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Soldiers of Valhalla - nominations and discussion

Kantono Daishi and the Thoresby Woodsmen have passed the unified fanscape evaluation and will continue in the test phase.
 
Kantono Daishi by qt

Since nothing has changed there's no need to rehash my thoughts on Daishi.

I vote Yes to induct Daishi into the SoV.
 
My previous review is below--aside from the change in general, most of my concerns are unaddressed by the new version. Although I'm very happy to see Kantono Daishi following Vydar rather than Valkrill, there are still a few gameplay issues that niggle at me.

I vote NAY to induct Kantono Daishi into the SoV.

Dashi Tokainto by qt.bangerang

Dashi is a fun, creative master-ninja by qt.bangerang that gives the ninjas some more playing time.

Balance
When I sat down to play Dashi, the first thing that leaped out at me was the lack of a distance restriction on his command ability. I was concerned that it would give him too much of an advantage on open fields. While it does prove to be an advantage on open fields, it is not broken and it is actually very thematic--why should a Ninja Master need to be close to his Ninjas to command them? My other concern, the precedence of the power, was easily assuaged by Kato Katsuro's similarly phrased power with no distance restriction.

Ultimately I found Dashi to be pretty balanced at 120 points. I couldn't find a build or matchup that I thought made him broken. For more of my thoughts on his balance, see the Playability section.
PASS.

Theme

Overall I like Dashi's theme. Phantom Walk is a given, of course, and in play he works very much like a ninja master should--darting in and out of the shadows to direct his ninjalings. His backstory as one of the originators of Ninjutsu who was a dishonored Samurai explains one of his power names as well as his use of Counterstrike. Nonetheless, the latter power does give me pause for non-thematic reasons. I don't like it that he's a human that follows Valkrill, but if anyone is going to do it, it makes sense that a master of honorless assassins would.
TENTATIVE PASS.

Creativity

Dashi has a creative set of powers and brings a unique playstyle to the game-table. I also like how well the miniature choice fits him.
PASS.

Playability
I thoroughly enjoyed playing Dashi. He was a lot of fun and required above-average strategy and at-least-average luck.

I mainly played Dashi with Kumiko, Shiori, and Isamu, often using the Ninjas of the Northern Wind and/or Otonashi to fill out the army, or in the case of the former to give the army more punch. I enjoyed using Moriko, but in general she is still overpriced--she is not the most efficient 110 points for a ninja-army. My best luck using this army was with an extra component to either beef them up, do some opening damage, or for cleanup--in one game the Krav took out half the opponent's army before Dashi had a single activation. I tried Raelin, the Airborne Elite, the Krav Maga, and Major Q10, just to name a handful. I found those combos to be effective, although the aforementioned units were rarely as effective as they would be in an army more suited to them. With that said, I suspect that a skilled and lucky player could take Dashi, Kumiko, Shiori, Isamu and cheesy-bacon to a tournament and perform well.

Dashi really makes Kumiko and Shiori shine. While they both live, the Ninja army has quite a punch. Kumiko can often shred through multiple squad figures, even if they are separated. Shiori is the only ninja with range and her Concentrated Will makes her a solid 4/4; although she is often able to get height to become 5/5. Once either one of those two ninjas goes down, the house of cards begins to tumble, and when they're both gone the ninjas are just about done for. Almost.

With 4 life, 5 defense, and Counterstrike, Dashi can be very resilient. For most armies he is not too hard to crack, but against some armies if the ninjas are played well and have a little luck he can sometimes find himself at full life against a number of melee squad figures. All he has to do at that point is grab height, await their attacks, and hope for halfway decent luck. Sometimes it works for him and sometimes it doesn't.
TENTATIVE PASS.

Summary
I like almost everything about Dashi and I loved playing him. At the same time, there are things about him that make me uncomfortable. I previously mentioned that I don't like him being a human that follows Valkrill. His leadership breaks precedent by letting him take a full turn before activating his companions. He is also a little tougher for melee squads to take down than previous commander types.

Kato is tough, with 4 defense and 5 life, and he has teeth with 4 attack, but once his minions are gone he has only that one attack per turn and melee squads can overwhelm him. Kurrock and Ulginesh both have 5 life and only 3 defense, and none of the commander types have any extra defensive abilities. In that way, Dashi breaks not one precedent, but two.

When taken altogether, I feel like Dashi has just a little bit too much going on. 5-defense Counterstrike adds "end-game cleanup" to his already useful and effective role as a double-activation commander figure. Even though my playtests showed that Dashi was definitely not broken at his point value with any army-build that I could find, I still felt uncomfortable with the number of games that came down to Dashi winning via Counterstrike. Combined with my dislike of a Valkrill human, I just don't feel comfortable adding him to the canon.

I am almost certain that the remaining judge, nyys, will disagree with me, but nonetheless I vote NAY to induct Dashi Tokainto into the SoV.
 
Kato is tough, with 4 defense and 5 life, and he has teeth with 4 attack, but once his minions are gone he has only that one attack per turn and melee squads can overwhelm him. Kurrock and Ulginesh both have 5 life and only 3 defense, and none of the commander types have any extra defensive abilities. In that way, Dashi breaks not one precedent, but two.

When taken altogether, I feel like Dashi has just a little bit too much going on. 5-defense Counterstrike adds "end-game cleanup" to his already useful and effective role as a double-activation commander figure. Even though my playtests showed that Dashi was definitely not broken at his point value with any army-build that I could find, I still felt uncomfortable with the number of games that came down to Dashi winning via Counterstrike. Combined with my dislike of a Valkrill human, I just don't feel comfortable adding him to the canon.

I am almost certain that the remaining judge, nyys, will disagree with me, but nonetheless I vote NAY to induct Dashi Tokainto into the SoV.
[/QUOTE]

I feel like your old concerns do not hold as much weight.

1) Humans and Valkrill don't mix: we now have the Nhah Scirh Cultists. They may be Icarians, but I see them as humans on another planet. they are definitely humanoid and unless I missed something in the back story, I see them as virtually the same thing.

2) Dashi is too powerful as an end game commander: You use Ulginesh and Kurrock as your examples, but you neglect to compare him to Kato and the newly released Deathcommander Mark 3. If I was to choose a better end game commander I would definitely go with a ranged figure with a special attack, than a figure with counterstrike.

I respect your opinion, but feel that you are ignoring newly released and now canonical figures.
 
Kato is tough, with 4 defense and 5 life, and he has teeth with 4 attack, but once his minions are gone he has only that one attack per turn and melee squads can overwhelm him. Kurrock and Ulginesh both have 5 life and only 3 defense, and none of the commander types have any extra defensive abilities. In that way, Dashi breaks not one precedent, but two.

When taken altogether, I feel like Dashi has just a little bit too much going on. 5-defense Counterstrike adds "end-game cleanup" to his already useful and effective role as a double-activation commander figure. Even though my playtests showed that Dashi was definitely not broken at his point value with any army-build that I could find, I still felt uncomfortable with the number of games that came down to Dashi winning via Counterstrike. Combined with my dislike of a Valkrill human, I just don't feel comfortable adding him to the canon.

I am almost certain that the remaining judge, nyys, will disagree with me, but nonetheless I vote NAY to induct Dashi Tokainto into the SoV.

I feel like your old concerns do not hold as much weight.

1) Humans and Valkrill don't mix: we now have the Nhah Scirh Cultists. They may be Icarians, but I see them as humans on another planet. they are definitely humanoid and unless I missed something in the back story, I see them as virtually the same thing.

2) Dashi is too powerful as an end game commander: You use Ulginesh and Kurrock as your examples, but you neglect to compare him to Kato and the newly released Deathcommander Mark 3. If I was to choose a better end game commander I would definitely go with a ranged figure with a special attack, than a figure with counterstrike.

I respect your opinion, but feel that you are ignoring newly released and now canonical figures.

As far as Valkrill is concerned, I have come around a little--I might be able to see a really crazy, chaotic human following Valkrill. Maybe. But the Icarians don't affect my opinion at all--they're not human, and although they are humanoid, they are obviously pretty weird.

I am not ignoring Kato or Deathcommander Mark 3. I have actually thought about (and even discussed elsewhere, privately), both of them.

Although Kato is a sturdy 4/4 with 5 life, he does not have Counterstrike and he is 200 points.

Deathcommander Mark 3 is only a semi-commander--he does not activate more than one other army card, so he is really more like a gimmicky bonding hero than a commander. I might be the only person who defines a "commander" as a figure that can activate at least two other Army Cards, but that's how I was defining it for this conversation.

For the sake of argument, we'll pretend that DCM3 is the same kind of commander as Daishi, though.

I'll agree that DCM3 has a lot of advantages over Daishi. That ranged special multi-attack is pretty good. He also has a fair degree of complexity creep (some might say he has too much complexity creep). I appreciate the relative simplicity of Daishi's powers in comparison to a figure like DCM3.

My concern with Daishi's end-game cleanup effectiveness have to do with a very specific scenario that does not always come up--the endgame against melee figures with lower attacks (typically squad figures, which also have only 1 life) where Daishi can Phantom Walk his way to the highest ground and make them come attack his 6def + counterstrike.

If I had 4 Knights of Weston left at the end of the game and had to choose to go up against DCM3 or Daishi on height I'll admit that choice would be pretty tough. But it's not a question for me of whether or not there is a better commander for every endgame situation (or even that same endgame situation), the question for me is whether or not I'd like to add another one. And for me, the answer at this point is 'No.'

As I believe I said in my review, I don't think it's game breaking, but I would prefer it to be watered down a bit before adding him to the canon.

My personal opinion is that the design would be much more interesting with 3 attack and 4 defense. That would slightly ameliorate my endgame concerns while also providing some incentive to occasionally risk a melee attack using Daishi. But that's just one way of addressing it.

Thanks for your post, Tiranx.
 
Uhhh... Tiranx? Caps mentioned that he likes Dashi better with Vydar, (Dashi's new General), but it's gameplay that he is concerned about.

Also, he did compare Dashi to Kato:
Kato is tough, with 4 defense and 5 life, and he has teeth with 4 attack, but once his minions are gone he has only that one attack per turn and melee squads can overwhelm him.
The Deathcommander Mk. 3 plays very differently from all of the "general" units, as he must be on the front lines to move other units. DCM3 also has a bit of a glass jaw, with 7 defense and 2 life. In my mind, there is no comparison between DCM3 and Dashi.
If Dashi should fail to be inducted again, I think all qt.bangerang or Tiranx would need to do is lower his defense to 4. I think that would be reasonable.
 
Kantono Daishi by qt

Since nothing has changed there's no need to rehash my thoughts on Daishi.

I vote Yes to induct Daishi into the SoV.

I similarly have no major issues with the resubmit of Daishi.

I maintain my vote of YES to induct Daishi into the SoV.
 
Sir Yeshua;1807724[I said:
If[/I] Dashi should fail to be inducted again, I think all qt.bangerang or Tiranx would need to do is lower his defense to 4. I think that would be reasonable.

I'm not so sure that would work. Not all judges feel the same about a unit, and I for one feel that 2/5 is spot on (for various reasons). Changing his stats to 3/4 would likely ruin the design for me, and even just dropping his defense to 4 is likely sway my opinion negatively.
 
If Dashi should fail to be inducted again, I think all qt.bangerang or Tiranx would need to do is lower his defense to 4. I think that would be reasonable.

I'm not so sure that would work. Not all judges feel the same about a unit, and I for one feel that 2/5 is spot on (for various reasons). Changing his stats to 3/4 would likely ruin the design for me, and even just dropping his defense to 4 is likely sway my opinion negatively.

Huh, go figure. I guess you can't please everyone. :shrug:
Honestly, I like him just as he is. I hope you guys can get him inducted soon.:pray:
 
Kantono Daishi has received 4 Yeas votes for induction into the Soldiers of Valhalla and moves on in the process.
 
If Dashi should fail to be inducted again, I think all qt.bangerang or Tiranx would need to do is lower his defense to 4. I think that would be reasonable.

I'm not so sure that would work. Not all judges feel the same about a unit, and I for one feel that 2/5 is spot on (for various reasons). Changing his stats to 3/4 would likely ruin the design for me, and even just dropping his defense to 4 is likely sway my opinion negatively.

Huh, go figure. I guess you can't please everyone. :shrug:
Honestly, I like him just as he is. I hope you guys can get him inducted soon.:pray:
If there's one thing you learn working in a collaborative project like Valhalla Customs, it's that you definitely can't please everybody. :lol:
 
It's a satyr playing a flute, I don't think it would be hard to come up with a backstory for it. As for Guard, I'm not attached to that either.
 
Not yet. There was a change in the C3V/SoV agreement that created an earlier Sanctum review, so that the SoV judges would not test units that the C3V did not find canonical. Daishi has passed that review, but not the final unified fanscape review. While he's such an exception to every rule we have, we still are running him through the same process we do everything else.

:ninja:'d
 
It's a satyr playing a flute, I don't think it would be hard to come up with a backstory for it. As for Guard, I'm not attached to that either.

An off-character personality like Merciful should be justified by its backstory, not the other way around. As it is it's a disjoint in the overall picture.

:down: to review Lynovas
 
Lynovas by greygnarl and whitestuff has received 5 Nay votes for review (capsocrates, nyys, hivelord, Super Bogue, and Scytale) and is removed from the process.
 
Sundol by vegietarian18

Sundol is bigger, hits harder, and has a wider blast radius than Heroscape's official walking bomb, Deathwalker 7000. And thankfully is more effective.

Balance

In terms of raw stats, vegietarian18's fire giant isn't all that great. Five attack is certainly enough to do some damage, even though he's limited to one normal attack per activation. Three defense is average (on the weak side of average) but 6 life is pretty nice. The numbers seem ok, but not for 130 points. Crixus provides about the same for a nice 90 points, and of course there's Alastair at 110. Sundol does get some large size immunities and lava resistance, but that doesn't quite match up to the Inspiration Crixus can get from Spartacus or Alastair's very useful Overextend.

As one would expect a fair portion of Sundol's worth is in Blaze of Glory, a potentially devastating self-detonation. If things work out just right his blast will damage about 1/3rd of all figures within a huge 5-space radius. While it can only inflict 1 wound, that is enough to obliterate squads. The potential here is huge, but it requires not just good play but a whole lot of luck to get even a moderately destructive blast. It also has the drawback of being as bad for your units as your opponents'.

Theme

A big firey giant that goes out in a massive blaze? Sweet. Bonds with the Dreadguls? Sure.

The only real issue I have with the unit is the figure itself. We already have a fire giant, Shurrak, who doesn't look anything like Sundol. While Sundol looks more like a 4th Ed D&D fire giant than Shurrak does (Shurrak was based on 3rd Ed), the disjoint bugs me. However, according to vegietarian18 he is a Valhallan giant, not a D&D one. Wildly differently-looking creatures with the same Species already exist (Gurei-Oni and the D&D Ogres), so this guy gets a pass.

Creativity

The design is fairly straightforward, though Blaze of Glory is (necessarily) wordy. Basing the radius of the blast on the amount of damage Sundol has taken was an excellent decision; it enhances the risk/reward aspect of the unit and adds a fair bit of tension.

Playability

Sundol has one obvious use: rush forward, smack some things, and blow up. This is a result of the one basic rule with Sundol: when it's time to blow up, be close to as many enemy figures as possible and far away from your own figures. At this he is pretty good, as he has both the life/defense to survive the run and the attacking power to knock down the stuff in his path. If all goes well, you'll have him standing badly wounded just outside your opponent's starting zone.

Of course, things rarely (if ever) go so well. The first problem is that, while 6 life 3 defense is decent, it often doesn't keep him alive for long on a suicide run. On top of that, you don't want to blow Sundol if he has 3 or less wounds. You almost need to push him to the edge, even though there's only a 1 die difference between 5 wounds and death. Result: he often dies before you get a chance to use Blaze of Glory, and you'll find yourself wishing you had put the 130pts elsewhere. The other big problem with the suicide run is that a smart opponent will make it very difficult to do that. Even if you are willing to take a few disengagement attacks (and you should), a small vanguard force can really get in the way and make the run much longer.

Pairing him with the Dreadgul Raiders works quite well. The Dreadguls are pretty poor at a disciplined slow-roll due to Beserker Charge and really just want to sprint to the enemy. Your advance Dreadgul force can provide Sundol a little cover and help to clear out some of the rabble your opponent might send to get in his way. Sure, they'll get caught in the blast, but you should have at most three of them in the area at the time. Best of all, you don't have the risk of losing order markers when Sundol dies as your order markers are on the Dreadguls.

Playing Sundol in a multiplayer free for all isn't as fun as it sounds. It can be hard enough to time Blaze of Glory when you only have one opponent; when two or more other players put Sundol in their sights he's probably dead.

Sundol doesn't work particularly well in other formats either. Formats like Heroes Only, Uniques Only, and dungeon crawls tend to be focused around heroes, which aren't as threatened by Blaze of Glory. Sundol can be fun in Heat of Battle in the right conditions. While it seems like he would provide a nice big heavy-hitter to a Heat of Battle firestorm, in practice a turn with Sundol is rarely ever better than even a single turn with a Fire Elemental, much less three.

One can play Sundol more conservatively, mixing him with Dreadguls and other wild heroes and using him mainly for his stats. That will give you more consistent and generally not terrible results. But in that role he's simply overpriced.

Overall the price is about right. Sure, he can take out a lot of squaddies with Blaze of Glory (I think my record was 11 Marro Dividers), but he's more likely to fizzle than blaze. 130pts is low enough to take the gamble in the occasional casual draft.

Summary

Sundol does one thing and does it rather well, if you're lucky. He's certainly exciting to have on the battlefield, whether you're playing with or against him. The tension the unit creates is definitely the funnest thing about the design. While I felt that Sundol was somewhat lacking in strategic versatility (he really only shines as a suicide runner), the tension his presence creates makes up for that. He's far too unreliable to appear in winning tournament armies, but he's fun enough to toss in from time to time.

I vote :up: to induct Sundol into the SoV.
 
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