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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#25
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Re: Scytale's customs - set 5 (5/2)
I'll have to let Scytale comment on that Typhon. I didn't have anything to do with modding the figures, but I seem to recall there was a lot of bending.
I'll keep going... Soulborg and Monks (Unique)
Spoiler Alert!
This pack of units is kind of interesting to me. I never realized it until now, but these two units are very similar. Very similar stats, and both have a defensive power, and I think that's why initially I liked them both a lot. After playing them, I changed my mind though. I really am not a big fan of the Corroders, while the Monks remained possibly my favorite unit in all of Scytale's custom creations. This could very possibly just be due to my preference or style of play however. The Corroders look great. They have a sleek look, and the fact that they are modded completely from other 'Scape units make them look great alongside other units. The times we playtested these guys (which wasn't too often), I just wasn't very impressed with them. My first reaction is to compare their survivability to the Krav because of Stealth Dodge and same defense. However, they are weaker than the Krav in the survivability category due to the fact that they are slower and don't have range. Part of the Krav's great survivability comes from the fact that they can out range other units and get the upper hand terrain-wise because of it (and their speed). These guys have to run up into the battle, giving ranged units a ton of shots on them and they rarely get that extra defense die because of height. If they get into a group of melee units, they can be great due to their Unstable Cores, but due to their slow speed, I see most melee armies being able to move one guy out to slow them down and not allow them to make the most of their explosive death. I love the idea of these guys...I just don't find them all that effective. I think a bit more playtesting might reveal that they might need some tweaking (or might reveal that my concerns are completely wrong). I love the Flying Lotus Monks, but I'll try not to let that blind my critical analysis of them. The figures for these guys look totally awesome. They fit in really well with the already existing monk figures and they have some of my favorite poses of any unit that Scytale has more, or that currently exists in Heroscape. On top of those things, they look and fit together great. I think Scytale was pretty successful in giving them a very unique ability too. Wind Walk is pretty cool, although as it stands now, it's not going to seem much different than just plain flying in many people's games. I don't see a lot of maps hindering their movement much because of Wind Walk's limitations (although I shouldn't be too adamant about this, we played Hot Heights in playtesting and it did matter...). Nonetheless, the ability is very cool and gives these guys a cool feel and great mobility. It also gives them (coupled with Phantom Walk) gives them the ability to have height most of the time which makes getting that first shield much easier. Their mobility and potential to be great assassins, their flavor, and their visual design make these guys one of my favorites of all of Scytale's customs. |
#26
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Re: Scytale's customs - set 5 (5/2)
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#27
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Re: Scytale's customs - set 5 (5/2)
As it's written now, there is one major difference between Wind Walk and flying: they are affected by terrain types. They deftly bound up hills, but they sink into Heavy Snow and stop in water. I haven't decided if that's a good thing or a bad thing, but it's a major difference.
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#28
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Re: Scytale's customs - set 5 (5/2)
Ah, ingenious. We've been trimming the original D&D bases down, rather than rebasing them. But in this case, I think rebasing is the only way to go if we want to use this guy.
I'd love to rebase everything we're doing, but it's just not feasible. It wouldn't be bad if we were just sticking with heroes. But we're making lots of common squads as well using Large D&D figures, and the thought of rebasing over 200 figures is just too much. But yours look awesome. And nice repaint of the first Drider by the way! Very ominous-spidery-yellow those dots and stripes are. |
#29
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Re: Scytale's customs - set 5 (5/2)
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#30
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Re: Scytale's customs - set 5 (5/2)
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#31
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Re: Scytale's customs - set 5 (5/2)
Oooh, lovely blue Drider.
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#32
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Re: Scytale's customs - set 5 (5/2)
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Being a stickler for consistency myself, I'd probably insist on rebasing myself, if I hadn't fundamentally changed the color palette of my 'Scape tiles. I've spray-painted almost everything I have, with lots of black, silver, gray, and white. As a result, the black bases of D&D minis actually fit the color scheme of my maps better than the green-and-brown original 'Scape bases. (Which I assume were designed to match the palette of RotV's tiles?) |
#33
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Re: Scytale's customs - set 5 (5/2)
Dear lord, don't butcher official 'Scape just to get bases! Order the bases that they use for C3G! You can get 1000 for $50! If you need the small or large 1-hex D&D unit bases, Games Workshop has those! Don't kill the poor figures!!!!!
The post below me reminded me what got me reading this thread in the first place. Assuming Dark Divination stacks (I assume so), then...well, that's a really cool mechanic. Kudos on that one, might have to make it myself! Last edited by Schulzy; May 4th, 2011 at 02:25 AM. |
#34
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Re: Scytale's customs - set 5 (5/2)
Am I correct in my feeling that Dark Divination stacks?
Great stuff Scy. I'll be following this thread closely. |
#35
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Re: Scytale's customs - set 5 (5/2)
Yes, Dark Divination stacks I believe.
At first glance it seemed really potent to me, but really the +1 initiative isn't really worth the 10 points. I'd almost always have Isamu instead. However, the +1 initiative combined with their aid to summoning is awesome. |
#36
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Re: Scytale's customs - set 5 (5/2)
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Hmm... though now that I say that, I think I know what bugs me about the "ignore" wording. Does that mean to just ignore counting movement points for height, or does it also decrease the height for purposes of climbing? Ignoring 1 level of terrain could be interpreted that a 4-height figure could climb up 4 levels at once since the first level is ignored. Is that intended? Quote:
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