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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#13
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Re: ryguy266's Customs-Rise of the Deathwalkers
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I appreciate the suggestions on 2k. I think playtesting will probably determine a point increase. I don't think he's stronger defensively; an extra life on Guilty seems a lot more valuable than the handful of Soulborg immunities on 2k. My hope was that the range decrease might make up for the extra attack. That extra hex of range become a lot more valuable kiting 5-move figures that can't engage even if you don't kill them. But I have no idea if that will actually be the case! So I'll definitely be looking at a small point increase, or maybe dropping the range to 5. Then plays with 2k start to get really risky and exciting, which seems fun. |
#14
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Re: ryguy266's Customs-Rise of the Deathwalkers
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Blue Trails' makes a good observation on total loser's Deathwalker 1000's ability. If the intent is not to have them stack (as amusing as that would be), the wording could be revised: Quote:
Another interesting idea is having the modified value carry across rounds, only changing with order markers. For example, revealing your 3rd order marker gives Deathwalker 1000 a defense value of 4, and then you can leave him idling for several rounds (holding a glyph or something) with a constant defense of 4 until you activate him again. However, it could get hard to remember the last order marker value used if you leave him idle for many, many rounds. If it does reset each round, leaving him idle would mean he has a defense of 1 for most of the time. in addition to a fun Guilty alternative, Deathwalker 2000 also looks like an older version of Deathwalker 8000, although I might prefer drafting Deathwalker 2000 due to a steady number of attacks in lieu of the dependency on scoring wounds. As for his point value, while Deathwalker 2000 has soulborg immunities, he only has 1 life (as opposed to Guilty's 2 lives). To me, this seems weaker defensively and significantly stronger offensively; a higher-risk Guilty alternative, which, again, feels very on-brand. The current cost seems like a good starting point. EDIT: I missed your response; thanks for the clarification! Last edited by Myriadite; February 13th, 2023 at 11:31 AM. Reason: Ninja'd |
#15
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Re: ryguy266's Customs-Rise of the Deathwalkers
Glad you like them! The minis look really good, and I think the high risk of playing Deathwalkers might be more fun when you only risk sinking 20-60 points on a bad defense roll instead of 140. I'm looking forward to playtesting these total losers Deathwalkers over the next few months.
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#16
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Re: ryguy266's Customs-Rise of the Deathwalkers
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I also like the Prototype power for its mechanical novelty, but I'm not sure if the mechanics get across the "prototype" theme. To me, it feels more like the idea of an engine/battery revving up. Regardless, these look like fun, clean designs. Good stuff! |
#17
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Re: ryguy266's Customs-Rise of the Deathwalkers
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"After revealing a numbered order marker, roll a 20-sided die. If 1-6, add 1, if 7-12, add 2, if 13-18, add 3, if 19-20, he explodes." I agree that this power is more novel, and I prefer it over the generic power I just mentioned. The mechanics do give off an "overheating" feel, where the unit operates faster and faster until it inevitably crashes and resets the cycle again. |
#18
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Re: ryguy266's Customs-Rise of the Deathwalkers
I definitely thought about "Upgrade" for the name instead, but it's already in use. Maybe something like "Adaptive Power Cycling"? It sounds badass and is a closer descriptor to the actual ability. Glad the actual mechanisms seem solid!
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#20
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Re: ryguy266's Customs-Rise of the Deathwalkers
Two reasons: I wanted to keep the point cost down is the first. But the more interesting reason is the playability and theme. Triple attack with only 6 range has a much higher risk/higher reward factor than Guilty. In my head Canon, the Deathwalker line has gotten cocky after one improvement on the design, hence the "greedy" characteristic. They're not greedy for material things; they're greedy for kills, and it often puts them in risky spots because of it. Plus, only 8k and 9k have 7 range. I don't think that makes it "standard."
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#21
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Re: ryguy266's Customs-Rise of the Deathwalkers
These are cool! The order marker power on 1k seems clever and fun to play.
What are these minis / where can they be found? |
#22
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Re: ryguy266's Customs-Rise of the Deathwalkers
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Here is a link to all three: https://www.reapermini.com/search/xairbot |
#23
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Re: ryguy266's Customs-Rise of the Deathwalkers
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#24
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Re: ryguy266's Customs-Return of the Diorite Defender
Just added an update to the Diorite Defender I've been working on for a while. Would love some feedback on the rework!
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