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  #1  
Old August 11th, 2019, 10:17 AM
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The Long eared bat The Long eared bat is offline
 
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The Long eared bat's Customs

Hello everyone, here are some of my customs. Feedback is encouraged.

Long live heroscape

Last edited by The Long eared bat; August 27th, 2019 at 04:59 PM.
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  #2  
Old August 27th, 2019, 04:58 PM
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The Long eared bat The Long eared bat is offline
 
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Re: The Long eared bat's Customs




Figure used Orc Savage #57 Deathknell D&D Miniatures. (being reviewed by sov)



Figures used 3 Hammerer #07 Blood War D&D Miniatures.




Bat Swarm - Kingmaker #03 Pathfinder Battles D&D Miniature


figure Eberk Adventurer


Long live heroscape

Last edited by The Long eared bat; January 26th, 2020 at 10:12 AM.
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  #3  
Old September 3rd, 2019, 02:05 PM
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The Long eared bat The Long eared bat is offline
 
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Re: The Long eared bat's Customs

Extra space

Long live heroscape

Last edited by The Long eared bat; September 7th, 2019 at 07:53 AM.
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  #4  
Old September 6th, 2019, 06:16 PM
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Sir Heroscape Sir Heroscape is offline
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Re: The Long eared bat's Customs

I like the Warforged Hammerer's but wondering why they're not just common. A 2 Figure unique squad, even with the resolve, is pretty cushy and I can't imagine would get very many OM's to wind up in the first place. The price point is also a concern. Warforged Soldiers are the same cost, but you get an extra figure and can have a bunch of them. I really don't think these guys can be a unique squad at that price point. They 1) either need to be price dropped to maybe 40-50 pts or make them a Common Squad and make them a 3-man squad. To keep them from being overpowered, you could also only allow 1 of them to use their windup attack ability, kinda like the Microcorp Troopers or Brimstone with their special attacks. Heck, you could even just make it a special attack, but then you'd have to separate the ability out kinda like this...

Quote:
WIND UP
After taking a turn with the Warforged Hammerers you may place a Wind Up Marker on this card, up to a maximum of 4 Wind Up Markers.

HAMMER SPECIAL ATTACK
Range 1. Attack 2+.
Up to one Warforged Hammerer that was activated but did not attack normally this turn may attack with Hammer Special Attack. Roll one additional attack die for each Wind Up Marker on this Army Card. After attacking with Hammer Special Attack, remove all Wind Up Markers from this Army card.

WARFORGED RESOLVE
When rolling defense dice against a normal or special attack, a Warforged Hammerer always adds 1 automatic shield to whatever is rolled.
Looking this over, I actually really like where this ended up. These guys could make for a pretty awesome addition to the Warforged with a fun ability like this. Make them a terrifying bunch that's for sure.

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  #5  
Old September 7th, 2019, 07:17 AM
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The Long eared bat The Long eared bat is offline
 
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Re: The Long eared bat's Customs

Thanks for the feedback @Sir Heroscape . The reason I made them a 2 man unique squad was because I only 2 of them, but after seeing your feedback it has inspired me to get a few more so they can be a 3 man common squad. I actually thought that they didn't look like a unique squad to begin with.

Long live heroscape

Last edited by The Long eared bat; September 13th, 2019 at 12:37 PM.
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  #6  
Old September 13th, 2019, 12:37 PM
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The Long eared bat The Long eared bat is offline
 
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Re: The Long eared bat's Customs

Latest customs figure used Orc Savage #57 Deathknell D&D Miniatures.





figure Eberk Adventurer

Long live heroscape

Last edited by The Long eared bat; November 3rd, 2019 at 08:47 AM.
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  #7  
Old October 6th, 2019, 11:36 AM
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Re: The Long eared bat's Customs

First play test for Olog at Life: 3 Defense: 2 Points: 20 (not with disengage)
Map: Mountain Troll Cave
Armies:
1 Gilbert, 2x Kow, 2x 4th Mass, Elgrim
2 Olog, 3x Durgeth Ravegers, Pel, 1x Minions of Utgar
Battle overview: Olog used Orc battle rush to hide behind a ruin moved 4 spaces. Ravegers held the line well by rolling 20D well, but wasn't killing any knights. Savage cry was activated twice to use Olog. First time he was too far from action second time he was locked down by a knight so couldn't use Savage ambush and had to attack normally which was defended. Olog recieved 1 wound from the same knight and soon after that Olog was killed by a 4th Mass in one attack. The Kow were thinned out by the ravagers. 4th mass fought back and started to kill lots of ravagers. Pel was activated 4 times by savage cry and reached and clobbered Gilbert. Minions backed Pel up taking out some knights.

Result: Gilbert's team won. survivers 1 Kow, 1 4th mass and Elgrim who had a nice holiday.

Analysis: Olog didn't kill anything, but this could be because he didn't get to use savage ambush. His roll was distraction. The game was close due to the ravagers being lucky with 20 sided die and Pel hanging on at the end with one life left.

Long live heroscape

Last edited by The Long eared bat; October 31st, 2019 at 07:39 AM.
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  #8  
Old October 8th, 2019, 01:02 PM
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The Long eared bat The Long eared bat is offline
 
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Re: The Long eared bat's Customs

Second play test for Olog same map same teams.

In this battle Olog battle rushed out further, the Ravagers were able to get early kills which meant Olog could be activated. He used savage ambush 3 times. 1st attack was savage ambush + height on Kow = blocked. 2nd killed knight. 3rd 2 wounds on Gilbert. Olog also used a normal attack on Gilbert and did 1 wound.

Wining team was Jandar team again With Elgrim taking an extended holiday 1 Kow 3xath mass 1 life left on Gilbert surviving.

Long live heroscape
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  #9  
Old October 8th, 2019, 01:08 PM
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The Long eared bat The Long eared bat is offline
 
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Re: The Long eared bat's Customs

Third playtest with Olog at same life 3 defense 2
Map same and oppostion team but Olog's team different: Olog, 1xOgre pulvirizer, 3x death chasers, 2x rats, Me-Burq-sa.

Olog was still effective without the bonding. He killed a knight with height and without savage ambush bonus. He then used savage ambush on Gilbert did 3 wounds. Another savage ambush killed 1 4th mass.

In this game Olog's team won with 2xrats, full life ogre surviving.

I played 2 other games and Olog died without killing anything.

Long live heroscape

Last edited by The Long eared bat; October 10th, 2019 at 02:46 PM.
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  #10  
Old October 12th, 2019, 10:12 PM
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Re: The Long eared bat's Customs

I almost wonder if you're better off just re-using First Assault from Valguard instead of the Ambush power, even if it's a 'First Assault 2' That reduces the Ambush theme, but I think it still gives that Wild theme with better utility.

If you're familiar with VC, he would probably go well in a Deathchaser-Gothlok build. DC x5, Gothlok, Olog, Nerak is a solid 490 points

Likely though you are better served in a Ravager build, but those are so tough with multiple bonders since you can only move situationally. Advanced Battle Rush would be interesting where Olog could move EVERY pre-round. That might get too scary though as an assassin figure.


Good units though. Thanks for sharing!
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  #11  
Old November 7th, 2019, 12:31 PM
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The Long eared bat The Long eared bat is offline
 
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Re: The Long eared bat's Customs

latest custom idea for sov
Cade
Halfling
Unique Hero
Illustionist
Tricky
Small 3
Life 4
Move 5
Range 1
Attack 2
Defense 2
Points 45

CADE'S DOPPElGäNGER
After taking a turn with Cade you may take a turn with Cade's Doppelgänger.
I AM OVER HERE 9
If Cade is attacked and at least one skull is rolled, and Cade's Doppelgänger is still on the battlefield, roll the 20 sided die. If you roll a 9 or higher, Cade must, if possible, switch places with Cade's Doppelgänger to ignore any damage. Neither figure will take any leaving engagement attacks when switching with I Am Over Here.
SNEAK ATTACK 2
If Cade is attacking an opponent's figure that is adjacent to at least one figure you control, add 2 dice to Cade's attack.

Cade's Doppelgänger
DOPPELNGäNGER FORM
Cade's Doppelgänger may not be placed on the battlefield at the start of the game unless Cade is in your army. When Cade is destroyed, you must also remove Cade's Doppelgänger from the game.
ILLUSIONARY DECEPTION 9
If Cade's Doppelgänger receives enough wounds from an opponents figure to be destroyed, before removing the figure, roll the 20-sided die. If you roll a 9 or higher, ignore any wounds and place Cade's Doppelgänger on an empty space within 5 clear sight spaces of Cade.
PHATOM WALK
Cade's Doppelgänger can move through all figures and is never attacked when leaving an engagement.

Long live heroscape

Last edited by The Long eared bat; December 7th, 2019 at 07:04 AM.
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  #12  
Old November 17th, 2019, 09:16 AM
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The Long eared bat The Long eared bat is offline
 
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Re: The Long eared bat's Customs

After latest discussion in the Pre sov Workshop here is my rework of Cade and Cade's Doppelganger. I will be playtesting for balance.


Long live heroscape

Last edited by The Long eared bat; December 5th, 2019 at 01:18 PM.
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