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Welcome one and all to my Heroscape custom units thread!! Here you'll find a wide variety of who knows what. To be honest, I don't have too much of a theme other than cool. If it's a cool concept or a cool figure...I'll do something with it. So let me know what you think!
I've been working on many of these for over a year...but that doesn't mean they're perfect. I feel pretty good about most of them, but any and all feedback would be nice. I'm still playtesting some, and others are even still under revision.
CHOPPING BLOCK
Feedback Requested
Below are a number of current projects I'm working up to for the SoV. They are in order of readiness. I'm curious to see what you all have to say regarding some of them as I'm kind of dividing my time between which one suits my fancy and playtesting them and altering them all somewhat simultaneously.
hahah...don't worry the wait will be worth it. I've got some pretty cool stuff (at least I like to think so ) and I should be ready for my first post today. I've got a number of projects in the works...but today should be my first official post. Likely afternoon...gotta make some finishing touches.
Wow, you weren't kidding, that's a lot. Here's my basic feedback:
Spoiler Alert!
Astaroth: Good normally, nearly unkillable on lava maps. Does Molten Flight replace her normal attack? Barduk: Thick Skin is good but 4 life isn't. The wording of Charging Fury confuses me. Seems like you could remove the first sentence of it, since that's a given for Special Attacks. Barrone: Odd choice of General, lore considering. He's quite powerful, but encounter any ranged foes and he'll be gone quick. Cpt. Moroni: Quite powerful with the Omicron Snipers. Call To Arms is darn good with no range cap. Do engaged figures take passing swipes when he summons them? Coyle: Fresh Air keeps him from being invincible, but it seems like it'd be simpler just to remove it and make it so Water Stealth only protects him from Ranged Attacks. Deathly Duo: How do you keep track of a Squad figure's individual life, especially when they both use the same sculpt? Easur: Simple yet effective. Raelin's face on that Shade is really weird. Fallen Hero: Made Of Bones is interesting, with only 2 Defense it's no sure-fire safety. Gadianton + Robbers: Typically the Squad is the one with the bonding. Why are they Small and not Medium? Ghiliel: Among The Trees is potent, but Will To Live is confusing. Glanion: Probably my favorite of the bunch, I can imagine this guy being fast and furious on vastly hilly maps. Gorrok: Death Walk is interesting, especially with 12 Life to spend, and Death Touch is probably better over 3 Attack any day. 190 seems like a bit much, perhaps. Knuguk: Great mod on the Drudge. Why not just give him 8 Life and make Double Head activate when he's got 5 or more wounds? Minions of Ast: Another good paint job. Lava burrow is potent, but they're not likely to last too long, even with rebirths. Og'ulai: Lifeblood is potent, and 6 Life/4 Defense means that he's not going to die any time soon. 95 seems a bit low considering that. Ryka: Creepy sculpt considering it's just the lower half of KMS. Ensnare is extremely complicated.
(I just now realized these were alphabetized)
Sons of Helaman: Interesting, sort of like the Tarn but reviving instead of moving. Hard to say how long they'll really last on the battlefield. Teancum: Spear Throw is mighty powerful. Otherwise decent. Thannor: What is the range on Sure Shot? Relentless Volley is also immensely powerful. It's a good thing he's not too durable. Nameless Servant: I'm so confused.
Wording's a bit of an issue, but I've got to say, though, you've got some pretty impressive paint jobs and resculpts in these.
@TheAverageFan thank you for your comments and feedback I really appreciate it. Below are my comments and responses...
Astaroth
-I agree...molten flight should be in place of a normal attack so that she can't attack all figures while moving and then do a normal attack - good point...with lava defense...I'll just change to when rolling she'll add one automatic shield
Barduk
-Yep...I'll take out "barduk may use his..." (reword movement special)
-so, I'm a little confused, are you saying you think he should have more life?
-yep confusing wording - will simplify
Captain Moroni
- good point about the range cap...I may consider putting a value on that
- figures should receive passing swipe...will revise
Coyle
-Fresh Air keeps him from being invincible, but it seems like it'd be simpler just to remove it and make it so Water Stealth only protects him from Ranged Attacks Great insight I AGREE!!
Deathly Duo
-hhmmmm great point...well stated....maybe do a special similar to the Warmongers exoskeleton?
Easur
- hahah...I'll admit it was one of my first custom's....I wanted to make it more of a humanoid shade...but it didn't really work out lol
Fallen Hero
- good point...maybe 3 def?
Robber
-size I think was an oversight to be honest...good catch
-bonding...I thought I'd change it up
Ghiliel
-was will to live too complicated? do you kinda get what I was going for? ways to fix it?
Glanion
-ditto...I really like him too , really fun to play with
Gorrok
- honestly he's one I'm still working on...haven't quite figured him out...a friend came up with his concept...and he's subject to change...we're reworking him
Knuguk
-haha...great point...that's an easy way to keep track of it...lol...thanks...I'll make that alteration.
Minions of Ast
-Yes. and I've play tested them a lot and you're right, they've proven
strategic but even with rebirth tend not to be too over powered
Og'ulai
-Now that you mention it...I think when I've playtested him, he hasn't died...I think you're right....his points should be much higher for that kind of special...good catch.
Ryka
-Yeah, it has been a little confusing when playing with her special...how do you think I could simplify and yet still make it effective? take out the second half about being able to attack after an effective ensnare and just leave the ensnare?
Sons of Helaman
- During playtesting they actually do quite well, and pretty balanced. usually get a revive once or twice in game and their defense is good enough to help them do okay.
Teancum
- Yep. He's for the quick in-and-out attacks...because in playtesting once he's engaged he doesn't last too long...but he's really good for quick, flash attacks and retreats.
Thannor
- Sure shot right now is the same range...but I'm probably going to change the special so that it's an unblockable attack with just ONE dice with a range of 8 or 9 if he doesn't move that turn.
Nameless Servant
- HAH...it is a lot of words. Conceptually, I just wanted to create a character that everyone could benefit from. Essentially he follows the hero around the board giving them bonuses, and if his hero dies, the next closest hero assumes control
Wow, you weren't kidding, that's a lot. Here's my basic feedback:
Spoiler Alert!
Astaroth: Good normally, nearly unkillable on lava maps. Does Molten Flight replace her normal attack? Barduk: Thick Skin is good but 4 life isn't. The wording of Charging Fury confuses me. Seems like you could remove the first sentence of it, since that's a given for Special Attacks. Barrone: Odd choice of General, lore considering. He's quite powerful, but encounter any ranged foes and he'll be gone quick. Cpt. Moroni: Quite powerful with the Omicron Snipers. Call To Arms is darn good with no range cap. Do engaged figures take passing swipes when he summons them? Coyle: Fresh Air keeps him from being invincible, but it seems like it'd be simpler just to remove it and make it so Water Stealth only protects him from Ranged Attacks. Deathly Duo: How do you keep track of a Squad figure's individual life, especially when they both use the same sculpt? Easur: Simple yet effective. Raelin's face on that Shade is really weird. Fallen Hero: Made Of Bones is interesting, with only 2 Defense it's no sure-fire safety. Gadianton + Robbers: Typically the Squad is the one with the bonding. Why are they Small and not Medium? Ghiliel: Among The Trees is potent, but Will To Live is confusing. Glanion: Probably my favorite of the bunch, I can imagine this guy being fast and furious on vastly hilly maps. Gorrok: Death Walk is interesting, especially with 12 Life to spend, and Death Touch is probably better over 3 Attack any day. 190 seems like a bit much, perhaps. Knuguk: Great mod on the Drudge. Why not just give him 8 Life and make Double Head activate when he's got 5 or more wounds? Minions of Ast: Another good paint job. Lava burrow is potent, but they're not likely to last too long, even with rebirths. Og'ulai: Lifeblood is potent, and 6 Life/4 Defense means that he's not going to die any time soon. 95 seems a bit low considering that. Ryka: Creepy sculpt considering it's just the lower half of KMS. Ensnare is extremely complicated.
(I just now realized these were alphabetized)
Sons of Helaman: Interesting, sort of like the Tarn but reviving instead of moving. Hard to say how long they'll really last on the battlefield. Teancum: Spear Throw is mighty powerful. Otherwise decent. Thannor: What is the range on Sure Shot? Relentless Volley is also immensely powerful. It's a good thing he's not too durable. Nameless Servant: I'm so confused.
Wording's a bit of an issue, but I've got to say, though, you've got some pretty impressive paint jobs and resculpts in these.
Hey guys! Finally got around to starting up on some NEW customs! The old ones are still under revision and play testing...but I've got 6 new ones I'm pretty proud of so gimme some feedback and lemme know what you think! Check em out in the OP's "In Process" section.
Nice to see another batch! It's been awhile (but then again look who's talking...)!
Gormuun: Good use of the figure. Can't go wrong with Cleave, although the reduced attack is odd. Is it a Special Attack? The Melee Defense is also cool. Grim Reaper: I really like the mechanics with this one. Great for use with Shades and Phantom Knights. I might have to give this one a try. Ranger of Ekstrom: What's the point of his Special Attack when it has the same Range and Attack value of his Normal Attack and no other powers? (oh wait hold on it's Attack 5 and Range 2, not the other way around, sorry about that) Brotherhood is a really cool idea too. Hulgrim: Hidden Dagger is a neat idea to salvage whiffed rolls. Fortunately the chance of backfiring keeps it in check. Dworbak: Hammer Hurl is pretty cool. Bonus points for Dwarf anti-large/huge theme. Sir Gildor: Very cool unit. Durable and powerful without being too much of either. Hard to say which is my favorite between this guy and the Reaper.
I've been a busy bee folks. I've updated the OP...but here are a TON of customs I've been developing for the last couple months. Tell me what you think and any and all feedback would be great!
Spoiler Alert!
Gormuun
Spoiler Alert!
Ogre, Unique Hero, Warhulk, Wild, Large 6
Life 5
Move 6
Range 1
Attack 6
Defense 2
Points: 120
Cleave
Attack 4. When Gormuun attacks an adjacent figure, you may choose one squad figure that is also adjacent to Gormuun. If the defending figure receives any wounds from Gormuun's attack, the chosen figure receives 1 wound.
Battle Rage
If Gormuun is engaged with an opponent's figure, add 3 to his defense.
The Grim Reaper
Spoiler Alert!
Undead, Unique Hero, Shade, Unforgiving, Medium 5
Life 6
Move 5
Range 1
Attack 5
Def 2
Points: 140
Harvest of Souls
Any time an opponents figure is destroyed within 6 clear site spaces of Grim Reaper, place a soul marker on this army card. The most soul markers that can be on this army card is 6.
Bring Forth
Before moving, you may place up to 3 previously destroyed undead squad figures within 3 spaces of Grim Reaper. For each undead squad figure placed adjacent to Grim Reaper, remove 2 soul markers from his card.
Discarnate
Opponents figures must be adjacent to Grim Reaper in order to attack him with a normal or special attack.
Ranger of Ekstrom (Dalelands Militia)
Spoiler Alert!
Human, Common Hero, Ranger, Loyal, Medium 5
Life 1
Move 5
Range 5
Attack 2
Defense 3
Points: 40
Javelin
Attack 5. Range 2. Javelin special attack may only be used against an opponents non-adjacent figure.
Brotherhood
If a Ranger of Ekstrom is destroyed you may immediately take a turn with up to 2 other Rangers of Ekstrom that you control. Any Ranger of Ekstrom taking a turn must be within clear sight of the destroyed figure.
Hulgrim Grayforge (Larethar Gulgrin)
Spoiler Alert!
Dwarf, Unique Hero, Rogue, Tricky, Small 3
Life: 5
Move 6
Range 1
Attack 4
Defense 4
Points: 100
Hidden Dagger
After attacking if the defending figure received no wounds, you must roll to 20 sided die. If you roll 1-5 Hulgrim receives one wound, if you roll 6-20 the defending figure receives one wound.
No Shield
Subtract 2 from Hulgrim's defense anytime he defends against an attack from Large or Huge figures.
Dworbak Ironhammer (Shield Dwarf Fighter)
Spoiler Alert!
Dwarf, Unique Hero, Warlord, Valiant, small 3
Life 6
Move 5
Range 1
Attack 3
Defense 5
Points: 120
Hammer Hurl
Attack 5. Range 5. Hammer Hurl may only be used against Large and Huge figures.
Sir Gildor (Soldier of Thrane)
Spoiler Alert!
Human, Unique Hero, Champion, Valiant, medium 4
Life 6
Move 5
Range 1
Attack 3
Defense 6
Points: 130
Valor's Shield
All friendly figures adjacent to Sir Gildor receive an additional defense die when defending against a non-adjacent attack.
Sword of Justice
Attack 6. After using Sword of Justice, Sir Gildor always receives one wound.
Warforged Rangers (Warforged Infiltrator)
Spoiler Alert!
[3 figure squad]
Warforged, common squad, Rangers, precise, medium 4
Life 1
Move 5
Range 6
Attack 2
Defense 1
Points 50
Ruthless Advantage
When a Warforged Ranger has a height advantage and attacks a small or medium figure, add an additional attack die.
Warforged Resolve
When rolling dice against a normal or special attack, a Warforged Ranger always adds 1 automatic shield to whatever is rolled.
Fullmetal (Warforged Barbarian)
Spoiler Alert!
Warforged, Unique Hero, Warlord, Tactician, Medium 5
Life 4
Move 5
Range 1
Attack 5
Defense 3
Points: 90
Tactical Advance
After moving and before attacking you may choose 3 warforged squad figures you control and move each of them 5 spaces.
Warforged Resolve
When rolling dice against a normal or special attack, a Warforged Ranger always adds 1 automatic shield to whatever is rolled.
Jonathan Wild (Human Bandit - Demonweb)
Spoiler Alert!
Human, Unique Hero, Thief, Tricky, Medium 4
Life 4
Move 7
Range 1
Attack 3
Defense 1
Points: 30
Quick Hands
Jonathan Wild may pick up Treasure glyphs without rolling for the trap and may continue movement after picking one up.
Elusive 10
If Jonathan Wild is attacked with a normal attack and at least one skull is rolled, roll the 20-sided die. If you roll a 10 or higher ignore that attack and move Jonathan Wild up to 4 spaces.
Sekron the Sage
Spoiler Alert!
Human, Unique Hero, Wizard, Wise, Medium 5
Life 3
Move 4
Range 5
Attack 3
Defense 3
Points: 60
Summoning
Before moving roll the 20-sided die, if you roll 9 or higher you may place one friendly figure adjacent to Sekron the Sage.
Spell of Aging
Range 5. After moving and before attacking, choose a Unique figure within 5 clear sight spaces and roll the 20-sided die. If you roll a 13 or higher subtract 2 from the chosen figures movement for the rest of the round.
Orc Wizard (Orc Wizard)
Spoiler Alert!
Orc, Common Hero, Wizard, Wild, Small 4
Life 1
Move 5
Range 6
Attack 3
Defense 2
Points: 40
Combustion
Attack: 3 Range: 5 Choose a figure to attack. If the chosen figure is destroyed, all figures adjacent to the chosen figure must roll one attack die. Figures that roll a skull receive 1 wound.
Strength in Numbers
When defending against an attack add 1 additional defense die, up to a maximum of 3, for every Orc Wizard within 3 clear sight spaces of this Orc Wizard.
Goblin Rider (snig)
Spoiler Alert!
Goblin, Uncommon Hero, Rider, relentless, Medium 5
Life 4
Move 7
Range 1
Attack 3
Defense 3
points: 60
Goblin Frenzy
If you control at least one Goblin Rider, add 1 to the movement of all Goblins you control. This ability does not effect any Goblin Riders.
Disengage
Goblin Riders take no leaving engagement strikes when disengaging.
Executioner (Half-Orc Executioner #36)
Spoiler Alert!
Half-Orc, Unique Hero, Executioner, Relentless, Medium 5
Life 3
Move 4
Range 1
Attack 6
Defense 3
Points: 80
Swift Judgement
After moving and before attacking, choose an adjacent small figure. If it is a squad figure, destroy it. If it is a Hero roll the 20 sided die. If you roll a 17 or higher, destroy the figure.
Koshnak (Stonechild - Dragoneye)
Spoiler Alert!
Orc, Unique Hero, Champion, Wild, Medium 4
Life 5
Move 5
Range 1
Attack 4
Defense 3
Points: 120
Rage
When Koshnak attacks, always add one automatic skull to whatever is rolled.
Thick Skin
When Koshnak defends against a normal attack always add one automatic shield to whatever is rolled.
Venoc Scout (Yuan-Ti Abomination - Aberrations)
Spoiler Alert!
Viper, Unique Hero, Scout, Relentless, Medium 5
Life 5
Move 7
Range 1
Attack 4
Defense 2
Points: 80
Reinforcements
After taking a turn with Venoc Scout, if he is engaged with at least one opponents figure roll the 20-sided die. If you roll 15 or higher, you may immediately take a turn with up to 3 Venoc squad figures you control.
Slither
Venoc Scout does not have to stop his movement when entering water spaces.
Hounds of Vydar (Steel Predator - Angelfire)
Spoiler Alert!
[Squad of 3]
Soulborg, common squad, predators, tricky, Large 5
Life 1
Move 7
Range 1
Attack 5
Defense 2
Points: 100
Stealth Fighting
If at least one Hound of Vydar is engaged with an opponents figure, all Hounds of Vydar you control have no visible hit zones.
Bhaltair MacDirk (Epic Aspect of Kord - underdark)
Spoiler Alert!
Human, Unique Hero, Champion, Wild, Medium 6
Life 7
Move 5
Range 1
Attack 4
Defense 4
Points: 130
War cry
Instead of attacking, roll the 20-sided die. If you roll a 9 or higher all Human Warriors you control add an additional 2 spaces to their movement for that turn.
Wounded Strike
Immediately after Bhaltair MacDirk receives one or more wounds from an opponent's, adjacent, normal attack you may roll 1 die on the attacking figure. If you roll a skull, that figure receives one unblockable wound.
The Queen's Guard (Cleric of Syreth - War of the Dragon Queen)
Spoiler Alert!
[Squad of 3]
Elf, Common Squad, Guards, Loyal, Medium 4
Life 1
Move 5
Range 5
Attack 3
Defense 3
Points: 60
Target the Strong
When The Queen's Guard attack heroes, add one additional attack die.
Ogre Executioner (ogre executioner- Unhallowed)
Spoiler Alert!
Ogre, Uncommon Hero, Executioner, Wild, Large 6
Life 6
Move 5
Range 1
Attack 4
Defense 4
Points: 120
Cleaver
If this Ogre Executioner wounds a hero with a normal attack, add one additional wound to the wounded hero.
Feared By All
All opponents small, medium and large figures that do not have a fearless personality roll one less defense die when defending against an attack from this Ogre Executioner.
Tyrath (Iron Dragon Prowler - Demonweb)
Spoiler Alert!
Dragon, Unique Hero, Young, Cunning, Huge 7
Life 6
Move 5
Range 1
Attack 4
Defense 4
Points: 140
Melee Fury
Attack 3. Immediately after rolling defense die against an attack from an adjacent opponent, Tyrath may roll an attack on the attacking figure.
Iron Scales
Any time Tyrath defends against a normal attack add one automatic shield.
Sorrilth the Dragonlord (Adult Purple Dragon - savage encounters)
Spoiler Alert!
Dragon, Unique Hero, Young, Ethereal, Huge 7
Life 5
Move 7
Range 1
Attack 5
Defense 5
Points: 150
Superior Intelligence
Anytime you reveal a numbered order marker that is not on (dragon), instead you may take a turn with Sorrilth the Dragonlord.
Foresight
At the beginning of each round, after order markers have been placed, randomly select one of your opponents order markers and reveal it to yourself. You may do this with any or all opponents.
Stealth Flying
(word-for-word)
p.s Thanks @TheAverageFan for already commenting on the first few...it's always good to hear your input.
-Full metal (warforged barb) seems a little OP/underpriced at 90 points. He has good stats along with those two powers. Oh, you have "a warforged ranger adds one automatic shield" in his defense power, btw.
-Hulgrim Grayforge (Larethar Gulgrin) looks like a terror against my poor deathwalkers although his power is pretty cool.
-Hounds of vydar look cool and different. I feel like I would want them to be 4 atk/3 def so they have some sort of staying power when engaged, and 5 atk just seems a little high, especially paired up with high move which would likely mean height advantage on top of that 5 atk.
-Bhaltair MacDirk's war cry probably needs reworded. It currently sounds like he adds two movement to human warriors on his turn, where human warriors are almost never going to move on his turn. I assume you mean to buff macdirk bonding squad movement, don't forget heroes take a separate turn from the squad.
-The Queen's Guard looks slightly OP at 60 points/squad. My first thought is to compare them to roman archers: 4 move, 6 range, 2 atk, 1 def, 3 man squad for 55 points (I hope I remember that right.)
-Sorrilth the Dragonlord looks fairly fun, but I feel like I wouldn't know what to do with him if he was in one of my armies. Doesn't mean I don't like him, btw.
Those are great insights! I appreciate you taking the time to evaluate them...I'll make sure to make some adjustments. As of now these are the concepts and in getting then ready to go into playtesting. So right now is the fine tuning before the playtesting, so thank you!
Just curious but how do you determine point costs? Is there some kind of chart that has a value on how much abilities/base stats are worth? Just curious since I often struggle with how much a unit should be worth.
@rommel1369, the best way I calculate point cost is by play testing and "like" units with the same ballpark stat value. I'm sure there is a more of a complex way about it on here. Interesting units @Sir Heroscape
Just curious but how do you determine point costs? Is there some kind of chart that has a value on how much abilities/base stats are worth? Just curious since I often struggle with how much a unit should be worth.
Wow...somehow I never responded...yikes! Sorry about that. Well...to be honest...I don't know that there's one right answer...but TREX is right. I try to find figures with similar specials and stats and START with a similar, ballpark point value. Then as you playtest the unit against different army builds you'll start to see a certain median or trend of how many points that figure really should be worth. It's definitely not an easy thing to determine...but that just comes from experience. I'm no professional, but if you need help with customs...I'm more than willing to help you get started or at least balance the ones you already have.
@rommel1369, the best way I calculate point cost is by play testing and "like" units with the same ballpark stat value. I'm sure there is a more of a complex way about it on here. Interesting units @Sir Heroscape
I love the sculpts you're finding for your customs! If you get time, you should take more pictures of them on the battlefield by other figures for comparison. Might take a while cause you have so much, but I'd personally love to see what they look like.
I just went through your most recent post of cards in particular and there were a few that stood out to me:
Gormuun
I like the theme behind this guy. Although you didn't finish the text for Cleave. Is Cleave supposed to be a Special Attack? Cause Tandros already has Cleave and you could just take his power and it would fit great, I think. Unless you want it to be a Special Attack for a specific reason. Battle Rage is really strong, too. Combined with 6 life, move, and attack, bonding with Deathchasers, and the ability to kill 2 figures per turn he looks stronger than 120 points to me, but that's for playtesting to reveal. I do like that he's a big bruiser and is good at it so I think he makes a great figure.
Aeson Skyhunter
Really like this guy! Is he supposed to be Brandis's brother?
I like his combination of powers, he has a great run-and-shoot feel to him. Stealthy is a cool new personality too. I know if you were trying to go for something official like in the SoV they would probably change it to Tricky, but I think it works as is for home use. Again, I think he looks a little better than 70 points, especially in endgame, as an attack of 5 plus great kiting ability seems really good, but that could just be me. (And honestly, I've found I usually overestimate point costs when creating my own customs, so that could be it too.) One of my favorites of yours though!
Ranger of Ekstrom
A recurring theme of your figures is you don't have your special attacks labeled. I'm guessing Javelin is supposed to be one too, so it should be "Javelin Special Attack." Otherwise it would be the same name as The Master of the Hunt's power. Also I don't know why you would use Javelin over the normal attack on this figure. It could be used against guys with Tough or whatever, but usually special attacks are unique from the figure's normal attack.
Also, I think you will want to rework Brotherhood. Turn interruption is a bad idea. Being able to move figures like with Rats or Goblins is one thing, but taking a turn (in this case two turns) during your opponent's attack phase doesn't work well. I do like the theme behind it though. Maybe you could make it a D20 thing, where when one of them is destroyed, if there's another Ranger within 5 clear sight spaces of the attacking figure, you roll the D20 for a chance to inflict a wound on the figure. That way it's not a huge deviation from the attack phase but you get to keep the theme.
Hulgrim Grayforge
Love this card! Another one of my favorites that I saw. He really has a Rogue feel and he seems like a blast to play. My only concern about him is that "No Shield" doesn't seem like a great name for a power to me (lots of guys have no shields). Maybe something like "Vulnerable" or something like that. But I really like the card overall!
Jonathan Wild
My other favorite card this time around. This one I have no qualms with, I just wanted to bring him up as a great card, in my opinion.
Lucius Cornelius Sulla
Wanted to bring this guy up and say I had the same idea for Archer Training (so hopefully in this case it's great minds that think alike ). I like this guy, especially cause Archers need love IMO. That said, in theoryscaping, he could be dangerous with Arrow Gruts. I'd have to actually play with them to see, but they're already really good as is, and you can do Lucius, Arrow Gruts x4, Swog Riders x4, and Krug for 500 points and 23 spaces which would be really strong in your typical 500/24 build (and it wouldn't be hard to work Raelin in there too, especially if you go any higher point-wise). That said, that's theoryscaping and I never actually tried a game with that concept, so it could work out, but is something to keep an eye on. But great card, I hope he works out to make archers great again!
@BiggaBullfrog Wow!! Thanks for the feedback! So helpful, I must say.
Here's what I've got in response... Gormuun
Yes Cleave is supposed to be a special attack, and yeah I'm not sure why the text didn't show up...I'll have to fix that :-/. The reason I wanted it to be a special attack was for him to have the ability to be effective against figures with the tough ability or Ashra etc. Truth is…on his own, he’s barely filled 120points - if that - during playtesting, especially against range. That was the idea with him…that once he’s engaged he just tanks…but you’ve gotta get him there first. When I’ve play tested him with Deathchasers he’s more fully filled out 120 points but not to the point yet where I’ve needed to consider him at a higher value. So for now he’s showing to be about right on…but future play tests might push him closer to 130.
Aeson
Yes exactly! Brandis’ brother! I haven’t really developed a backstory…but I wanted him to be a relation with Brandis. In fact *blush* as weird as this may sound I dreamt about this character. I woke up one night and put all his specials and everything down on paper…and then I found the perfect figure and Aeson was born! haha…he’s one of my favorites as well. To be honest, I did envision him as a potential SoV submission…especially b/c his figure is pretty common (I’ll have to do more research for sure though), so I’ll probably just change that to Tricky. He is such a fun unit to play…especially b/c of his abilities…I’ve loved using him…BUT I made one major typo, his defense was supposed to be 2 not 3. That’s why he’s 70pts. He’s filled those points during play test…but not much more…b/c once an opponent engages him he usually gets beat up pretty good. His ability is so that he can recover and still do some hurt before going down…but yes at 3 defense I can see why you’d see him as more than 70pts…but that was a typo…don’t know how that got in there
Ranger of Ekstrom
Great points…I’m going to have to give these guys some more thought I think.
Hulgrim Grayforge
SUPER fun to play…absolutely love this guy…and his figure is literally like $1.50…very accessible. I agree with the power name change. “Vulnerable” seems like a very good alternative.
Jonathan Wild
Cool thing is…he’s a historical figure. look him up and read his backstory and he was quite the thief
Lucious
He as well is a historical figure with a cool backstory. Very good point with the potential with the gruts. I guess that’s why I didn’t make him too terrible strong on his own. Like Marcus…he can do fine on his own, but his main ability is to buff his army.
Thanks for all the feedback, very helpful…and I really appreciate it!
Gormuun
Yes Cleave is supposed to be a special attack, and yeah I'm not sure why the text didn't show up...I'll have to fix that :-/. The reason I wanted it to be a special attack was for him to have the ability to be effective against figures with the tough ability or Ashra etc. Truth is…on his own, he’s barely filled 120points - if that - during playtesting, especially against range. That was the idea with him…that once he’s engaged he just tanks…but you’ve gotta get him there first. When I’ve play tested him with Deathchasers he’s more fully filled out 120 points but not to the point yet where I’ve needed to consider him at a higher value. So for now he’s showing to be about right on…but future play tests might push him closer to 130.
Makes sense for the special attack, and the Deathchasers would be okay with a guy with a special attack to bond with (maybe you should change the name "Cleave" to make it more unique from Tandros, but that's just me). That said, I think you should be a little more strict with your playtests with him. Usually when you're playtesting, you want to put the figure in its strongest build against a build it's strong against. So in this case, I would never play him alone, but always with Deathchasers. And I would always play him against melee armies to get the most out of his powers. They don't have to be bad melee armies (by no means play him against an army of Dund, Hatamato Taro, and DW7000 ), but they should be all melee guys who like to be close to each other (Romans and Blade gruts would be great, maybe Knights and Heavy gruts if you want him to be an "A" unit). The reason for this is that you don't want your figure to be too strong (generally speaking - this can change if you want it to, but I'm again speaking of something you'd want to submit to SoV or to be for general use), and if it's too strong in it's strongest build, then that's too strong. So speaking for myself, the only time I like to play competitively is when I'm playtesting, cause I'm trying to break the unit. If I can't, then it's not OP and the Points are okay (assuming it's not terrible either). (Sorry that was a lot longer than I thought it would be - I need to learn how to be more concise).
PS - along the lines of SoV nominations, the C3V already has a design for this figure, so if you were looking to nominate this one too eventually then you would need a different sculpt. (Though if you want to take the design there, I do still like the design and think it could make it through the process someday.)
Aeson
Yes exactly! Brandis’ brother! I haven’t really developed a backstory…but I wanted him to be a relation with Brandis. In fact *blush* as weird as this may sound I dreamt about this character. I woke up one night and put all his specials and everything down on paper…and then I found the perfect figure and Aeson was born! haha…he’s one of my favorites as well. To be honest, I did envision him as a potential SoV submission…especially b/c his figure is pretty common (I’ll have to do more research for sure though), so I’ll probably just change that to Tricky. He is such a fun unit to play…especially b/c of his abilities…I’ve loved using him…BUT I made one major typo, his defense was supposed to be 2 not 3. That’s why he’s 70pts. He’s filled those points during play test…but not much more…b/c once an opponent engages him he usually gets beat up pretty good. His ability is so that he can recover and still do some hurt before going down…but yes at 3 defense I can see why you’d see him as more than 70pts…but that was a typo…don’t know how that got in there
2 defense does make more sense. I personally am still a little unsure cause he kind of reminds me of the figure who went through the SoV (Swaysil) who was just barely too strong, but he could work, especially cause he only has one attack. I would definitely try him out though, and might proxy him sometime.
Jonathan Wild
Cool thing is…he’s a historical figure. look him up and read his backstory and he was quite the thief
Lucious
He as well is a historical figure with a cool backstory. Very good point with the potential with the gruts. I guess that’s why I didn’t make him too terrible strong on his own. Like Marcus…he can do fine on his own, but his main ability is to buff his army.
Yeah, he doesn't look too terribly strong on his own, and 120 points is definitely a lot to sink into for his buff. I just brought it up as an army to look out for, cause I know Arrow gruts used to be the top of the top.
Good points with Gormuun...I'll run some more tests and see how he fares.
I was aware of the figure already being considered It was kind of too late by the time I found out, so I decided to stick with it anyway b/c I really like my version for the figure...but I'll get to use him as C3V anyway once he's released so win-win.
Aeson is, of all my customs, I think the one I'm most set on trying to submit...and I feel pretty confident about his figure and also what he brings to the table with his abilities. So I'll playtest him more and see if I can't make any final adjustments...but we'll see...tbh though I'm only partially aware of how to do SoV Submissions...so I'll have to research that a little more too.