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AotP Blender A place to discuss AotP customs and ways to integrate Heroscape with AotP. |
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#13
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Re: How balanced are AotP units to classic 'scape?
That is probably true, but us Heroscapers have never been much to stick to rules that we decide are bad :P (Not saying they are bad yet because I don't have a copy to judge, just sayin they have the potential to be)
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#14
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Re: How balanced are AotP units to classic 'scape?
I know almost nothing about MTG and haven't gotten my Planeswalker Arena game yet. But I'm going to try and combine the two as Scape, so I'm jumping in as much as I can.
1. I had suggested to Quozl on bgg that we be able to mix two colors of cards initially per Planeswalker, just to get to the deck building aspect before expansions come out, since they will take a while. He seemed to think that would be interesting to try. Deck building was never my thing, but it can be fun, if you don't have to keep buying an infinite amount of cards (LCG instead of CCG). 2. Quozl, when you say a PW doesn't need an order marker, do you mean that each player can take one AotP turn each HS turn without one? 3. People seem to feel so far that the spell cards can be costed seperately and added or not to the Planeswalker's basic cost. |
#15
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Re: How balanced are AotP units to classic 'scape?
#2. There are no order markers at all in AotP. You just choose an army card and take a turn with it. That also means there are no rounds. You roll initiative once at the start of the game and then just alternate turns for the rest of the game. I would suggest that to replicate this in normal scape, you use something like this for each planeswalker (untested by me):
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#16
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Re: How balanced are AotP units to classic 'scape?
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~Aldin, loving the idea of using HS heroes as alternative Planeswalkers He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
#17
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Re: How balanced are AotP units to classic 'scape?
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#18
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Re: How balanced are AotP units to classic 'scape?
Since actually playing the game, I've been wondering why AotP lets your PW summon two units, instead of only one. It certainly gets your army on the board faster for a 10 year old's pleasure, but I often find delaying all of some of the summoning a turn or two can be useful to start your guys further up the field.
Letting your PW only summon one at a time might balance them better in a mixed Scape/Arema game; some complained early on bgg that summoning makes them too strong vs Scape. I'll probably leave it alone at start when I first blend the games (see my thread on that). Any thoughts on this? |
#19
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Re: How balanced are AotP units to classic 'scape?
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For example, I played a game where Jace summoned only the Leyline Phantoms. The following turn I killed Jace (like, turn 3), leaving just the Phantoms, and my entire un-wounded army left. They all died turn 4. |
#20
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Re: Fair
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Essentially, you can cast spells and summon creatures that match the color of the planeswalker. In the case of the new Kiora planeswalker from Battle of Zendikar expansion, it is Blue and Green. Allowing you to build a spell deck and summon creatures from either of those colors. That said, when mixing heroscape into this, I think it just takes a bit of knowlegde of both games to come to a reasonable assertion as to what belongs where. I dont think you can simply say that Ullar belongs to green, for instance. Anubian wolves are utgar, and would assume utgar is under the auspice of black, but these could easily be under the auspice of green or green and black. I think it's best to look at each squad on a case by case basis. Though Samurai definitely look like they belong under white. An instant kamigawa expansion for Arena. |
#21
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Re: Fair
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#22
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Re: How balanced are AotP units to classic 'scape?
Well, before Innistrad, they were all black. All 3 of them.
I only threw in the green because lycanthropy can be seen as a natural mutation, rather than a vile evil curse. So green could conceivably and rationally use it too. I think red is a stretch overall, but for the Innistrad setting, where everyday is halloween and every hour is midnight, I am shocked everyone/everything/everycolor isnt a werewolf or a vampire. They should have just called the set Ravenloft and been honest about it. They'll stop wearing all black when someone makes a darker color, I'm sure. |
#23
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Re: How balanced are AotP units to classic 'scape?
I wonder how much of the AotP squads are balanced knowing they will be drafted, and may never see the light of day. For example 3 squads of Aubrien Archers would cost 210 points, where as 3x3 life Rangers cost 80.
However looking deeper we see the difference. Aubriens: 210 points for 9 lives. - Average out to get a 4th figure to attack and move every turn with frenzy. - All start on the board and you can start moving and attacking immediately, and they will still be there when your planes walker falls (if you even have one). - Can only take one wound per attack (extra skulls are wasted) - Cannot be boosted by spells. - Multiple figures (more than 3) that allow for more board control. - Moderate elf synergy in heroscape Rangers: 80 points for 9 lives. - Can be boosted by spell cards - Requires investiment in a planeswalker (300+ investment) - Extra skulls can remove more than one life per attack. - only 3 figures (limited board control) - Must be summoned before the fall of thier planeswalker. - Can move after attacking. - Can be summoned to a ideal location, but need to wait a turn before activating. So the question is if 500 point of Green Planeswalker can beat 490 points of Archers (21 figures). Also we can assume this battle is taking place on a heroscape map with significantly more oppertunities for gaining height, which really helps out the archers. This reminds me of the thought experiment of All of Marvel figures vs Vipers, Sooooo many vipers. That debate was never settled either. After looking it over, I'm not instantly sure of who would win, which is a good sign. |
#24
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Re: How balanced are AotP units to classic 'scape?
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