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  #49  
Old February 15th, 2015, 01:03 PM
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Arrow D&d warriors

New units for today: some great Reaper miniatures (that are unfortunately usually unpainted) that could work for Heroscape, hmm? Whatever.

Character Bio: Impact is a Warforged duelist, capable of holding his own against any foe. He strikes hard and stays on the defensive, waiting for his chance to get the jump on his opponent once again. When Vydar saw this soldier in action, he knew he had to summon him to the front lines at once.

Impact is another Warforged Hero who packs a serious punch. Much like Valguard, he has First Assault. Unlike Valguard, however, Impact also has Fierce Parry, which enables him to move both himself and the opponent whenever he blocks an attack. It's not wise to take him on alone in a Melee fight... he will likely win. Swarms are the best way to take this hero down, since he don't bond much outside of Vain's movement bonding.

Character Bio: Who would have thought that the same person who would rush through the woods as fast as a viper would also have the patience to sit still for days at end waiting for her prey? Autumn Vulpine can stay still and wait for as long as it takes before making her shot, and as soon as the enemy is onto her, she can make her escape with an unrivaled speed. Few have lived to survive her attacks, fewer still have even managed to spot her in time, and none have ever caught her.

Autumn Vulpine is another Half-Elf archer Hero who can be quite tricky. She can obtain high movement with Tracking, and then sit still to obtain high range with Wait Then Aim. When on the run, Autumn can pass through trees and bushes with Forest Swiftness, making her particularly good on forest maps. As good as she is for 70 points, low survivability and the need to juggle Tracking and Wait Then Aim between multiple OMs make her a bit less reliable than Syvarris or even Brandis at times.


Classic Magic Shield is a life saver. Able to force an opponent to reroll all their skulls in a pinch, this thing can really bail you out in the toughest situation. Only problem is when the opponent just rolls all skulls again.


The Silver Shield is another version of the Magic Shield, able to force the opponent to reroll their shields for a defend. Its greatest use is still defensive though, as in you'll likely save it for when an enemy you need to die in order to win rolls four shields. From a certain point of view...


This powerful glyph enables the ability to reflect attacks back at the opponent, provided it's a ranged attack. With a 50% chance of working and a 15% chance of breaking, however, some will still be willing to take that risk.

Well, that's all for now. Check back later for more I suppose.

~TAF

(repaints by TAF (Impact) and Anne Cooper (Krodha, Autumn))

TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT


Last edited by TheAverageFan; January 25th, 2018 at 09:36 PM.
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  #50  
Old February 16th, 2015, 03:05 PM
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Arrow Elven emissary

New units for today, mostly more Reaper miniatures:

Character Bio: Fasfus is an elite Elf Prince from the era of the Feylund Vanguard. Wielding a magical Runic Blade, he is capable of cutting through any defense. His sword's ultimate ability, however, is being capable of manipulating others' souls into a dangerous magic. This incredible spell is particularly draining, so Fasfus is incapable of using it often.

Fasfus is an Elf Prince who can bond with the Royal Guard Knights. Runic Blade can shear through any defensive boost (except for height), capable of cutting through Raelin, Tough, and the like. Sentience Bolt is an anti-squad Bolt of the Witherwood-style attack that can devastate the enemy with a hot 20-d. 2 Defense is his only weakness, but some Feylund Vanguard can help with that.

Character Bio: The Aubrien Light Elves are the absolute best the Elven army can offer. Incredibly fast in battle, only the luckiest of shots can fell one of them. When close to Elven leaders, the Light Elves form up defensively, becoming even tougher to bring down.

Aubrien Light Elves are a combination of Warriors of Ashras and Feylund Vanguard. As a unique squad, they can make for great cleanup or as a guard squad. Super Agility protects them from all normal attacks, and Frontline Defense can boost both their defense and the defense of friendly Elf heroes.

Character Bio: Some may think that a battlefield is no place for a Queen, but they would be mistaken in the case of Queen Ecterine. Showing no trace of fear in the face of Utgar and Valkrill's legions, Ecterine leads her Loyal soldiers into battle without hesitation. Her very presence inspires those around her to fight on, increasing morale.

Queen Ecterine is another bonding option for the Royal Guard Knights, powering up their defense with Escort Aura and powering up their attack with Martyr Influence. You'll want to play her carefully, since her death can greatly enhance up your Loyal figures for the rest of the round. Other than that, she's a relatively cheap bonding option for defensive bonuses.

Character Bio: They sent in the Brawler. Charging through the allied ranks, the war machine punched and kicked its way towards its target. Absorbing shot after shot, the machine seemingly had no weakness. Feebly aiming his rifle, a lone surviving Minuteman set up his shot, hoping beyond hope to destroy the abomination.

Blam!

The Brawler stumbled and turned, a clean hole showing right through its head as it faced the Minuteman. He had shot true, but even now the machine continued to move. Charging straight for him, the Soulborg continued its rampage, even with a bullet through its head. Absolutely unstoppable.


Brawler 237 is another powerful Warden who runs into battle pummeling down anyone in its way. With Defensive Agility, it's a bit like DW7000 up close, so Range and Special Attacks are the way to go. Even when it's destroyed, Brawler 237 goes into Overdrive, fighting on until the end of the round. Able to destroy a lot before he himself falls in battle, Brawler is bound to get things done. He might be a bit too good against normal melee heroes, but then again so is Major X17.


The Glyph of Hyvenous is a good booster to any single-attacking Melee Hero, affecting every adjacent figure for half the skulls rolled. For heroes like Crixus and Drake, this glyph is extremely helpful. The greater your attack, the better this glyph.


This was a special glyph for a special scenario, creating an assisting Auto-Turret (DW 8000) that takes its own turn separately. Good for fending off endless waves of foes, this turret's only weakness is if the enemy can manage to get next to it.

See ya later,

~TAF

TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT


Last edited by TheAverageFan; January 25th, 2018 at 09:38 PM.
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  #51  
Old February 16th, 2015, 05:43 PM
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Re: TAF's Customs UPDATE: ELVES & HEROES

Your new elf hero kind of gave me an idea. An Elf Wizard with backwards Arkmer stats, but melee with a boss sword instead of range like Chardis and Jordawn.

Thanks for giving me something to look at everyday on my break. I always look forward to these.

Oh, and what figure is Fasfus?
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  #52  
Old February 16th, 2015, 09:41 PM
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Re: TAF's Customs UPDATE: ELVES & HEROES

He's a Prince Paladin from Ral Partha Miniatures (who are unfortunately out of business, it seems). Here's a miniature anyhow.

~TAF

TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT

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  #53  
Old February 17th, 2015, 12:15 AM
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Re: TAF's Customs UPDATE: ELVES & HEROES

Quote:
Originally Posted by TheAverageFan View Post
He's a Prince Paladin from Ral Partha Miniatures (who are unfortunately out of business, it seems). Here's a miniature anyhow.

~TAF
Ral Partha minis are generally quite small compared to scape. Lol And how are they out of business if they released a mini on the 11th?

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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  #54  
Old February 17th, 2015, 01:28 AM
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Re: TAF's Customs UPDATE: ELVES & HEROES

Shhhh use yer imagination.

(*TAF actually knows nothing about anything and is not certified to be making customs of any sort. Using TAF Customs has been known to cause cancer in the state of California. If you see TAF, please alert local authorities immediately)

Looks better than the Figureless Cards, anyway.

TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT


Last edited by TheAverageFan; February 17th, 2015 at 11:43 AM. Reason: I guess I need to double-check my sources, or my sources need to double-check their sources...
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  #55  
Old February 19th, 2015, 12:07 PM
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Re: TAF's Customs UPDATE: ELVES & HEROES

You're a tough one to keep up with. I hang back for a few days and I'm behind by a few waves of units .

Yaromir Clerics
Spoiler Alert!


Pallaton Darkriver
Spoiler Alert!


Yamato Rin
Spoiler Alert!


Glyph of Augers

Spoiler Alert!


Throwing Knife

Spoiler Alert!


Glyph of Tridar
Spoiler Alert!


Royal Guard Knights
Spoiler Alert!


King Kenelm
Spoiler Alert!


Warforged Phalanx
Spoiler Alert!


Vain
Spoiler Alert!


Light of Decimation
Spoiler Alert!


Glyph of Survivability
Spoiler Alert!
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  #56  
Old February 21st, 2015, 05:39 PM
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Arrow Masters and swarms

Thanks for the feedback Ixe! I'll probably be releasing my first Custom Unit Balance Patch with all this feedback and some play testing I've been doing. Soon enough, anyhow.

Anyway, new units for today!

Character Bio: Master Disple brings great variety to the Monks, enhancing their leaping capabilities even further. In battle, he switches between two schools of martial arts, tackling several foes at once or targeting a single enemy alone. He's an invaluable addition to Ullar's Shaolin ranks.

Another Monk Hero to add to your ranks! Master Disple is a cheap option for the monks, and another good booster for them. Advanced Training gives the monks move 4 with Stealth Leap, making that ability all the more useful. Masterful Attack gives Disple the option of attacking all foes around him or hitting the same foe twice, increasing your options. 3 Attack isn't great, but if Master Woo is with you, Disple becomes that much stronger.

Character Bio: Few monks are trained in the art of archery, but those who do wield the bow make great use of it. Dexterous enough to draw an arrow and fire it in midair, these archers are capable of making shots that others would normally deem impossible. These elite humans of Earth are more than capable of wowing the soldiers of other worlds as well.

This 2-man squad of Monk Archers brings more range reliability to the Monk Army. Stealth Leap is a given, but these guys are so pro that they can attack while leaping with Midair Shot. This can enable them to make a quick getaway while shooting, useful before abandoning Height or maximizing range capability. 40 points is nice and cheap, but as a 2 man squad without synergies or the durability of the Mezzodemons, they seem to be priced right given the low survivability and few activations.

Character Bio: The deep rattlings of the Underdark hint at a hellish fate: death at the hands of the Spiders of Lolth. Even these smaller monsters are capable of tearing adventurers to shreds in the blink of an eye.

Should you see a swarm coming, keep close to your ranks and find a chokepoint to defend. Either that, or stick to high ground and hope for the best.


I've seen a rat swarm custom on this site, but never a spider swarm custom, so here you go, based on this D&D mini in case you can't see it too well on the card:


The Lolth Spider Swarm is a nasty squad capable of overrunning masses of foes and decimating heroes in the right circumstance. With Arachnid Swarm, they can really go bananas with a hot 20-d. Overrun is a useful ability against lone foes, negating their ability to roll defense dice should they become completely surrounded by Spiders. Without any climbing power, however, they get stuck in pits real easily, so stick to high ground. 0 Defense and the lack of speed that Vipers and Fylorags have also keep them in relative check... maybe. I'm not so good with this whole pricing thing, especially with that darn Estivara ruining everything. Avoid Deathwalker 8000.

EDIT: Forgot to include range restriction for Lolth Spider Swarm to prevent map control on huge battles.


The Glyph of Zephyr is a useful glyph in a pinch for a variety of reasons. It can be used to blast away screens are advancing foes should they close in on you (since it can be used on enemy turns). It's also useful for pushing friends up on heights under the right circumstances. Since it relies on the 20-d, it's not that amazing, and the controlling player moves their own figures, so falling damage and lava hardly apply, so I doubt it's game breaking. It's just useful from time to time.

TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT


Last edited by TheAverageFan; January 25th, 2018 at 09:39 PM.
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  #57  
Old February 23rd, 2015, 02:58 PM
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Arrow Volthrax: Pirates and mercs!

Hey everybody, it's me: TheAverageFan. I've got something special for you today!

So in case you haven't checked out his stuff yet (don't know why you'd be here and not there...), Soundwarp SG-1 is making up some new Generals for Heroscape. His first General, Volthrax is a Hedonistic jerk of a Valkyrie, who uses wealth over loyalty to command his legions. Although he doesn't trust any of them for a second, everyone has their uses to him, however limited.

... So I decided to ruin it by making the new General some units! These customs (that Soundwarp can denounce at any time) seem to fit the theme well enough, so they deserved to be among his ranks, namely the Pirates and Mercenaries!

Pirates never spoke Utgar or Valkrill to me, but they do fit Volthrax's theme perfectly, as do Mercs, rogues, bounty hunters, outlaws, and assassins! So here's a great big number of customs to expand the new guy's legions! I hope you enjoy, and please feel free to comment and stuff (it's so quiet in here)!

Oh, and there's a few new glyphs too.


The Yashbuckler Pirates may not be the most famous on the open seas, nor the hardiest, nor the baddest, but gosh darn it if they don't try! Much like the Mohicans, these guys are a pseudo ranged/bonding squad who can dish out some serious hurt and bond with a hero if they're engaged with Cap'n's Command. Doubloons! powers them up around treasure--er, glyphs, boosting their attack significantly. With 1 defense, however, they won't last long against trained soldiers on large battles. They're better for quick skirmishes, just like you'd expect from a bunch of scurvy dogs. Decent at controlling glyphs, though.


Captain Sheldon is a neat Pirate Hero for his merry crew. With Cure Scurvy, he can keep wounds and special effects at bay while on the move. Barge into Battle gets him into the action fast, and with 5 Attack he can do some damage. 1 Defense isn't great though, but he's only 60 points.


These mercs are a cheap unit for filling space in an army, just as you'd expect. With Fit the Bill, they can be whatever personality you want for an extra ten points at the start of the game, be it Disciplined or Valiant or Militaristic or Relentless or even something you make up (change their personality to "stupid" if you like)! Decent stats for a cheap 4 man squad is great, but with Fair-Weather Friends, you risk them turning on you when times are hard, especially when you're losing a battle. Wording was tricky on these guys, since both their powers aren't exactly typical for Heroscape wording.


Zaan is an Elf Bounty Hunter from the far reaches of Feylund's history. On the battlefield, he seeks out the biggest, baddest foes he can to duke it out with Priority Target. Getting there should be a cinch with Pursue Target as well. It's the weaker minions he needs to be weary of, although 4 Attack and Double Attack can help mop up as well. If your opponent's relying on one big guy or if much of his army is the same price, then Zaan's your guy.


Every Valkyrie needs a ninja! Umito is 20 points but a bit more durable than the other dirt-cheap ninjas out there. With Silent Attack 2, he can do some serious damage to anyone all by their lonesome. Other than that, however, Phantom Walk is a given, and Mine! makes his greedy card insufficient for holding glyphs.

Well, that's all for today, folks. Check back later for more lousy attempts at creativity! Ho ho ho--*cough*!

~TAF

(Volthrax is creative custom idea of Soundwarp SG-1; Pirates are Black Scorpion miniatures painted by Anne Cooper; Zaan is Black Scorpion Pirate Elf mini; Umito is Isamu (duh))

TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT


Last edited by TheAverageFan; January 25th, 2018 at 09:42 PM. Reason: 'cause you never know.
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  #58  
Old February 23rd, 2015, 03:37 PM
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Re: TAF's Customs UPDATE: PIRATES AND MERCS!

Heh, yeah that's pretty much exactly the type of guys I pictured for Volthrax. Spot on with the theme I was thinking of for him. Hits on almost all the mechanics I had planned for him too (Basically all my custom generals are going to have 4 broad power sets that the majority of units will use, Volthrax's are: treachery, glyphs, point cost, and gambling). Definitely jiving on the same wavelength here.

I'll have some more in depth feedback on each of them in a bit.


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  #59  
Old February 23rd, 2015, 03:48 PM
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Re: TAF's Customs UPDATE: PIRATES AND MERCS!

Yashbucklers-Lovin' Doubloons!. 80 points is probably a bit high for 1 Defense. 65 doesn't sound like an unreasonable starting place to me.

Cunexa-My favorite of the bunch. High risk/high reward is just my style. I'd say just incorporate their variable personality into their cost, instead of making the power more complicated. Probably wouldn't have to go up much (if at all-Legos are only 50, after all) to cover it, considering the peril of them all turning on you.

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Old February 24th, 2015, 01:30 AM
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Re: TAF's Customs UPDATE: PIRATES AND MERCS!

Yashbuckler Pirates

Really neat squad, though they do feel a touch overpriced with that 1 defense.

For Cap'n's Command, is it intended that all Pirates count for the engagement requirement? At the moment Captain Sheldon can count as one of the three pirates needed to activate himself. I actually like it that way, I'm just curious if that was on purpose.

In Doubloons you probably want to drop the 'clear sight' bit, you can't really do clear sight or line of sight to a glyph.

Captain Sheldon

The 'special marker' part in Cure Scurvy is a little odd, he can't actually remove a Negation Marker from his card, as the power would be negated. I'm not sure that part of the power would ever do anything anyway, as far as I can tell, Lycanthropy and Negation would both keep working even if the markers were removed. Though obviously it's more useful if you have some customs that place special markers on people, I haven't had a chance to look through all your stuff.

Cunaxa Mercenaries

Fit the Bill is a neat power, though a tricky one to word being unique as it is (and them being common). It would be kind of neat if they could also change their class to give them more options, since personality synergies aren't that common, though I suppose that might be a bit too potent.

Zaan

Priority Target is a cool power, though I'd probably change the parenthesis bit to something like 'or figures if that opponent has more than one figure tied for the highest point cost' to cover two different figures with the same point cost. For squads, is each figure considered to have the point cost listed on the card, or is it a like a partial scoring type deal?

Umito

Neat simple little filler unit


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