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AotV Customs A place for Arena of the Valkyrie Customs |
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#25
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
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Plus it is a core HS power, and learning some of the core powers makes it much easier for new players. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#26
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I also prefer Stealth Flying since it's a staple for classic ghosts in HeroScape, although I could live with levitation if we wanted to remove their ability to disengage. I'm not sure that'd be necessary since they're only a two-person squad, though, and we can give them a slightly lower movement than usual for flying units to prevent them from easily tying up too many figures.
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#27
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Alright since there’s been very little additional back and forth, it’s time to crank out some stats.
Honored Soulguides? Jandar Undead Unique Squad Psychopomps? Guides? Resolute? Terrifying? Merciful? 2 Figures 5 Move 1 Range 3 Attack 4 Defense Dying Lights: When an Honored Soulguide you control is destroyed, you may place its figure on any Unique Army Card. After that unit takes a turn, you may roll the 20 sided die. On a 19 or 20, that unit is destroyed. Stealth Flying 70 Points? What’s everyone think of this? Should Dying Lights be rolled once for all Squad Figures, or once for each Squad figure? Or not affect Squads at all. Should we lower the Move to 4 and the Attack to 2? Imo: Dying Lights should work vs Squads, and be rolled once for each squad figure. Move 5 makes them the slowest Ghost Squad so far, but I can somewhat see dropping it to 4. This would make them even more difficult to use though. The attack is probably fine at 3, but I wouldn’t be adverse to a drop to 2. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#28
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I'm fine with 5 move since it's already the slowest (and these guys seem slow to me) but could see 4 maybe. 2A/5D seems better, as I don't see them as a particularly offensive Squad. Let them get killed by being annoying and Stealth Flying in and tying things up.
I'm still not sold on their other power, but if we stick with it and it works against Squads, rolling for each figure is probably a good idea. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#29
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I think that we can begin with 5 move and move down to 4 if testing shows them to be too strong. I'm happy with 2A/5D, though.
Here's a quick stab at wording for Dying Lights if we want each Squad figure to have a chance of being destroyed: Quote:
For personalities, Merciful feels like a poor fit to me given that they drag people to their doom. Resolute works, albeit it is a little plain. If we wanted a more unique/memorable personality, I'd be fine with going with a Wise angle here or another direction altogether. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#31
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
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Instead, something like “after an opponent takes a turn with an army card with one or more ghosties on it, roll the 20-sided die once for each figure from that army card. If you roll a 19 or 20, destroy that figure.” |
#32
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
"Once for each figure from that Army Card" works fine for me.
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#33
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Maybe i am a bit late for this, since you guys already discussed alot, but still throwing this idea in here.
Lantern geists: Life: 1 Move:4 Range: 1 Attack: 3 Def: 5 Undead Unique Squad Guards Terrifying <Name needed>: Lantern Geists do not start the game on the battlefield. At the start of the game choose a Unique (Tricky) Hero you control. If the chosen hero dies, before removing him from the battlefield, you may immediately place all Lantern Geists within 3 spaces of the chosen hero. Lantern Geists that cannot be placed get destroyed. All Order Markers on the chosen Heroes army card will be placed on the Lantern Geists' army card. Stealth Flying. 60 Points? |
#34
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
It’s a good power, but really niche imo. It would be a little more usable if you could trigger it off of any Unique Hero.
My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#35
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
you mean without choosing a specific hero at the beginning of the match?
why not. would like to play them with azazel. so i dont lose turns on "rejected by death" and still have something to fight in the frontline |
#36
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Quote:
I still prefer Dying Lights but in my defense its my power so I’m fairly biased toward it. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
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