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  #1  
Old November 19th, 2022, 05:17 PM
Shadowking Shadowking is online now
 
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Shadowking's Customs v.2 - 02/18/24 Bike Ninja!

Original post with older units follows:

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Last edited by Shadowking; February 18th, 2024 at 10:23 AM.
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  #2  
Old November 20th, 2022, 06:29 AM
Shadowking Shadowking is online now
 
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

After thinking about it a bit more, the Abyssal Warlocks seemed too efficient at their role of being able to chew through high-defense heroes, so I've adjusted their Hellfire Special Attack to allow the defending figure to roll a single defense dice. Allowing the defender to roll two might be more appropriate even? (if you use four Warlocks, you still have a rough outcome of something like 1.6 wounds going through on 4 vs 2, which against a card like Q9 is a massive improvement over 4x 2 dice for their regular attacks).
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Old November 21st, 2022, 02:40 PM
Shadowking Shadowking is online now
 
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

So I have discovered Delta pricing now, which leads me to believe that my units prices are probably even more off than I suspected at first (and I already thought they were likely quite scuffed).

SK1: The Trojan Irregulars probably need to go to 85 points based on comparing to Delta KoW and Macdirks, Home-Tree Guardians feel vaguely in the right ballpark given that they come with only 3 figures unlike most melee bonding units? Abdul and his Escorts I have no idea to be honest. I based the Mohicans partially on the Templar Knights which are much cheaper in Delta, although the Mohicans have two life each, so maybe 120 is roughly appropriate? Otherwise perhaps 110 or so. The various SK1 heroes I have no idea to be honest.

SK2: Daughters of Iron I think are vaguely correct given they have only two figures; compared to Death Knights of Valkrill potentially they are even minorly overcosted and could drop down a few points? The Abyssal Warlocks I think need to get the change I mentioned to allowing the targeted figure of Hellfire Special Attack to roll a max. of 2 defense dice, and then they are probably reasonable at 100, maybe even a bit overcosted (90ish?). Trackers are perhaps a bit cheap as a bonding ranged squad with Delta Dund, 55 or 60 points is perhaps more appropriate there. Feldspar Marauders have a weird power so no idea on those. Samurai Cavalry, like the Mohican cavalry, can probably drop by 10-20 points? And the Heroes again I have no idea, if anyone more experienced in costings could give me some thoughts that'd be great!
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Old November 21st, 2022, 04:55 PM
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

A lot of these are really cool! A couple of thoughts on them.

Trojan Irregulars: I like all the figures in the Trojan squad, I've looked at some of those myself in the past. giving Nilfheim and Braxas a Romans-like bonding squad is really powerful. They're already good with Greenscales, which are mediocre compared to 4-figure bonding melee. I think 85 is pretty good, maybe a bit low. But that's because of the utility they grant the Dragon, not themselves. They are squishy. You could limit it to human rulers to limit it just to your queen, or to small and medium rulers to include Sudema.

Home Tree Guardians: I think the healing from Gift of the Forest ought to be behind a D20 roll. like 8 or higher or something >50%. Otherwise, that could end up being a lot of free healing for the Wizards.

Abdul al Sahkar: Wonders of the Bazaar is a (pun intended) wonderful power. I think it could be cleaned up a bit by using existing treasure glyphs instead of talisman markers. 2 of the 3 have a glyph that does the exact same effect. Path of the Sandstalker might get you into a bit of trouble. Its fine for yourself for your home games, but if you're looking to SoV this power is a no-go. Mapmakers make maps assuming grass, stone, and sand are identical. Some maps have only 1 start zone made up of sand, giving this guy a distinct advantage. I had one of my early customs flagged for this too, it isn't obvious.

Escorts of the Dunes: Swapping to treasure glyphs really cleans up A New Buyer, which is kinda clunky as it is currently written. Look at how Arthur of Sherwood and Locksley handle Treasure glyphs for some ideas.

Mohican War Riders: Really cool! I really hope you find fitting miniatures for these guys! I'd recommend changing their class from tribesmen to mostly anything else. currently all tribesmen are unique and as Tribesmen war cry shows, the wording gets muddy when you have to add the non-unique qualifiers. Just make them "Riders" or something and then you can copy War Cry straight from the River Tribe.

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I'll come back through to comment on the rest of them, I'm out of time right now.

And make sure to double check that the left-side stats are plural on squads and singular on heroes, I spotted a few mistakes.

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  #5  
Old November 21st, 2022, 06:06 PM
Shadowking Shadowking is online now
 
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

Quote:
Originally Posted by Vydar_XLIII View Post
A lot of these are really cool! A couple of thoughts on them.
This is all really helpful stuff, thanks so much!

Trojan Irregulars: I really liked the idea of them being able to bond with Nilfheim and Braxas (as well as Queen Penthesilea, of course) for that sort of esoteric weirdness that feels quintessentially Heroscape, like Romans & Me-Burq-Sa; if that means that have to go to 90 over 85 I think that's fine? Penthesilea's Spear Throw Special Attack has more direct synergy with them and it might benefit to rework her to allow her to cost a little less to comfortably be able to fit something like 2x Trojans, Penthesilea and one of the dragons into a 500-point army.

Home-Tree Guardians: Great change idea there, 8 seems like a perfect number that's consistent-ish without being completely reliable, and encourages you even more to get multiple kills with the Guardians per turn which is a good thing overall. I reckon they could maybe then come down in price a bit? At that point they are likely worse than Delta Romans at 65 (Romans having an extra figure is pretty big), so maybe these could drop to 60 - or at least 65 like the Romans.

Abdul & Escorts: Using the glyphs makes sense I think, but I'm not entirely sure how to word it; it seems like Arthur and Locksley don't introduce them at the start of the game and have to rely on them being on the map? Unless I am misreading them. The sand thing makes a lot of sense, I had not considered that at all; I'll drop it in that case. Should I maybe move the A New Buyer power to Abdul himself? Not sure if he feels a bit undercooked with just the Wonders of the Bazaar power alone (and the Escorts have a lot going on already) - that does make him a lot better, however, and I do like the Escorts providing that synergy piece for him.

Mohican War Riders: I'd intended their War Cry power to also count engaged Mohican River Tribe figures, but I then mistyped it to call out Tribesmen and not Scouts (which is what the River Tribe are). Dropping that is smart but then is it weird to just call out "if at least two Mohican War Riders or Mohican River Tribe you control"? Or should I just drop the River Tribe synergy all together? They should probably actually count as Scouts, too, to properly benefit from Brave Arrow's bonus, and continue to be affected by Pale Moon without her needing a third type.

Last edited by Shadowking; November 21st, 2022 at 07:15 PM.
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  #6  
Old November 24th, 2022, 05:37 PM
Shadowking Shadowking is online now
 
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

Took a bit of a look at Queen Penthesila and ended up taking her down by 1 life, but also by 20 points, so with a Delta-priced Dragon you can just about squeeze 2x Trojans (at 85 points per squad), Penthesila and either Braxas or Nilfheim in a 500-point list (one ends at 500 and one at 490). I'm not sure if she could use any additional nerfs elsewhere to justify shaving off those 20 but I'm also not sure whether or not she was mildly overpriced to begin with.

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  #7  
Old November 25th, 2022, 09:28 PM
Shadowking Shadowking is online now
 
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

Went to my local FLGS today and managed to pick up the figures for half of two sets of Trojan Irregulars, and Penthesilea - and rebase them onto some old RotV figure's bases.



I don't have most of my old Heroscape stuff with me at the moment so I can't test them just yet, but hopefully soon (and after I have sourced the other two sculpts I need)!
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  #8  
Old November 28th, 2022, 07:03 PM
Shadowking Shadowking is online now
 
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

Couple more updates (I am updating everything as I go in the original post as well):


Added +5 points to the Xarrodi Trackers, but switched their Bonding ability from Doggin Bonding (locked into Dund only) to Hunter Hero Bonding, allowing them to bond with Brusk the Poacher from their custom wave as well as Feral Troll - and of course still Dund.


Added +5 points to Brusk as well to compensate for becoming a Bonding option, and because I wasn't really framing his tree ability as a sort of pseudo-Raelin effect - the strength of which probably means he needed to come up in points regardless. He's still pretty squishy at 4 life and 3 defence, and SotM Raelin is only 100 points in Delta which I think he is more comparable to than the RotV one, so 90 feels like a decent spot.
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  #9  
Old December 5th, 2022, 04:00 PM
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

Quote:
Originally Posted by Shadowking View Post
Trojan Irregulars: I really liked the idea of them being able to bond with Nilfheim and Braxas (as well as Queen Penthesilea, of course) for that sort of esoteric weirdness that feels quintessentially Heroscape, like Romans & Me-Burq-Sa; if that means that have to go to 90 over 85 I think that's fine? Penthesilea's Spear Throw Special Attack has more direct synergy with them and it might benefit to rework her to allow her to cost a little less to comfortably be able to fit something like 2x Trojans, Penthesilea and one of the dragons into a 500-point army.
The issue I take with bonding with the big dragons is that you can realistically get 7 attacks in an order marker. Thats big. Maybe dropping to a squad of 3 to bring them in line with Greenscales would fix my issue. These Trojans are already much easier to kill than Greenscales. Alternatively you could try something like this.

Quote:
ROYAL STRATEGIC BONDING
Before taking a turn with the Trojan Irregulars, you may first take a turn with any King or Queen Hero you control. If that hero is large or huge, you can only move and attack with 2 Trojan Irregulars this turn.
This adds a little flexibility and keeps them working with Penthesilea as intended.

----------

Quote:
Originally Posted by Shadowking View Post
Home-Tree Guardians: Great change idea there, 8 seems like a perfect number that's consistent-ish without being completely reliable, and encourages you even more to get multiple kills with the Guardians per turn which is a good thing overall. I reckon they could maybe then come down in price a bit? At that point they are likely worse than Delta Romans at 65 (Romans having an extra figure is pretty big), so maybe these could drop to 60 - or at least 65 like the Romans.
Firstly, add a small or medium condition to their bonding, otherwise you can chain into 2 turns with Ulginesh since he doesn't have a "reveal an order marker" condition. I missed that on my first reading.

I'd compare more to Dreadguls. Both are a 5/1/3/3 3-figure bonding squad. They have different hero sets that each have ranged options. Dreadguls can increase their attack and double move; whereas, the Guardians heal their heroes. Healing is good. I think 65-70 is about right. I can see these guys being really powerful with Arkmer and Johrdawn.

----------

Quote:
Originally Posted by Shadowking View Post
Abdul & Escorts: Using the glyphs makes sense I think, but I'm not entirely sure how to word it; it seems like Arthur and Locksley don't introduce them at the start of the game and have to rely on them being on the map? Unless I am misreading them. The sand thing makes a lot of sense, I had not considered that at all; I'll drop it in that case. Should I maybe move the A New Buyer power to Abdul himself? Not sure if he feels a bit undercooked with just the Wonders of the Bazaar power alone (and the Escorts have a lot going on already) - that does make him a lot better, however, and I do like the Escorts providing that synergy piece for him.
I'd put them together like this, I put my own spin on them. Whether you like my spin or not, the mechanics should be helpful to you as you update them.

Quote:
ABDUL AL SHAKAR
Einar / Earth / Human / Unique Hero / Merchant / Tricky / Large 6
Life 4 / Move 8 / Range 1 / Attack 3 / Defense 4 / Points 100

WONDERS OF THE BAZAAR
At the beginning of the game, roll the 20-sided die, twice. Place the corresponding Treasure Glyphs on this Army Card. If the same glyph is rolled twice, re-roll the second die until a different glyph can be placed.
  • 1-5: Heroic Rune
  • 6-10: Belt of Giant Strength
  • 11-15: Talisman of Defense
  • 16-20: Ring of Protection
Abdul Al Shakar may not drop Treasure Glyphs during his movement.

A FAIR TRADE
Each time a friendly Unique Hero destroys an opposing figure, place 1 Loot Marker on that Hero's Army Card. Once per turn, after moving and before attacking with Abdul. Choose an adjacent Hero with at least 3 Loot Markers on their Army Card. Remove all Loot Markers from the chosen Hero's Army Card and move one Treasure Glyph from Abdul's Army card to the chosen hero's Army Card.


DUNEWALKER ESCORTS
Einar / Earth / Human / Unique Squad (4) / Protectors / Loyal / Medium 5
Life 1 / Move 5 / Range 1 / Attack 3 / Defense 3 / Points 70

MERCHANT BONDING
Before taking a turn with the Dunewalker Escorts, you may first take a turn with any Merchant Hero you control.

PROTECT THE WARES
If a Dunewalker Escort you control is adjacent to at least one Merchant Hero you control, add 1 die to the Attack and Defense of all Dunewalker Escorts you control.
----------

Quote:
Originally Posted by Shadowking View Post
Mohican War Riders: I'd intended their War Cry power to also count engaged Mohican River Tribe figures, but I then mistyped it to call out Tribesmen and not Scouts (which is what the River Tribe are). Dropping that is smart but then is it weird to just call out "if at least two Mohican War Riders or Mohican River Tribe you control"? Or should I just drop the River Tribe synergy all together? They should probably actually count as Scouts, too, to properly benefit from Brave Arrow's bonus, and continue to be affected by Pale Moon without her needing a third type.
I'd try something using Fearsome as a keyword and make these riders Fearsome instead of Reckless.

Quote:
FEARSOME WAR CRY
After taking a turn with the Mohican War Riders, if at least two Fearsome squad figures you control are engaged, you may immediately take a turn with one Fearsome Unique Hero you control.
Squads include: Mohican River Tribe, Teeth of the Makwa, and the Varkaanan Darkclaws.
Heros include: Arktos, Brave Arrow, Makwa tribesman, Mok, and Zogross Hardscale.

You'd have to make Pale Moon Fearsome too, so she can get activated or just change it from Fearsome Unique Hero to Unique Tribesman Hero.

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  #10  
Old December 5th, 2022, 10:27 PM
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

As another player who got back into the game due to hearing about AoA, I really, really like these! You mentioned that you wanted to ensure each unit did something unique (or provided interesting synergy with some underused squad), and I definitely think you've accomplished that with a lot of these customs. I don't think I've seen a power quite like Shino Sayoshi's Shogunate Induction or Stratotron's Battlefield Calculus before; you've created a bunch of very interesting figures with really exciting synergies, which is marvelous!

A few comments. First off, the text for Queen Penthesilea's Last Stand needs to be adjusted; it still talks about her having four wounds even though she's been nerfed to four life. Secondly, as regards the Trojans, if the concern is that four Trojan hits + 3 dragon attacks might be too much in a single turn, could you somehow blunt the offensive power of the Trojans for their turn if they bond with a Large or Huge King or Queen, either by directly reducing their attack or reducing the number of Trojans who can attack that turn (sort of similar to what Vydar__XLIII is suggesting)? That way, you still get to move four Trojans a turn while reducing the scary offensive potential of a Nilfheim + Trojans build. Finally, I don't quite get the last line of Shino Sayoshi's Shogunate Induction: what, precisely, does it mean for the Ashigaru replaced with samurai figures "not to be considered destroyed?"

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  #11  
Old December 7th, 2022, 06:15 PM
Shadowking Shadowking is online now
 
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

Cool, yeah, I agree with pretty much everything on the Trojans, Home-Tree Guardians and War Riders; here are the card updates - which have also been updated in the opening post (with this change/fix, Trojans have gone back to 80 points a squad and Queen Penthesilea has gone back to 110 and 5 life, so you can still fit 2x Trojans, Penthesila and Nilfheim into a 500 point Delta list):









For Shino Sayoshi, the "not destroyed" line is basically to try and proof it against effects that trigger when nearby figures get destroyed (since thematically, the Ashigaru getting replaced isn't actually dying, just "upgrading" to a Samurai figure).
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Old December 7th, 2022, 07:55 PM
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Re: Shadowking's Customs v.2 (13 Years Later . . .)

For Shino Sayoshi, what if you made Shogunate Induction remove the affected Ashigaru from the battlefield and place them on Shino Sayoshi's Army Card? You'll avoid conflict with powers that activate on destruction, and—if you care about such concerns—C3V's Cal the Smuggler provides a precedent for this type of mechanic.
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