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  #217  
Old May 10th, 2018, 12:34 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

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Originally Posted by Astroking112 View Post
The Tenma Samurai are an interesting concept, although I think that they're a bit undercosted. Using the Experience markers for Tagawa Samurai works because they begin at a high defense, so it's less likely for them to die before they build up their experience and begin slaughtering the opponent.

Letting the Experience markers also boost defense necessitates a change to that, though, which you've accounted for with a base defense of 2. The problem is that they're very variable in terms of power, now, since they're absolute monsters when fully charged but unlikely to ever reach that point.

Preemptive Strike also makes that difficult, since they can outright ignore defense pretty easily (with just 2 attack on a Unique Squad with little defense, that might not be as powerful, but when they can get up to 5 attack and 5 defense, it's terrifying). I would suggest splitting it into two separate powers--one for the ability to ignore defense, and one for the Experience markers--to break up the text a little bit.
I made some changes to the Tenma Samurai, they have 2 attack, 4 defense before experience markers and they cost 80 points now.
Made it so the experience markers are an auto-shield for the Tenma Samurai.
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  #218  
Old May 10th, 2018, 12:54 AM
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Re: Heroscaper 101's customs

That's an interesting change, but automatic shields are roughly equivalent to 3 defense dice on average (since usually only one out of every 3 dice will show a shield). Giving a unit even just one automatic shield makes them extremely tough to kill, and we usually only see this on squads with about 2 defense. There's no problem with breaking the mold, of course, but going up to a full 3 automatic shields with 3 defense dice would make the Tenma Samurai almost unkillable in practice, especially when combined with Counterstrike.

I do like the distinction of making their Experience markers work for defensive purposes, though, especially since it nicely contrasts the Tagawa Samurai's form of offensive Experience. It'd be interesting to see it toned down a little bit.
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  #219  
Old May 10th, 2018, 01:25 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

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Originally Posted by Astroking112 View Post
That's an interesting change, but automatic shields are roughly equivalent to 3 defense dice on average (since usually only one out of every 3 dice will show a shield). Giving a unit even just one automatic shield makes them extremely tough to kill, and we usually only see this on squads with about 2 defense. There's no problem with breaking the mold, of course, but going up to a full 3 automatic shields with 3 defense dice would make the Tenma Samurai almost unkillable in practice, especially when combined with Counterstrike.

I do like the distinction of making their Experience markers work for defensive purposes, though, especially since it nicely contrasts the Tagawa Samurai's form of offensive Experience. It'd be interesting to see it toned down a little bit.
Now I made another change so the defense of Tenma Samurai value may equal Charos defense of 5.
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  #220  
Old May 10th, 2018, 09:38 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Pharaoh's Honorguard
General = Vydar
Planet = Feylund
Species = Undead
Uniquity = Uncommon
Type = Hero
Class = Guard
Personality = Loyal
Size = Medium
Height = 5

Master Stats
Life = 4
Move = 4
Range = 1
Attack = 3
Defense = 3

Basic Stats
Move = 5
Range = 1
Attack = 8
Defense = 3

Points = 60
(Single Spaced)

Acid Mist 12
After moving and before attacking, choose a small or medium figure adjacent to Pharaoh's Honorguard. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by Pharaoh's Honorguard this turn.

Death Mist 15
If an opponent's figure moves adjacent to this Pharaoh's Honorguard, roll the 20-sided die. If you roll a 15 or higher, the opponent's figure recieves 1 wound. Figures can be affected by Death Mist only as they move into engagement with this Pharaoh's Honorguard.

Tough
When rolling defense dice against any normal attack, this Pharaoh's Honorguard. always add one automatic shield to what is rolled.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = None
Bio:There was once a great queen on Feylund, who was said could kill her enemies with a single glance. On Feylund, she had built an army of loyal minions who would do anything for her, without question or hesitation. One day, she was summoned to a different world to fight different battles, but her army was left behind. Without her minions, this queen was not at her full strength. She was mocked, and forgotten... until the day her general summoned her army for her.

And now, with her army at her command, Queen Sudema and the Mummy Lord will march, and their enemies will fear the undead again!

The figure used for this unit is Mummy from Auggies Wizards of the Coast D&D Set. The name and model number is Mummy Harbinger #051.



Last edited by Heroscaper 101; June 13th, 2018 at 03:18 PM.
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  #221  
Old May 11th, 2018, 12:28 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Tremble Karnas
General = Vydar
Planet = Eberron
Species = Warforged
Uniquity = Unique
Type = Hero
Class = Barbarian
Personality = Stoic
Size = Medium
Height = 5

Master Stats
Life = 3
Move = 6
Range = 1
Attack = 6
Defense = 1

Basic Stats
Move = 5
Range = 1
Attack = 5
Defense = 4

Points = 135
(Single Spaced)

Ignore Pain
When rolling defense dice against a normal or special attack, Tremble Karnas always adds 2 automatic shield to whatever is rolled.

Warforged Rage
When revealing a numbered order marker on Tremble Karnas' Army Card, you may also reveal an "X" order marker that is on Tremble Karnas' Army Card to activate Warforged Rage for the duration of the round. While Warforged Rage is active, add 3 to Tremble Karnas' Defense value and subtract 2 from Tremble Karnas' Attack and Move values. When Tremble Karnas attacks while Warforged Rage is active, he may attack any or all adjacent to him. Roll each attack separately.

Double Attack
When Tremble Karnas attacks, he may attack one additional time.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Sword
Bio: Tremble Karnas began like most Warforged with Warforged Resolve, and some other versions of typical Warforged powers. However we eventually we felt like he needed more mmph. Colby designed a really exciting new mechanic for Evar Scarcarver, and he found a great way to mimic that mechanic in a different way with Tremble Karnas. ... Tremble Karnas is great at holding an area, or as your last man standing on the battlefield. With his Ignore Pain, Warforged Rage and Double Attack he's able to stand his ground and withstand a volley of attacks, but don't get too close. While he may look stoic in that stance, he's able to lash out at all those around him.


_________________________________________________________________
-Rulings and Clarifications-

  • - DOUBLE ATTACK : Attacking Different Figure
    How does Tremble Karnas' Double attack work? Does he have to attack the same opponent?
    No, once Tremble Karnas attacks one opponent, you can choose any figure adjacent to Tremble Karnas and attack again. The second
    figure can be the same figure you attacked the first time, or a different one.
-Combinations and Synergies-

Synergy Benefits Received:

Synergy Benefits Offered:

C3V and SoV Custom Synergies
Spoiler Alert!


Synergy Benefits OfferedSynergy Benefits Received

COMMAND COURIER : COMMAND DISPATCH
As a Medium Unique figure who follows Vydar, Siege may take a turn when a Command Courier uses COMMAND DISPATCH.

-Strategy, Tactics and Tips-
TBA

The figure used for this unit is Warforged Barbarian from Auggies D&D Set. The name and model number is Warforged Barbarian #024.


Last edited by Heroscaper 101; May 11th, 2018 at 01:39 PM.
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  #222  
Old May 11th, 2018, 08:11 AM
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Sir Heroscape Sir Heroscape is offline
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Re: Heroscaper 101's customs

Ummm wow...Tremble Karnas should like 300pts lol. He’s unkillable at 5 def and 2 auto shields. Maybe if he had 2-3 life, but even then this guy is straight up OP. The reason I know this is because I created a custom that got 2 auto shields but he had 4 life and 2 def and even then the dude was insanely powerful and hard to kill.

Many have mentioned the best way to move forward with your customs is to first playtest your ideas and then try to adjust and balance them...have you done that at all? Cause it seems a futile use of effort to keep designing customs that are mechanically broken and OP without bothering to playtest whether or not they actually work.

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  #223  
Old May 11th, 2018, 01:12 PM
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Re: Heroscaper 101's customs

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Originally Posted by Sir Heroscape View Post
Ummm wow...Tremble Karnas should like 300pts lol. He’s unkillable at 5 def and 2 auto shields. Maybe if he had 2-3 life, but even then this guy is straight up OP. The reason I know this is because I created a custom that got 2 auto shields but he had 4 life and 2 def and even then the dude was insanely powerful and hard to kill.

Many have mentioned the best way to move forward with your customs is to first playtest your ideas and then try to adjust and balance them...have you done that at all? Cause it seems a futile use of effort to keep designing customs that are mechanically broken and OP without bothering to playtest whether or not they actually work.
Completely agree here. People want to see and play balanced units. If you put a small price tag on something that cant be killed the players opponent is not going to have fun. The fen hydra for example is a great and powerful unit. Giving it a never ending amount of turns to grow back heads and never die for 15 more points will not be fun. We are trying to help here if you'll have it.

Check out my ebay where you can find my custom dice trays and dicetowers:
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  #224  
Old May 11th, 2018, 01:43 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Quote:
Originally Posted by Sir Heroscape View Post
Ummm wow...Tremble Karnas should like 300pts lol. He’s unkillable at 5 def and 2 auto shields. Maybe if he had 2-3 life, but even then this guy is straight up OP. The reason I know this is because I created a custom that got 2 auto shields but he had 4 life and 2 def and even then the dude was insanely powerful and hard to kill.

Many have mentioned the best way to move forward with your customs is to first playtest your ideas and then try to adjust and balance them...have you done that at all? Cause it seems a futile use of effort to keep designing customs that are mechanically broken and OP without bothering to playtest whether or not they actually work.
Did some playtesting with the new Mezzodemon Warmongers & War Hydra customs. I tone down Tremble Karnas Defense to 1, hope you like that.
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  #225  
Old May 11th, 2018, 01:55 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Quote:
Originally Posted by TREX View Post
Quote:
Originally Posted by Sir Heroscape View Post
Ummm wow...Tremble Karnas should like 300pts lol. He’s unkillable at 5 def and 2 auto shields. Maybe if he had 2-3 life, but even then this guy is straight up OP. The reason I know this is because I created a custom that got 2 auto shields but he had 4 life and 2 def and even then the dude was insanely powerful and hard to kill.

Many have mentioned the best way to move forward with your customs is to first playtest your ideas and then try to adjust and balance them...have you done that at all? Cause it seems a futile use of effort to keep designing customs that are mechanically broken and OP without bothering to playtest whether or not they actually work.
Completely agree here. People want to see and play balanced units. If you put a small price tag on something that cant be killed the players opponent is not going to have fun. The fen hydra for example is a great and powerful unit. Giving it a never ending amount of turns to grow back heads and never die for 15 more points will not be fun. We are trying to help here if you'll have it.
Should I make Regrow like the Marro Warriors Water Clone special.
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  #226  
Old May 11th, 2018, 05:03 PM
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superfrog superfrog is offline
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Re: Heroscaper 101's customs

You could. That would be an improvement.

The Marro Warriors are annoying. But it's not terribly hard to kill one of them, and their attack output isn't great. They just have 2 attack.

Putting a regrow ability that also grants extra attacks on a figure that has high defense, decently high life, and high attack is getting dangerously close to being overpowered at any point cost.
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  #227  
Old May 11th, 2018, 06:46 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

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Originally Posted by superfrog View Post
You could. That would be an improvement.

The Marro Warriors are annoying. But it's not terribly hard to kill one of them, and their attack output isn't great. They just have 2 attack.

Putting a regrow ability that also grants extra attacks on a figure that has high defense, decently high life, and high attack is getting dangerously close to being overpowered at any point cost.
I made the Fen Hydra with Regrow a Unique Hero instead of Uncommon. The point value is 160 instead of 145 and you can still kill the Fen Hydra. This special ability Regrow is only for hydra like the trolls regenerate ability. For now there are 2 hydra's in my customs thread, War Hydra & Fen Hydra.
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  #228  
Old May 11th, 2018, 06:52 PM
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Re: Heroscaper 101's customs

The point is that he has 6 defense in the first place. It's very hard to kill one of his heads. Making the heads come back makes him wayyy too good.
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