|
Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
|
Thread Tools | Search this Thread | Display Modes |
#49
|
||||
|
||||
Re: Shadowking's Customs v.2 - 20/04/23 Rangers and Cultists
Interesting cards! I threw some notes together for the Rangers (I'd like to think some more about the Cultists):
It's a little odd that they're called Rangers but their class is Scouts, only because Ranger is already a class in HeroScape (although only Brandis Skyhunter uses it). Others may not notice and/or be bothered, and I'm not sure I'm even bothered by it. Even though they don't bond with him, I think the Venoc Warlord would be worth the price to take with the Rangers. +2 Move is nothing to sneeze at, and he's a sturdy cleanup figure, once you run out of Rangers. I like the tradeoff of Scout Strategic Bonding, especially given the shenanigans you can get up to with semi-regular activations of Theracus, Kira Jax, and the Clawfoot Interceptors. I like the +1 attack die in melee; my only note is that "Hand-to-Hand Specialist 1" (the power name, not the text itself) is a bit of a mouthful, compared to, for example, the 10th Regiment of Foot's conditional +1 die powers "Melee Defense 1" and "Bayonet Attack 1." Similar to my first point about Ranger/Scout, this may not actually matter much. I think this is a nice, restrained design that promises some neat builds! |
#50
|
|||
|
|||
Re: Shadowking's Customs v.2 - 20/04/23 Rangers and Cultists
Ah yeah I think you're right, I should probably change the name (even though the game is generally quite inconsistent with these things) - Vanguards of Ashra isn't a bad one. Same with the power name, it was just called "Melee Specialist 1" at some point I think, I can go back to that or maybe even just "Melee Attack 1" - it's cleaner overall. Venoc Warlord is really good with them if you can afford the points - makes the melee attacks plus bonding option a lot easier to trigger reliably with the +2 move. These originally used to have a take on Hide in Darkness that got bonus points on the roll for being adjacent to trees and bushes and while that was pretty thematic, it added a ton of extra clunk (and half the time the trees/bushes were jungle ones that added +1 defense anyway), so I dropped that and just went up to 3 defense dice base which I think works out better overall in terms of both play and being able to drop a very wordy power.
|
#51
|
|||
|
|||
Re: Shadowking's Customs v.2 - 29/04/23 Knight Bonding
Ironclad Valiants are a two-figure squad. Another new unit on the worktable. One of my favourite things to design for is new options for Bonding, and Knight Bonding seems like a cool (and not particularly powerful/game-breaking) thing to go with. None of the options are that strong - Sir Dupuis, Prince al'Kahora, and Viceron the Blood Knight - but they are fun and thematic; a 2-squad seems like it's able to keep Dupuis mostly in check due to making it harder to set up his Knight's Courage consistently, and Shield Bash is another potentially powerful ability tempered by the fact that it's hard to consistently position into with a 2-squad. I haven't got designated minis for these yet but it's super easy to proxy them with Knights of Weston. 50 points might be a little conservative, 45 or 40 points might be fine honestly. |
#52
|
|||
|
|||
Re: Shadowking's Customs v.2 - 07/17/23 Musketeers
After having the idea in the back of my head for a while, finally got something I quite like for a concept I wanted to deliver on: Musketeers!
They currently have the names of the "real" musketeers from the novel, but I think would be better served with custom "inspired by" names ala Agent Carr etc; was just easier to leave them this way for concepting purposes at the moment. Unsure if it's possible to find suitable minis for them, especially prepainted, but I'll see what I can do in the future. |
#53
|
||||
|
||||
Re: Shadowking's Customs v.2 - 07/17/23 Musketeers
Fantastic! The individual flair of each character's bonding is very fun. The bold D'Artagnan can spur another musketeer on to a greater move and attack - very clever! I also like how they are split up between different generals; in a way, a neat reflection of their unlikely relationship in the book.
Out of curiosity, what is the design intent behind D'Artagnan's special attack? Does the D20 represent the unreliability of the weapon? |
#54
|
||||
|
||||
Re: Shadowking's Customs v.2 - 07/17/23 Musketeers
This might just be a me thing, but you have 4 powers there that are very similar and easily confused. Instead of your 4 different All for One powers, let me suggest the following
Quote:
"I disagree. You're kind of right, yes, but Vydar and I are entirely right." -superfrog High Quality Map Rendering Vydar's Custom Units Vydar's Maps VC Units Base Size Spreadsheet |
#55
|
|||
|
|||
Re: Shadowking's Customs v.2 - 07/17/23 Musketeers
Quote:
Quote:
ALL FOR ONE... Whenever you take a turn with another Musketeer Hero you control using <this Hero's> Musketeer Bonding special power, during that turn, that Hero is never attacked when leaving an engagement. |
#56
|
||||
|
||||
Re: Shadowking's Customs v.2 - 07/17/23 Musketeers
Ahh, I did misread that. I thought they were supposed to get the benefit of their own power. "Why can I give someone else Disengage if I can't disengage myself?" was my thought process.
Yeah, that wording would be fine. "I disagree. You're kind of right, yes, but Vydar and I are entirely right." -superfrog High Quality Map Rendering Vydar's Custom Units Vydar's Maps VC Units Base Size Spreadsheet |
#57
|
||||
|
||||
Re: Shadowking's Customs v.2 - 07/17/23 Musketeers
Cool idea - I love alternate bonding strategies (and since my wife and I have been watching the Musketeers show from BBC via Hulu I've become a fan of the subject matter too).
The Aramis/Athos combo seems potent. I can attack with two heroes (one with a 30% chance of removing their ability to roll shield, and the other ranged) and also have a 55% percent chance of seeing exactly what order markers are going to be used. |
#58
|
|||
|
|||
Re: Shadowking's Customs v.2 - 02/18/24 Bike Ninja!
Been working on a new hero I'd love to get some thoughts on:
The figure is #037 Elektra from Heroclix Wheels of Vengeance, and I think it's basically perfect for Heroscape so eager to continue to refine this one: Has synergy with both Death Chasers and Ninjas; after having played with her I think the way to think about her mechanically is like a ranged hero that generally has a low "actual range" of around 2-4 spaces, but with the restrictions of still needing to have open melee positions and movement paths to use her attack. She's been pretty fun so far! |
#59
|
||||
|
||||
Re: Shadowking's Customs v.2 - 02/18/24 Bike Ninja!
This is such a great idea! Everything about the design works very well. The colours make me think more of an Utgar ninja, but that is a minor factor. The Death Chasers synergy is quite amusing.
|
#60
|
|||
|
|||
Re: Shadowking's Customs v.2 - 02/18/24 Bike Ninja!
Yeah the color scheme thing is the only thing currently "tripping me up", so to speak; I think thematically both the card and the figure fit well as a Valkrill addition otherwise (especially because she works with Chasers, and because Valkrill doesn't currently have a Ninja). I'm not sure how adherent to things like this the figures tend to be; several non-matching color scheme examples come to mind but I'm not sure if there are any that have something that's both not their general's colors and is pretty close to those from a differing general. I feel like it's probably ultimately fine this way though?
|
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Shadowking's Heroscape Sprites | Shadowking | HeroScape General Discussion | 4 | October 26th, 2009 03:32 AM |
Shadowking's Customs | Shadowking | Custom Units & Army Cards | 10 | October 24th, 2009 03:58 PM |
Shadowking's Painting Thread | Shadowking | Other Customization & HS Additions | 1 | October 6th, 2009 01:12 PM |
Two years old! | NiteRaider | General | 16 | June 5th, 2008 06:06 PM |