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Soldiers of Valhalla - nominations and discussion

My apologies on the lateness of this vote. I could've sworn I did this, like, 2 weeks ago.

:up: to review Nordlung. I'm with Scy on the power names, but like he said that's minor. I do have some concerns as I laid out earlier, but its all theoryscape now and I have to get him on my table to address those.
 
Won Me Over

:up: to Nordlung

I also do not love the power names. Sherman has enough of an explanation though that I can live with them. All other concerns are testing.

~Dysole, who mulled on this for too long
 
After ANOTHER 2 years since my last submission...I'm officially re-submitting Agrith-Naar to the SoV gauntlet.

The biggest differentiation with this and the last version is how the "Starved" ability worked and impacted gameplay. Some very useful criticism/feedback from the previous versions reviews were:

Oftentimes Agrith will avoid multiple figures (more food) in favor of engaging a single figure, to ensure that there’s nobody left adjacent to him at the end of a turn.

In playing Agrith-Naar, I kept wanting “Starved” to say that he took wounds if he didn’t kill anything, but that wasn’t the case.
Agrith-Naar is fun to play with and against and isn't overpowered, but needs to either make Starved an important part of play or get rid of it.

I feel the current version helps to address both of those concerns above.
1) By destroying a figure, he's sated his hunger...thematically it makes more sense AND it works in the reverse of how the power used to work...which IN PRACTICE plays the way you would want this unit to play.
2) Starved impacts the design and gameplay much more centrally now. Now, you don't want to keep him on the outskirts engaging a figure here or there to avoid wounds...now you want him doing the most damage he can do and just 1 figure destroyed keeps him from self destruction.

agrith_naar_588617.jpg


Cloaked figures lowered their arms in the circle as they completed the monotone incantation; a massive, muscled demon standing before them. The foremost of Valkrill’s clerics stepped forward to speak. “Agrith-Naar! We have summoned you — “ but he was cut off as long, blade-like teeth flashed out to take him. His body dropped; lifeless. Clerics scattered in every direction, fearing to be next. Then the Demon spoke. “Who do I hunt?” Hesitantly a woman stepped forward, and pointing south said, “Over that hill and camped in the valley.” The Demon’s eyes turned stark white as a grotesque grin etched it’s way across his face. He flew into the air, beginning his hunt. The woman lowered her head and whispered, “What have we done?”

Agrith-Naar is the Greater Death Demon #37 from the D&D Legends of Golarion line.

  • Balance
    He has comparisons to Master Woo, Raelin, Azazel and others who can attack all adjacent figures and share a similar stats and point values. A big difference is that A-N depends a lot more on his ability because his life depends on it, literally. He's one of the few figures in Heroscape that takes wounds upon failing to destroy a unit. Ulfrid is a nice comparison in a way, but overall a very different mechanic. Alastair is a nice comparison because their stat lines are exactly the same, but Alastair can only target 1 figure at a time, though his Overextend is a player choice and he can move to a better position. A-N's mobility is better though, so there's that. It’s never a easy “no-brainer” decision with A-N because his strongest potential/output is engaged with multiple foes.
  • Playability
    A-N is unique in that he has a simple, understandable powers that take very little effort to remember. Flying we’ve seen, Whirlwind Assault is reused and easy for players to understand and Starved is new but simple and thematic. His high attack is a representation of his 4 muscular arms that he uses as he hunts enemies. Whirlwind Assault is also a direct theme link between his left box stats as a Ravenous Devourer and the mini also suggests the same. So while he’s simple, the play style is rich with tough, strategic decisions. You want to get him engaged to pull off multiple powerful kills, but doing so might also isolate him, which will only make him more vulnerable to a counterattack.
  • Creativity
    Does it add something new to the game? Yes absolutely. It adds a distinct, purposeful tension between the offensive output and survivability. You have to know when to use him at the right time. The beauty of Heroscape design is being able to create something simple that results in tough and strategic gameplay decisions all the while making you feel like the unit "really is" what it was designed to be. I believe this iteration does that.
  • Theme
    This figure is a Demon. Check. This figure is visibly ravenous in his facial expression and a devourer fits with his abilities and the mini. Check. This figure is clearly an offensive powerhouse by looking at his pose, multiple muscular arms and weapons. Check. May his foes cower in fear!
  • Accessibility
    As of Sept 25th, 2019, Paizo confirmed they had 109 in stock (The mini still shows as available for $7.50)
 
With 6 life, 3 defence and a wound every turn without a kill, it seems like A-N would go down fast even with being summoned up map with the acolytes.

I love everything about the design except how squishy he seems and that there are hero heavy matchups where he seems like he would get wreaked. 5 move even with flying seems like it would limit options and being tied down with a stout hero would force leaving engagement if you want to target weaker commons or go for whirlwind strike before his life timer runs out.

This is all theroy at this time, and I trust Sir H to have playtested, so I'm happy to vote up to review.
 
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Clash at the Demonhead

Nothing glaring jumps at me about Aggy Nathy. :up: to continue in the process.

~Dysole, unsure how good the figure will end up
 
To be honest I have a little concern with adding a flying and bonding 5 attack Whirlwind Figure to the game. Classic does have Ogre Warhulk, but his Whirlwind is not a guarantee and it hits friendly figures too.

I think overall VC has not been restrained enough with Whirlwind powers, which isn't the fault of this design, but it's the world it lives in. Classic Scape had Monks and Swarm Raelin and kind of Quasatch, all of whom are not very good. VC has made the Monks much better, and added very solid Whirlwind figures like Kuthnak and Azazel and even Viceron.

Whirlwind is a very scary mechanic that constantly defines how your opponent plays the game. Especially a high attack Whirlwind like this. If the design was doing other special things I think I'd be more okay with it, but the new Starved effects gameplay even less, it's basically just a flavor negative power like Fire Elemental Negative Element. Mechanically all the card is doing is Whirlwind, which for the reasons I've laid out here is not my favorite mechanic.

:down:
 
I personally think the A-N card scans as more than just whirlwind. Like yes, in general you do take the big whirlwinds with Woo etc. if you can get them, but I find a lot of playing those figures is choosing the moment to full send. My theoryscaping says that it’s dangerous to not full send A-N, and it’s obviously dangerous to full send him as well. Plenty of potential for risk management.

:up: to review
 
Rujin by Sir Heroscape

Troll-Troll.png

Creativity
‘Scape has a few trolls by now. It has Feral Trolls, Ice Trolls, and a Krug troll. Rujin is decidedly different. He isn’t a D&D troll; he isn’t a Pathfinder troll; and he isn’t a troll straight out of Norse mythology. He is a Swamp Troll that feels unique while keeping enough of the “trollishness” for him to feel right. There is some part of me that wishes the Valhallan troll leaned heavier into real-world Scandinavian mythology, but Norse Valhalla isn’t necessarily HeroScape’s Valhalla so I can set that personal wish aside.


Theme
The common thread that runs through most or all the existing Trolls is a power that increases its attack output and (for the D&D trolls) a power that heals wounds. Through Territorial and Devour, Rujin hits the “troll checkboxes” while doing them in his own way. Eating enemies instead of regenerating and swamp strength instead of a wound or frenzy mechanic. There is more than enough room in canon for Rujin without him stepping on the toes of the other trolls.

Devour is a power that really suits the miniature. The massive jaws and massive stomach really portray this troll as a man-eater and a savage. Thick Skin is interesting. At first glance, the card reads as 3 Defense most of the time and the miniature doesn’t look to have thicker skin than any of the other trolls. Upon deeper reflection, it serves a bigger thematic purpose. Thick Skin, together with Territorial, really sells the relationship with the Durgeth Ravagers. They both mechanically benefit from swamp terrain, and they are both weak to Special Attacks. I’ll address the gameplay effects of this similarity later, but I love the mechanical parallels between these two units.

I have one nit-pick about the power names. Territorial seems like a generic name for a terrain-specific power. Units in the future could want the same effect relating it to a different type of terrain. I would prefer a different name that is less generic.


Balance
I’ve addressed Rujin’s relationship to the other trolls thematically, and while they are a good comparison in that respect, here not so much. When assessing Rujin’s balance, the other trolls barely came up. Rujin is in entirely different synergy webs. The only circumstances where they are comparable are when solo, where Rujin doesn’t match the power of other high-tier 120 point units; or in an Ornak Army, in which Rujin honestly doesn’t have a place for the same reasons. I think I’d want Krug or a Hydra every time.

The real balance comparisons are within the Durgeth Ravager’s synergy web and are of a similar cost to Rujin; the other Savage heroes Uzog and Pel. For simplicity, see the chart below.

Picture1.png

Overall, all 3 of them are fairly evenly matched in terms of raw stats. Rujin is notably more maneuverable and has more life than the other two but is weaker outside Swamp and vulnerable to Special Attacks. As a terrain-specific unit that should be priced based on its play in its favored terrain, I think pricing Rujin just above Uzog is about right.


Playability
As I’ve said already, Rujin doesn’t have much use on his own. Especially outside of the swamp. If I wanted a Defender unit weak to Special Attacks, I’d go with 3 squads of Deathreavers. If I wanted a big attacker, I’d choose Krug, Kaemon, or a Hydra. His niche is as the new best option for the Durgeth Ravager’s Savage Cry. The primary use of the Savage heroes is as a 4th big attack on the Durgeth’s turn if it can be triggered. Pel and Uzog both have hindering abilities that prevent them from moving and therefore prevents the player from attacking optimal targets. Rujin has no such downside and has life enough to spare a few leaving engagement attacks to get to the more… delicious… targets. I’ve found the most consistent army core to be Rujin, Olog (as a cheap utility piece), and 3-4 squads of Ravagers.

Rujin sharing the strengths and weaknesses of the squad that he will most often be played with makes the faction even better in the swamp and even worse against special attacks. He has the effect of making the faction more powerful overall while also increasing its matchup dependance. They can plow through melee units of similar power ranking such as Nhah Scirh, Shieldsmiths, and Honor Guard. And Rujin betters the range matchup by providing a meat-shield to soak damage while the Ravagers advance. But as soon they go up against a special attacker that can be moderately well protected, they struggle a lot.

Once I discovered that Rujin would be the obvious first choice for the Ravager’s pseudo-bonding, I began to worry that the other 2 main options might become overshadowed and power-crept out of playability. Uzog still has offensive utility enough to leave him his niche in the Durgeth army. But everything Pel could do alongside Uzog is now done better by Rujin. Normally, I’d have a problem with a new unit completely outclassing an existing one in an army. But because Pel is in several other synergy webs, is a fairly decent option for the Dreadguls, and as it stands, a pretty bad pick for the Durgeth overall, I have concluded that this particular instance is not a problem.


Summary
I like how Rujin was designed to be a different kind of troll than the ones HeroScape already has. Sir Heroscape did a really great job designing a unit that really fits the powers together with the miniature. Rujin fits in with the Durgeth Ravagers both thematically and mechanically and ends up being quite a boon to the faction.

I vote YEA to induct Rujin into the SoV. Well done, @Sir Heroscape!

----------

And I just want to say, as an aside, that I really wish Uzog and Olog’s names weren’t so similar to each other. I can’t count the number of times I typed the wrong name while writing this.
 
With 6 life, 3 defence and a wound every turn without a kill, it seems like A-N would go down fast even with being summoned up map with the acolytes.

I love everything about the design except how squishy he seems and that there are hero heavy matchups where he seems like he would get wreaked. 5 move even with flying seems like it would limit options and being tied down with a stout hero would force leaving engagement if you want to target weaker commons or go for whirlwind strike before his life timer runs out.

This is all theroy at this time, and I trust Sir H to have playtested, so I'm happy to vote up to review.

A figure that wrecks common squads and struggles against all heroes is not a bad thing for "squadscape"
 
I have one nit-pick about the power names. Territorial seems like a generic name for a terrain-specific power. Units in the future could want the same effect relating it to a different type of terrain. I would prefer a different name that is less generic.

This needs emphasis. It's a very-reusable power for other terrain type, so just generic "Territorial" shouldn't be tied to swamp.
 
Not a Serious Suggestion

WHAT ARE YA DOIN IN MY SWAMP?

~Dysole, who couldn't resist
 
I have one nit-pick about the power names. Territorial seems like a generic name for a terrain-specific power. Units in the future could want the same effect relating it to a different type of terrain. I would prefer a different name that is less generic.

This needs emphasis. It's a very-reusable power for other terrain type, so just generic "Territorial" shouldn't be tied to swamp.

I brought this up to a few of the other judges privately prior to my publishing my review. I will bring it up prior to the final fanscape vote.
 
It is not uncommon for editing to review power names for reuseablity. I think there has been power name changes in the past to help a unit fit in better with canon.
 
Regarding Agrith-Naar, after taking some time to go through and familiarize myself with previous iterations, I'm voting YES to review.

I don't necessarily share Vegie's philosophical view on how Whirlwind should be handled, but every one of the concerns he raises is valid. 5 attack Whirlwind can be devastating and can define the play from both sides. Starved as a drawback ability is really minimized by the Acolytes ability to summon their Demons directly into the fray. I'd need to get him on my table to fully assess.
 
Shadow Stalker by @Sir Heroscape
Shadow Wraith by @Sir Heroscape

Is it a shadow that stalks? Or does it stalk shadows? Perhaps we'll never know...

Oh, and insert obligatory comment about a wraith here too.

First things first

I'm just going to start by ripping off the band-aid and saying that the Stalker isn't going to make it for me. I think that at this point many players are familiar with the Azazel + Xundar + Shadows army. It's strong and, even worse, extremely annoying. I tested the Stalker in this army first off since that was definitely the biggest concern, and a few games in it became obvious that it pushed that army too far. I do like the idea of a defensive shadow figure like the Stalker, but I cut its testing short because its boost to the AX Shadows army was too much for me.

I vote Nay to induct Shadow Stalker into the Soldiers of Valhalla.

With that, the rest of this review will focus on the Shadow Wraith.

Balance

Obviously the best comparison for defense-boosting figures is going to be Raelin (RotV, naturally). The Shadow Wraith is just under 1/3 of Raelin's point cost, which sets a bar for us. Their offense is the same at 3 attack each, but the Wraith is much more fragile with only 1L/2D compared to Raelin's 5L/3D, not quite 1/3 of the value there. For mobility, Raelin has the edge with 6 move flying, but the Wraith isn't shirking too much with Shadow Phase and Phantom Walk. But the Wraith is already in the hole with this comparison, so let's look at the auras. Raelin gives 2 defense to any figure you control in 4 spaces, while the Wraith gives 1 defense (1/2 value, not bad) to adjacent figures (1/10 value, less good) that are Shadows (value is tough to judge, but if we're looking game-wide for army-building potential I'll put that at 1/100). Obviously, we can easily see that the Wraith is underpowered, which probably means another downvote here...

Okay, Shadow Trolling aside, the Wraith does seem to be at an okay place with balance. It has strong mobility for the points (as long as you have other Shadows around, which you should), and decent offense for a defensive figure. But it's very fragile at 1L/2D, so it's not like you're just jumping and attacking anywhere with it. If anything, while building armies with the Wraith it seemed a touch on the weak side compared to the other shadow options I had.

Theme

The mini is a purple ghosty thing. The card is a shadow (because purple) ghosty thing. And it makes shadows stronger for its shadow allies. Not much more to say, but it definitely works, and simple is never a bad thing.

Creativity

Again, I do like the addition of more defensive figures to the shadow faction. The Binder was okay as a disruptor, but when testing the figures the first go around I always preferred more Hounds or Fiends as the points would allow. Having a defense-booster in the mix opens up what kinds of armies you can build, which I liked.

Playability

The Shadow Wraith does an alright job as a defensive piece for the shadows. With only 2 defense, you're not expecting it to take much focused fire before falling, but there's a decent amount that you can do with it until then. Hiding it out of range or behind an obstacle helps keep it alive and makes your opponent decide whether to go out of their way to attack it or go for the more-accessible shadows that it's boosting instead. The Shadow Phase power gives it some fun mobility too, and if it survives ranged attacks it can make a good part of a front wave as you start attacking with Hounds and Fiends. Again, its not going to survive long in that wave, but its other purpose aside from boosting defense is to draw fire, since even if it's an easy kill that's an attack made on a weaker part of your army and not on the core doggies/demons that come with it. At the end of the day, it's not a build-around piece for the shadow army like Hounds and Fiends, but its a 25-50 point filler for them, so you're not expecting it to be built around anyway.

What about armies with Azazel? Eh. Having Wraiths certainly doesn't hurt that army much, but it's not as much of a help with their 2 defense. Oh wait, that becomes 3 defense with other Wraiths! Yeah... you can get a natural 4 defense with Hounds and Binders, so some Wraiths to support isn't bad, but you probably shouldn't go full Wraiths (or maybe you should so your opponent feels better).

Summary

I went into my games with the Wraith almost expecting to downvote it for being too low on the power scale and not worth drafting. In my games, though, I found it to be a nice, versatile addition to the Shadow Faction. Yes, with only two defense it becomes an easy target, and I probably would have switched its attack and defense, but there were a lot of positioning plays that could be made with it to try to throw off an opponent. Using it as bait or even a surprise offensive piece with its decent attack was always satisfying.

I vote Yea to induct Shadow Wraith into the Soldiers of Valhalla.
 
I would like to resubmit the Drow Assassin
DrowAssassin_6.16.22.png

DrowAssassin_6.16.22.png

text version of card:
Spoiler Alert!

Figure used is Lolth's Sting #53, and Lolth's Sting '05 Gameday Promo

Changes from last time are basically just the changes I said I would make in this post. Those changes are:
• Lower Shadow Shift's range to 4 spaces, down from 5.
• Add the following stipulation to Drow Ambush "that has not moved or attacked since the last order marker was revealed", preventing a single Assassin from triggering itself, but still allowing multiple Assassins to trigger each other.
• Lower the Attack buff from Drow Ambush to +1, down from +2.

I believe these have addressed all of the concerns that were raised by superfrog in his review, while maintaining the gameplay that I was hoping to create with this design.
 
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