As I look for ways to keep Heroscape fresh, I've started to make customs units. Some are easy to assign point costs to, other's are much more difficult. I have two units in particular that I am struggling with balancing, any thoughts on them would be appreciated!
"FALLEN" ANGEL DYE (I use a repainted nakita agent)
Spoiler Alert!
"FALLEN" ANGEL DYE
VALKRILL
HUMAN, UNIQUE HERO, ASSASSIN, PRECISE, MEDIUM 4
Life: 3
Move: 6
Range: 7
Attack: 1
Defense: 3
Point Cost: 120-175 ??? testing at 140.
DOUBLE ATTACK
When "Fallen" Angel Dye attacks, she may attack one additional time.
DEADLY AIM
When making a normal attack with "Fallen" Angel Dye, all skulls rolled count for one additional hit.
KILL SHOT SPECIAL ATTACK
Range 7 Attack 1. Choose a non-adjacent figure to attack. The chosen figure cannot roll defense dice against this attack. If you roll a skull, it counts for 2 hits. You may not use this ability if "Fallen" Angel Dye has moved this turn.
Notes: "Fallen" Angel Dye is truly a threat to behold on the battlefield. If she can stay immobile away from the action, she can become a cold-blooded squad or hero killer by ignoring defense and hitting for two unblockable wounds with her Kill Shot Special Attack. On the flip side though, Angel has a huge glass jaw, and gets into trouble very quickly if enemy figures can get close to her. This is why her point value is so hard for me to determine, she can take down half an army all by herself, or die before she even gets a chance to see much action.
UPDATE (11/13/11): per awesomeunleashed's advice, I reworded the abilities to make Angel more clear. You may use one normal attack and one special attack during your turn, but now it is clearer that any skulls she rolls in attack always count as double. Testing at 140pts per Omahavice's suggestion
WOLVES OF ANNUVIN (I use a repainted set of the Anubian Wolves)
Spoiler Alert!
WOLVES OF ANNUVIN
VALKRILL
WOLF, UNIQUE SQUAD, DEVOURERS, TERRIFYING, MEDIUM 5
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 3
Point Cost: 75-140 ??? testing at 130 with option 1, 90 with option 2
DEATH FRENZY (Option 1)
When one of your Wolves of Annuvin is destroyed, place it on this army card. Your remaining Wolves of Annuvin get an additional three attack and three defense dice for each Wolves of Annuvin figure on this card.
or
DEATH FRENZY (Option 2) as suggested by capsocrates
When one of your Wolves of Annuvin is destroyed, place it on this army card. Your remaining Wolves of Annuvin get an additional two attack and two defense dice for each Wolves of Annuvin figure on this card.
Notes: These were inspired by the Huntsmen of Annuvin from the Prydain Book Series, who grew more powerful as their numbers grew smaller. What makes this unit particularly challenging to balance is the trade-off between the number of attacks and the power of the wolves. at 3 Atk/ 3 Def, their starting stats aren't much of a threat, but two 6/6 units are formidable, and one 9/9 unit can strike fear into all but the the bravest heroes. On the other hand though, one attack of 9 can only kill one squad member a turn so its easy to tie down with squads, and 9 defense is the classic "Deathwalker Defense" trap of never getting one shield when you need it.
UPDATE (11/13/11): Now testing two versions, one that scales 3/3, 6/6, 9/9, the other that scales 3/3, 5/5, 7/7. My hope is that for either version players will be just as tempted to place order markers on this shark unit whether there are 3 wolves or 1 super-wolf left.
Edit (11/13/11): Updated cards per suggestions.
Last edited by Nero; November 13th, 2011 at 12:20 PM.