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  #3349  
Old April 17th, 2019, 11:36 AM
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Re: The Pre-SoV Workshop

He's been extensively playtested with a variety of versions, and usually 3 attacks per turn is the way to go. That's partially why the "number of the OM" version was suggested - it allows for an escalating Shootout that caps at 3 attacks.
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  #3350  
Old April 17th, 2019, 11:46 AM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Pumpkin_King View Post
He's been extensively playtested with a variety of versions, and usually 3 attacks per turn is the way to go. That's partially why the "number of the OM" version was suggested - it allows for an escalating Shootout that caps at 3 attacks.
Id suggest looking at only allowing one other Lawmen to move during sheriffs posse + limiting to normal attacks to the extra lawmen. Want the shotgun blast? Gotta use it with the OM reveal on that lawmen.

Have you tried Hexscape? 3D Heroscape Multiplayer Battle program!

Looking for a C3V/SOV miniature? Try one of these sites.
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  #3351  
Old April 17th, 2019, 11:53 AM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Kinseth View Post
That is a maximum of 4 attacks per Order Marker.
Well, no, Guilty has Double Attack for one thing. Two of them have Shotguns, which is multi-target. It's a pretty potent set of attacks, so care must be taken.

I don't disagree with trying it out first.
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  #3352  
Old April 17th, 2019, 11:54 AM
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Re: The Pre-SoV Workshop

Like I said, he's been very extensively playtested - something like 15 tests overall, and so far, moving 3 or more Lawmen isn't a problem, and attacking with 3 (including special attacks) isn't either. We've tried restricting it to normal attacks.
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  #3353  
Old April 17th, 2019, 12:04 PM
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Kinseth Kinseth is offline
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Scytale View Post
Quote:
Originally Posted by Kinseth View Post
That is a maximum of 4 attacks per Order Marker.
Well, no, Guilty has Double Attack for one thing. Two of them have Shotguns, which is multi-target. It's a pretty potent set of attacks, so care must be taken.

I don't disagree with trying it out first.
That is why I liked the "Normal attacks only". I don't suggest it without care, and that is why I'd also like to see playtesting reports(If PK wants to write them up.).

Quote:
Originally Posted by Pumpkin_King View Post
Like I said, he's been very extensively playtested - something like 15 tests overall, and so far, moving 3 or more Lawmen isn't a problem, and attacking with 3 (including special attacks) isn't either. We've tried restricting it to normal attacks.
I assume you haven't tested with Sheriff's Posse only moving 1 Lawmen per CP OM? I think you might find it a different story. I don't consider 15 tests overall when you have so many moving targets, to be extensive.

Have you tried Hexscape? 3D Heroscape Multiplayer Battle program!

Looking for a C3V/SOV miniature? Try one of these sites.
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  #3354  
Old April 17th, 2019, 12:26 PM
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Re: The Pre-SoV Workshop

Which version, to you folks, shows the most promise and should be tested?
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  #3355  
Old April 17th, 2019, 12:28 PM
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Re: The Pre-SoV Workshop

I've said my peace on this one, I won't be giving you my preferences. That is for you to decide to test, I don't think its a public seal of a approval approach.

Anyways, good luck and look forward to seeing what you come up with.

Have you tried Hexscape? 3D Heroscape Multiplayer Battle program!

Looking for a C3V/SOV miniature? Try one of these sites.
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  #3356  
Old April 17th, 2019, 12:28 PM
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Re: The Pre-SoV Workshop

Also, I will point out that "normal attacks only" leaves all the existing lawmen with attacks of 2. Not worth the effort of the synergy.
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  #3357  
Old April 17th, 2019, 12:30 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Pumpkin_King View Post
Also, I will point out that "normal attacks only" leaves all the existing lawmen with attacks of 2. Not worth the effort of the synergy.
Fairpoint. My last comments are, I would take a look at how many you actually move with Sherrifs Possie to help potentially balance.

I do like the concept on this guy, so keep at it.

(Showing myself out the door.)

Have you tried Hexscape? 3D Heroscape Multiplayer Battle program!

Looking for a C3V/SOV miniature? Try one of these sites.
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  #3358  
Old April 17th, 2019, 12:34 PM
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Re: The Pre-SoV Workshop

Thank you for your comments, Kinseth.

Right now I'm pushing hard in this thread for comments and feedback because we've brought a bunch of different versions here (and one submitted) and have received a lot of different reasons why this or that version isn't working. We're trying to narrow down objections, version preferences, to try and get a cohesive vision for this guy.
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  #3359  
Old April 17th, 2019, 12:50 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Pumpkin_King View Post
Right now I'm pushing hard in this thread for comments and feedback because we've brought a bunch of different versions here (and one submitted) and have received a lot of different reasons why this or that version isn't working. We're trying to narrow down objections, version preferences, to try and get a cohesive vision for this guy.
As with any group, there will be dissenting opinions. That's just how people are, and goes to show there is no one "right answer." It's impossible to please everybody.

I thought about suggesting normal attacks only, but I decided it was not only weak but dull. And not particularly thematic either. The difficulties of positioning and order marker management may be enough to make the theoretical attack power too difficult to achieve often. And that would be fine. Limiting it to three turns instead of four would be an easy adjustment if not.
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  #3360  
Old April 18th, 2019, 05:36 AM
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Re: The Pre-SoV Workshop

So, this whole thing looks really confusing.

The simplified version that I'm getting is:
Quote:
Posse:
Take a turn with Clayton, then Move 3 Lawmen that are within X sight spaces of Clayton.

Shootout:
Take a turn with a Lawman, if they are within (X spaces or clear sight) of Clayton, Attack with (2 or 3) other lawmen within (clear sight or X spaces) of Clayton.
Write this all out as clearly as you can without all the wording rules that Heroscape uses. You can add all the wording stuff once you get the design nailed down.

My comments are:
Referencing the number on the order marker is cool because I haven't seen it before, but simplicity is usually better than just being cool, so maybe it isn't as great of an idea as I thought?

I really want the Common Lawman Hero (that I know nothing about, other than that it exists) to work with Clayton, even if it's just with Posse, and not Shootout.

The harder you try to distance the is design from the other Order Marker Dump Heros, the more people seem to try and push you towards that design style.

What if Shootout was influenced by the number of enemies Clayton could see within a certain range? Something like "take a turn with 1 Lawman Hero for each opponent's figure within (6 - sight spaces of Clayton, up to a maximum of 3" This would give you a reason to push Clayton out onto the front lines.
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