Knox
Active member
What is the timing for Ranger's Cloak? can you interrupt anyone's turn? Can you do it at the end of the round?
Does the 'X' marker have to be on this card?
If the move is only going to happen once per round because of the 'X' order marker (and only one of your rangers will be able to do it) I could see a bigger number of move spaces being more useful, but not overpowered.
My thought was that it could happen at any time, including interrupting another players turn, but I'm not sure. The idea would be that it keeps the figure out of range of Cyprein or Templar. Do you have any ideas for how that could be expressed on the card in a way that's not confusing?
Ranger's Cloak is a great power; different than anything done before in HS (the closest existing powers would be Hide in Shadows, Cloud of Darkness, Lurk in Shadows and Smoke Powder 13) but fitting well into the canon. I wonder if he might be overpriced at 130, especially since he has no synergies with any other units, but overall he is a solid design.
The points are going to depend on playtesting because the abilities are so unique. I think the abilities are set up in such a way that these units could be some of the best kiting figures in the game - like a more powerful version of Krav Maga (except with only 2 attacks instead of 3) because of the movement flexibility rangers cloak gives. For that reason I could see as high as 140 points for Will.
However, I could see a world in which their action inefficiency (only 2 attacks, no bonding) and low life/defense really inhibits them and brings Will as low as 90 points, and Halt as low as 80.
I'm expecting the sweet spot to be between 100-130 but that's pending playtesting.
As I theoryscape this, you'd probably only put 1 ranger in your army and you'd typically try to keep the "3" and "X" order markers on them every round once they've claimed height to take advantage of rangers cloak. That should make them really annoying and difficult to take down unless your opponent has units who can fly/disengage past your screen. But it also limits the potential of a Ranger totally devestating the opponents army - OMs 1 & 2 need to be on other units (I could see Knights of Weston as really good here) to keep ranger's cloak operative and build up a screen and ensure the ranger doesn't get taken down by opposing range with their mere 2 defense. When it gets to endgame, the Ranger will be deadly (if it survives) but will have lost the benefits of rangers cloak so it should be fairly even.
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