shift was used every turn and Blink came into play against the Krav, but not so much the Airborne (who were firing 4v4 instead of 3v4 or 5 thanks to height). Velnesh didn't kill anything this game, but forcing your opponent's lead unit (Krav) all the way back into their start zone is pretty handy. Any additional comments (theme, balance, fun factor with and against)? Velnesh fit right in with other Master Set figures. They do one thing and do it well. It's a nice theme that plays out in line with their personality and expected matchups. =============== 400 Points Map: Volcarren Paradise Glyphs: N/A Army 1: Mimring, Syvarris, Velnesh Alphas, Tarn Viking Warriors Army 2: Airborne Elite, Sgt. Drake (RotV), Krav Maga Agents, Thorgrim Which units survived? Syvarris, Velnesh Alphas (2) This time Mimring sticks around long enough to chase down a couple Krav then engage Drake and Thorgrim in the start zone. Meanwhile the Tarn are able to Charge across and force the Airborne to Drop in the safety of their own start zone. Tarn are then able to engage, but only kill the last Krav and do 1 to Drake. Syvarris starts shooting from long range to kill an Airborne and draw the Heroes across for a Velnesh ambush. It works and Velnesh are able to finish off Drake and Thorgrim, losing just 1 Velnesh, then reengage the remaining Airborne. They get a couple, then Syvarris finishes the game from long distance. How useful were playtesting units' powers and how often did they come into play? Shift was used almost every turn (sometimes they could engage on appropriate height without it) and Blink came into play against the Airborne, but they were basically already in position by the time it triggered against the melee Heroes. Velnesh survived well (thanks to the rest of the team keeping board advantage, then Syvarris being able to draw opponents in). This allowed them ~220 points of damage, plus a couple survivors. Any additional comments (theme, balance, fun factor with and against)? Like most units, Velnesh can do much more or less than they appear to be worth. Between these games, they were about right. Since they have to defend to Blink, opponents still have fun playing against them, trying to re-position and maximize shots before they inevitably close in. And of course, stalking enemies (especially range units!) is a lot of fun. I would still prefer either before or after moving for Shift, instead of the choice, since that would give both powers one clearly defined window. My preference is after moving, to break up back-to-back Shifts after getting shot, Blinking, then immediately Shifting again before their normal move. In at least half the cases, Shifting was equivalent to +4 Move, meaning two in a row is 8 Move! Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
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