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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#3181
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Re: The Pre-SoV Workshop
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I would argue that the Brute Gruts are better, (and only 65 points, though I hear they might have been under priced) especially against Squads due to Bully, but even without it, Taking multiple turns is just better. Even the Tarns aren't the worst comparison. The base defense makes them about even with Tenacity, Charging Assault makes their move potential pretty similar, and while they only have 3 attack, they are also only 50 points, instead of 80. The Varkaanan Swiftfangs are arguably at the same level as my Great Axes. They are also 4 figures, with a base of 3/3, but Bonding is very powerful, especially with the heros and Unique Squads available to them, and First Strike makes their attack comparable, even if it's only for 1 turn each round. I don't have any unique squads to compare to at the 90 point range, but I'd argue that every 100 point unique squad is better than the Great Axes. The Quickblades have better, and more consistent movement, equal defense, and while they might not have the same attack, they have a special attack, which despite only being an attack of 3, is even better than a normal attack of 4, since it lowers your target's defense, and to top it off they have bonding. The Kozuke Samurai have an even better attack, and while they lack the same defensive potential, they do have counterstrike, and their movement ability makes them much easier to engage with, and position. The Krav Maga are the last 100 point unique, and with Stealth Dodge, and a Range of 7, I think we can all agree that they are better than my Great Axes. My Custom Designs.
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#3182
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Re: The Pre-SoV Workshop
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Besides, I really like that it doesn't hit heavy hitters as badly. It does even more to distinguish it from Combat Challenge. In my opinion, -1 is interesting and valuable, and easily underestimated. -2 is unnecessarily burdensome. I was thinking the Great Axes were Common. Being Unique does change things quite a lot, enough that I can buy 80pts. Still, do not underestimate Tenacity. When rolling attack dice, getting two skulls is an ok chance at doing damage. Rolling three, though, is very likely to do damage. Tenacity turns all 2's into 3's. That's amazing. |
#3183
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Re: The Pre-SoV Workshop
On the topic of Imposing Threat, I actually think that it's significantly better with just 1 dice. I still think that you should just use a tweaked Combat Challenge if that's the power that you're trying to make, but making it slightly less impactful actually further differentiates it from that ability. I can see far more instances where an opponent might choose to attack a squad figure if they're only losing 1 dice, but it's still something that they would usually want to avoid and accomplishes the same theme.
For the comparison on attacks, I just want to throw out there that I think these guys will probably perform better offensively than the Kozuke. They're more likely to survive against range (especially since the Kozuke only have 3 members), and if they can nab height, they're looking at an expected three skulls per attack, which matches the Kozuke. Even without height, I'd still rather take the fourth attack (with improved odds) over the extra attack die. Counterstrike and the better movement don't quite make up the difference for a better defense and a fourth squad member in my eyes, but the Kozuke also aren't the best squad in the first place, and power levels only really come through in playtesting. I just wanted to point out that this comparison doesn't really hold up, so I wouldn't use it as a pricing indicator. Quote:
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Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3184
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Re: The Pre-SoV Workshop
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The Kozuke are very good against melee only armies, but pretty "meh" against armies with decent range. At the time of their release the meta was different, and maybe they were better at the time, but in the current meta, they should probably be reduced to 90, or even 80 points. I'd say they are slightly better than the Great Axes just because they can't be kited by range so easily. The Kozuke's attack is more consistent without a height advantage, and with a height advantage, they are about the same on average, but the Kozuke have a higher potential roll. If the Kozuke can live long enough, they will do more damage than the Great Axes, even with 1 less figure. The only advantage the Great Axes have (aside from the extra figure) is the single extra defense, and that takes a bit of luck to take advantage of. I think the other 100 point squads are clearly better though. The wording isn't a big issue in my eyes, so for the time being, I'm going to leave it as is. My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. Last edited by Leaf_It; February 14th, 2019 at 05:04 AM. |
#3185
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Re: The Pre-SoV Workshop
I like the Kozuke and generally find them to be worth their cost... but their value comes from being shocktroops. With an attack of 5 each and a move of 8 on the charge, their role generally is to do the damage you need them to do in the first assault - they won't stick around much longer unless you're in the cleanup stages, and they don't need to. The Great Axes and Kozuke seem non-comparable, to me.
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#3186
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Re: The Pre-SoV Workshop
I've made some adjustments to my Dragon Rider custom with the feedback from the Discord server, with one of the biggest changes being to the organization of the powers. I originally had put the simpler power (her conditional stat boost) under the same power as choosing her Companion, but Just_a_Bill made an excellent point that thematically the riding aspect should be in the same power. This has the benefit of making it more modular, so theoretically another "_____ Rider" power could be created in the future if anyone so chose, keeping the design space open. The separation of her stat boost also facilitates this, letting other designers create their own type of riding units in the future. All of my past playtests have also shown her to be very underpowered, so I'm planning on moving forward with a couple of mechanical revisions. Placing Order Markers on Eltris instead of her dragon subtly encourages her to take a more active role, since you can sometimes choose to take a turn with her instead of the dragon to surprise the enemy with a solid attack from height. It also gives her a much greater weakness, since the other player can kill her and rob you of Order Markers much more easily. Since the above change is more of an adjustment to her playstyle than a buff (the appeal of switching over to take turns with her isn't prominent with Nilfheim or Quahon, for example) and she's much more killable now, I'm also toying around with her increasing the move of the dragon in addition to attack and defense, to make her more worth her points. I'm mostly curious as to whether anyone thinks that any of these revisions (especially in terms of structure) will pose any problems. The balance of the move/attack/defense boost will come through in additional playtesting, which I think is necessary after seeing how weak she previously was in practice. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3187
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Re: The Pre-SoV Workshop
I know this is a "game not simulation" but I don't like the interaction between the powers and I doubt players would like it either, at least not thematically. Dragon Rider teleports Eltris after the Dragon's turn, and Companion's Strength has a (fittingly) close-range restriction. It will be fairly common to move the dragon more than 3 spaces away from Eltris, then attack, then teleport Eltris at the end of the turn. Thematically she's riding it, but it doesn't get the attack bonus because she's too far away.
Otherwise, Dragon Rider is about as good of a dragon-riding power as is possible in the game, and Companion's Strength is fitting, but I'm not thrilled about a +1/+1 boost to any big dragon, some of the game's strongest solo units. An Attack of 4 seems entirely unnecessary, even unthematic. Attack 5 when nearby the dragon? |
#3188
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Re: The Pre-SoV Workshop
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It's definitely something that needs careful balance, but I don't think that it's out of the realm of possibility. I actually like how it encourages players to take dragons without Greenscales, for example, which gives those units a lot more flexibility in army-building. Quote:
A lower attack would also completely remove any incentive to take a turn with her, since every potential Companion would always be an objectively better choice (unless positioning was an issue for the larger ones). I had considered bringing her attack down to 3 for the more passive version that I was previously working with (where Order Markers were on the dragon and she had a form of Sonya's Eternal Heartbreak), but then she feels less like a character and more like a fancy stone being carried around. I also think that the +1/+1 to dragons will be more difficult to balance if I have to drop her price down to keep her usable, which would be necessary if she became so passive again. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#3189
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Re: The Pre-SoV Workshop
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And why should you want to take a turn with her over a dragon? It's a friggin' dragon! The value here is that she gets a free deployment to the front lines. No order markers needed for positioning. An otherwise solo low-cost hero would only be used for cleanup, blocking, or glyph-grabbing anyways. Making her a viable attacker is unnecessary ornamentation that feels a little like a lack of restraint. |
#3190
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Re: The Pre-SoV Workshop
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#3191
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Re: The Pre-SoV Workshop
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My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#3192
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Re: The Pre-SoV Workshop
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My original implementation of her was essentially your suggested route. It wasn't quite working as well as I'd expected, though, and I realized that I would either need to drop the points to 40-45 (which makes tacking her on to an army much more doable in almost any situation) or make her more deserving of a solid investment. The feedback on the Discord server indicated that the latter would be a more interesting direction to take, which I agree with. I would agree that having a usable attack in some situations is extra ornamentation, but this design is unique from other "cheerleaders." It not only sports a much lower defense, but it's also carried into the frontlines with the only unit that it can support. I don't think that adding some more decision-making beyond just where to place her is necessarily a bad thing, especially since she's somewhat costly. Quote:
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Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
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