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Author Topic: Savage/Beastmen/Were-creature Faction - Getting hurt has never felt so good!  (Read 1797 times)
Zelc
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« on: June 06, 2011, 04:29:56 pm »

3/14/2012: Updated costs, added boosts vs. Fear checks, added Ritual effect conflicts.


THIS FACTION NEEDS A NAME!  PLEASE SUGGEST IDEAS


Some background:
One day, I was thinking about potential new mechanics, and I came across what I thought was an interesting idea.  Gee, what if instead of penalties to dice and courage for being in the yellow/red, a faction got those penalties as bonuses instead?  It seems to fit a savage faction.  Plus this faction can come with a bunch of cool damage-for-benefit mechanics for command cards.  I thought about it some more and filed it in the back of my head.

The very next day, gull makes a post about a similar idea (I now realize it's not exactly the same idea I had).  So this means it must be a cool idea!

Fluff:
The theme fits with a faction of wild savages, who go fight with greater zeal as they are hurt.  I'm leaning towards wild beastmen.  They're also experienced in dark druidic blood-rituals, which provides their command card theme.  In MTG colors, this would be a Green-Black deck.

Crunch:
The faction's units get stronger as they take more damage.  Their command cards and faction ability involve manipulating their damage to gain effects.  This faction has no units with a ranged attack (ok, there's a spell that can give another unit a ranged attack, but it's on a ~500 point unit)!


Unit Ability:

Savage Fury: This unit suffers no penalties to attack dice or courage for being in the yellow or being in the red.  Instead, this unit gains (+1) +0/+0 and C +1 if it's in the yellow and (+2) +0/+0 and C +2 if it's in the red.
All non-elder units in the faction get this ability except for the Druids.

Elder Fury: This unit suffers no penalties to attack dice or courage for being in the yellow or being in the red.  Instead, this unit gains (+1) +0/+0 and C +1 if it's in the yellow or in the red.
All elder units in the faction get this ability except for the Elder Druids.

Double Strike: During any phase, if this unit makes an engaged attack against a unit, it makes an additional engaged attack immediately afterwards in the same phase.  The additional engaged attack does not get impact hits.
The centaurs gain this ability while Charging.

Harasser: If this unit would make a rout check, you may choose to have it rout instead.  At the beginning of the Post-Combat Courage Phase, if this unit was engaged during this turn's Combat Phase, you may choose to have it rout even if it isn't making a rout check in this phase.
You may choose to have the unit rout even if the unit would pass all rout checks.  If you choose to have this unit rout through this ability, it routs even if it was unengaged at the start of this phase.
The Wolfen have this ability.

Army Ability:

Blood Magic: During your Movement and Command Phase, you can spend one Command Action to mark up to 2 Blood Magic boxes on units you control.

During any Movement and Command phase, you may erase 1 Blood Magic box on a unit you control to deal 1 damage to that unit.  This damage does not cause rout checks.

If you play a Command Card or a unit you control casts a spell that would deal damage to a unit you control, you may erase two Blood Magic boxes on that unit to prevent 1 of that damage.

At the beginning of the combat phase, you may heal 1 damage on a unit you control by erasing a number of Blood Magic boxes on that unit equal to its Blood Demand.  If the unit is in the yellow, this cannot heal the unit into the green, and if the unit is in the red, this cannot heal the unit into the yellow or green.  This is a heal effect. (A unit's Blood Demand is equal to its evade + toughness - 1 and will be printed on the back of the card.)


Command Cards

Ritual of Strength
Play during your Movement and Command Phase.
Choose one:
Deal 1 damage to a Beastmen unit you control.  This damage does not cause rout checks.  That unit gains A(+1) +1/+1 on its next attack this turn.  You may not play red command cards on this unit during that attack.  This is a ritual effect (units cannot be affected by more than 1 ritual effect per phase).
OR:
A Beastmen unit you control gains A(+1) +0/+1 on its next attack this turn. You may not play red command cards on this unit during that attack.

Note it’s slightly worse than a Might without paying the 1 damage, since you have to pre-commit to it.

Ritual of Wisdom
Play during your Movement and Command Phase.
Choose one:
Deal 1 damage to a Beastmen unit you control.  This damage does not cause rout checks.  Draw two Command Cards.  This is a ritual effect (units cannot be affected by more than 1 ritual effect per phase).
OR:
Draw a Command Card.

This might be too vanilla.

Ritual of Courage
Play during any Courage phase, after your unit fails a Courage check.
Choose one:
Deal 2 damage to the unit which failed the Courage check.  It automatically passes all Courage checks this turn.  This is a ritual effect (units cannot be affected by more than 1 ritual effect per phase).
OR:
The unit rerolls the Courage check.

Ritual of Decrepitude
Play at the end of any Movement and Command Phase, before any attacks are declared.
Choose one:
Choose a Beastmen unit you control and deal 1 damage to that unit.  This damage does not cause rout checks.  One enemy unit of your choice engaged with that unit suffers a (-2) -1/-1 penalty to its next engaged attack this turn.  You cannot play blue Command Cards on that attack.  This is a ritual effect (units cannot be affected by more than 1 ritual effect per phase).
OR:.
One enemy unit of your choice engaged with a Beastmen unit you control suffers a (-1) -0/-1 to its next engaged attack this turn.  You cannot play blue Command Cards on that attack.

I know the penalty is huge, but you’re taking 1 point of damage automatically.

Ritual of Pain
Play at the end of any Movement and Command Phase, before any attacks are declared.  Choose a Beastmen unit you control.  Deal 1 damage to that unit and 1 damage to one enemy unit of your choice engaged with that unit.  This damage does not cause rout checks.  This is a ritual effect (units cannot be affected by more than 1 ritual effect per phase).


Units
For the most part, point costs are determined by finding an existing unit that goes 50/50 with the proposed unit (let's call this the Even Matchup Unit), then applying a 0.5%-3% discount to reflect that these units are backloaded and lose earlier than their counterparts in other factions.

Unit Points Distribution: (color indicates Core, Standard, or Elite; ?? means the point cost is more approximate than the others)
72: Ratmen
116: Elder Ratmen
178(??): Wolfen Longstriders
191: Leonin Warriors
197(??): Wild Centaurs
213: Spine Beasts
267(??): Loxodon Druids
272: Elder Leonin Warriors
284(??): Elder Wolfen Longstriders
287: Minotaurs
304: Elder Spine Beasts
354(??): Elder Wild Centaurs
403: Elder Minotaurs
500(??): Elder Loxodon Druids

Note: Each unit has Blood Magic boxes equal to its base Blood Demand.

I'm not going to star stats that change due only to Savage/Elder Fury.  If this ever gets printed, those stats should probably be starred.

Ratmen
72 points; Core
A (4) 4/4; D 1/1; H 2/5/3; C 8; M 3.5"; R --
Savage Fury, Blood Demand 1, C +2 on Fear checks.

The dregs of Beastmen society, Ratmen just manage to breed faster than they die.

Elder Ratmen
116 points; Standard
A (5) 5/4; D 2/1; H 2/5/3; C 9; M 3.5"; R --
Elder Fury, Blood Demand 2, C +2 on Fear checks.

A ratman that survives three years is recognized as an elder.  Even they rarely see their fourth year.

Leonin Warriors
191 points; Core
A (4) 5/5; D 2/2; H 4/3/3; C 10; M 3.5"; R --
Savage Fury, Blood Demand 3, C +2 on Fear checks.

Elder Leonin Warriors
272 points; Standard
A (5) 6/5; D 2/2; H 4/3/3; C 11; M 3.5"; R --
Elder Fury, Blood Demand 3, C +2 on Fear checks.

Spine Beasts
213 points; Core
A (5*) 5*/5*; D 2/2; H 4/3/3; C 10; M 3.5"; R --
Savage Fury, Blood Demand 3, C +2 on Fear checks.
A (-1) -0/-0 while Charging.  A (+0) +1/+0 vs. Cavalry and/or Large units.  A (+0) +0/+2 while Holding vs. Charging Cavalry and/or Large units.

Warriors quickly learned not to charge into a curled-up Spined Beast.  The smart warriors learned from the dumb warriors, and the dumb warriors learned from experience.

Elder Spine Beasts
304 points; Standard
A (6*) 5*/6*; D 2/2; H 4/3/3; C 11; M 3.5"; R --
Elder Fury, Blood Demand 3, C +2 on Fear checks.
A (-1) -0/-0 while Charging.  A (+0) +1/+0 vs. Cavalry and/or Large units.  A (+0) +0/+2 while Holding vs. Charging Cavalry and/or Large units.

It's more efficient to grow your own weapons.

Note the 6 power actually makes this guy a decent candidate to take on large units, which usually have high toughness.

Minotaurs
287; Core
A (3) 6/6; D 2/3; H 4/3/3; C 11; M 3.5"; R --
Savage Fury, Blood Demand 4, Passes all Fear checks.

Unlike cows, minotaurs eat meat.  Lots of meat.

This guy carries 1 big axe.  These guys have pretty good defense but their offense is weak until they get into the yellow.  They cost quite a bit though, so you’ll probably want to match them up against a good enemy unit and hope they do some damage while they tank it.

Elder Minotaur
403 points; Elite
A (5) 6/6; D 2/3; H 4/3/3; C 12; M 3.5"; R --
Elder Fury, Blood Demand 4, Passes all Fear checks.

This guy carries 2 big axes.  Indeed, both hands are for killing.

Wolfen Longstriders
178 points(??); Standard
A (4*) 5/5; D 2*/1; H 1/1/6; C 6; M 5"; R --
Savage Fury, Blood Demand 2, C +6 on Fear checks.
Harasser.
D +3/+0 and A (+2) +0/+0 during the Courage Phase.  If Wolfen Longstriders routs, it automatically rallies at the end of turn.  Passes all rout checks while routing.

Elder Wolfen Longstriders
284 points(??); Elite
A (5*) 5/5; D 3*/1; H 1/1/6; C 7; M 3.5"; R --
Elder Fury, Blood Demand 3, C +6 on Fear checks.
Harasser.
D +3/+0 and A (+2) +0/+0 during the Courage Phase.  If Elder Wolfen Longstriders routs, it automatically rallies at the end of turn.
Passes all rout checks while routing.

Wild Centaurs
197 points(??); Standard
A (3*) 5/5*; D 2*/1; H 2/1/3; C 9; M 6"; R --
Savage Fury, Blood Demand 2, C +2 on Fear checks.
Cavalry.
D +1/+0 and A (+0) +0/+1, and gains Double Strike while Charging (this is in addition to the normal Charging bonus).  Gains C +1 while Charging if the unit is in the yellow, and gains C +2 while Charging if the unit is in the red.
The Wild Centaurs trade the skill and civilization of their Ravenwood brethren for pure savagery.

The Double Strike simulates 0" Javelins that get the Charge bonus.  6 to 10 dice on the charge + 1x impact hit, but only 3 to 5 dice on subsequent combat rounds.

Elder Wild Centaurs
354 points(??); Elite
A (5*) 6/5*; D 2*/2; H 2/2/3; C 10; M 6"; R --
Elder Fury, Blood Demand 3, C +2 on Fear checks.
Cavalry.
D +1/+0 and A (+0) +0/+1, and gains Double Strike while Charging (this is in addition to the normal Charging bonus).  Gains C +1 while Charging if the unit is in the green, and gains C +2 while Charging if the unit is in the yellow or in the red.

Elder Wild Centaurs can't match the Ravenwood Centaurs' legendary skill with the javelin, but they can match their legendary skill at killing.

The Double Strike simulates 0" Javelins that get the Charge bonus.  10 to 12 dice on the charge + 1x impact hit, but only 5 to 6 dice on subsequent combat rounds.  Note the Ravenwood Centaurs essentially get 18 dice on the charge (12 of them at -2 power though), and don't need to lose 29% of their HP to get all of the dice.

Loxodon Druids
267 points(??); Standard
A (3) 4/6; D 1/3; H 4/3/3; C 13; M 3.5"; R --
Blood Demand 3
After your units have been deployed but before assigning standing orders, you may choose a unit you control with the Savage Fury or Elder Fury ability.  That unit gains the Avatar of Anger effect.
While unengaged, can cast Spells: Infuse, Ritual of Speed, Invest Avatar of Anger.
While engaged, can cast Infuse, but must target this unit.

Only the wisest and toughest vegetarians can survive in a meat-eating world.

Note these guys have regeneration, although it’s slightly worse than usual since it takes up all of the unit’s Blood Magic boxes and isn’t automatic when unengaged.  The body (including the “regeneration”) should be about 167 points and the spells should be worth about 100 points.  The body stats are approximated and I will probably need to adjust them.

Elder Loxodon Druids
500 points(??); Elite
A (3) 4/7; D 2/3; H 4/4/4; C 14; M 3.5"; R --
Blood Demand 4
After your units have been deployed but before assigning standing orders, you may choose a unit you control with the Savage Fury or Elder Fury ability.  That unit gains the Avatar of Anger effect.
While unengaged, can cast Spells: Greater Infuse, Ritual of Speed, Ritual of Vines, Invest Avatar of Wrath.
While engaged, can cast Greater Infuse, but must target this unit.

Elder Loxodon Druids are the leaders of Beastmen society.

Note these guys have “regeneration”, although it’s slightly worse than usual since it takes up all of the unit’s Blood Magic boxes and isn’t automatic when unengaged.  The body (including the “regeneration”) should be about 250 points and the spells should be worth about 250 points.  The body stats are approximated and I will probably need to adjust them.


Loxodon Druid Spells:
Infuse: Cast during your Movement and Command phase, after all Final Rushes are made.  Mark up to three Blood Magic boxes on your units.  Loxodon Druids can cast Infuse and make engaged attacks in the same turn.
Ritual of Speed: Cast during your Movement and Command phase, after all Final Rushes are made.  Deal 1 damage to up to three of your units (this damage does not cause rout checks).  Those units gain +2 MC and cannot Final Rush this turn.  This is a ritual effect (units cannot be affected by more than 1 ritual effect per phase).
Invest Avatar of Anger: Cast at the beginning of your Movement and Command phase.  Spend two Command Actions, and the caster cannot move this turn.  Choose a unit you control with the Savage Fury or Elder Fury ability.  That unit gains the Avatar of Anger effect, and change its Standing Order to an unmodified "Close".  If this would cause you to control more units with the Avatar of Anger effect than Loxodon Druids, remove the Avatar of Anger effect from one or more of your units until this is no longer the case (those units do not make a rout check).

Avatar of Anger:
A unit with the Avatar of Anger effect gains A(+0) +1/+1, D -1/-1, +1 MC, Large, Fearsome, and passes all Courage checks.  It always has the "Close" Standing Order and may not be given a Standing Order Modifier or be directly controlled.  Reduce the unit's Blood Demand by 2 (to a minimum of 1).
Only one unit per Loxodon Druid you control may have the Avatar of Anger effect.  If you control fewer Loxodon Druids than units with Avatar of Anger, you must immediately remove the Avatar of Anger effect from one or more units until this is no longer the case.  Units who lose the Avatar of Anger effect in this way must make a rout check in the next Courage phase (unless this was caused by the Invest Avatar of Anger spell).

Loxodon Elder Druid Spells:
Greater Infuse: Cast during your Movement and Command phase, after all Final Rushes are made.  Mark up to four Blood Magic boxes on your units.  Elder Loxodon Druids can cast Infuse and make engaged attacks in the same turn.
Ritual of Speed: Cast during your Movement and Command phase, after all Final Rushes are made.  Deal 1 damage to up to three of your units (this damage does not cause rout checks).  Those units gain +2 MC and cannot Final Rush this turn.  This is a ritual effect (units cannot be affected by more than 1 ritual effect per phase).
Ritual of Vines: Cast during your Movement and Command phase, after all Final Rushes are made.  This spell deals 1 damage to the caster (this damage does not cause rout checks).  An enemy unit of your choice gains -1 MC and A(-2) -0/-0 during its controller's next turn.  This is a ritual effect (units cannot be affected by more than 1 ritual effect per phase).
Invest Avatar of Wrath: Cast at the beginning of your Movement and Command phase.  Spend two Command Actions, and the caster cannot move this turn.  Choose a unit you control with the Savage Fury or Elder Fury ability.  That unit gains the Avatar of Wrath effect, and change its Standing Order to an unmodified "Close".  If this would cause you to control more units with the Avatar of Anger effect than Elder Loxodon Druids, remove the Avatar of Wrath effect from one or more of your units until this is no longer the case (those units do not make a rout check).

Avatar of Wrath:
A unit with the Avatar of Wrath effect gains A(+2) +1/+1, D -1/-1, +1 MC, Large, Terrifying, and passes all Courage checks.  It always has the "Close" Standing Order and may not be given a Standing Order Modifier or be directly controlled.  Reduce the unit's Blood Demand by 2 (to a minimum of 1).
Only one unit per Loxodon Elder Druid you control may have the Avatar of Wrath effect.  If you control fewer Loxodon Elder Druids than units with Avatar of Wrath, you must immediately remove the Avatar of Wrath effect from one or more units until this is no longer the case.  Units who lose the Avatar of Wrath effect in this way must make a rout check in the next Courage phase (unless this was caused by the Invest Avatar of Wrath spell).



« Last Edit: March 15, 2012, 09:00:52 pm by Zelc » Logged

gull2112
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« Reply #1 on: June 06, 2011, 06:57:08 pm »

One day, I was thinking about potential new mechanics, and I came across what I thought was an interesting idea.  Gee, what if instead of penalties to dice and courage for being in the yellow/red, a faction got those penalties as bonuses instead?  It seems to fit a savage faction.  Plus this faction can come with a bunch of cool damage-for-benefit mechanics for command cards.  I thought about it some more and filed it in the back of my head.

The very next day, gull makes a post about a similar idea (I now realize it's not exactly the same idea I had).  So this means it must be a cool idea!

As Newton said to Hooke, "You gotta publish first, or its no credit to you!" Cheesy

BTW Zelc, I really like where you are going with this. Cool
« Last Edit: June 07, 2011, 04:36:54 pm by gull2112 » Logged

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Zelc
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« Reply #2 on: June 07, 2011, 01:00:13 pm »

Updated with some preliminary unit details.
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Kevin
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« Reply #3 on: June 07, 2011, 10:18:00 pm »

Interesting.  A few off-the-cuff thoughts:


"Elder" at +50% is a pretty serious bump.  Take for example, Roman Principes at 202 vs. Veteran Principes at 263, about 30% higher for +1 offense & Morale.  Or High Elf Elder Blade Swordsmen at 352 vs. Celestial Guard at 506, or about 43% higher for +1 Offense, Defense, and Morale.  So presumably an Elder package would be something like +1 across the board with an extra hit point, or maybe +2 morale instead of +1?


Ritual of Pain is on the weak side, but OK.  A good card to play when your unit is much cheaper, or when it is dying anyway.

If the Wolfen's piddly 2 green boxes are indicative of the faction in general, I expect 2+ holes to be blown in the Beastmen line on turn 1 of engagement.  Yeah you can spend a CA to avoid the rout check by stinging your own unit even more, but many units will be making rout checks before they have that opportunity.
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Zelc
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« Reply #4 on: June 07, 2011, 11:04:07 pm »

Quote
If the Wolfen's piddly 2 green boxes are indicative of the faction in general, I expect 2+ holes to be blown in the Beastmen line on turn 1 of engagement.  Yeah you can spend a CA to avoid the rout check by stinging your own unit even more, but many units will be making rout checks before they have that opportunity.
This is the biggest problem I'm facing, and I'm starting to think this faction will need more green boxes across the line (probably a 3/4/3 standard).  With only 1 or 2 green boxes this faction becomes a monster if the units pass their rout checks, but otherwise absolutely horrible.

I also made all the Command Cards deal non-routing damage.

Quote
"Elder" at +50% is a pretty serious bump.
I was thinking it would include a Courage bump as well as other stat bumps, which is tough to cost with this faction ability because it significantly increases the chances the unit will stay and fight in the yellow and red.  The specific bonuses will otherwise probably be different for each unit.  I included what I ended up deciding on for the Elder Wolfen vs. normal: +1 dice, +1 defense, +1 Courage, -1 green box, +2 red boxes.  This is all going to change when I redo the health bars, but that should give you a sense of what it's looking like.

Quote
Ritual of Pain is on the weak side, but OK.  A good card to play when your unit is much cheaper, or when it is dying anyway.
Well I changed it to be played during the M&C phase and the damage doesn't cause rout checks.  Maybe a couple of the heavy units will keep their 1 green box feature, so this could be a good play on them.  Also it allows stacking a red card on top of it, so it could be used to win combat faster.  Maybe it's a bit more average now.
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Zelc
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« Reply #5 on: June 07, 2011, 11:26:39 pm »

What might also help would be to switch to another version of the faction ability I was considering:

Blood Magic: At the end of any Movement and Command Phase before attacks are declared, you may mark any number of Blood Magic box on a unit you control and deal that much damage to the unit.  This damage does not cause rout checks.  This does not require Command Actions and can be done as many times as you like.

During your Movement and Command Phase, you can spend one Command Action and erase a Blood Magic box on a unit to heal a point of damage on that unit.  If the unit only has one marked Blood Magic box, you can spend two Command Actions and erase the box to heal two points of damage on that unit.




So this would solve the whole turn 1 routing issue, but if overused, could cost a lot of Command Actions later on.  I'd imagine all units would have as many Blood Magic boxes as they have green hit boxes.  I can also have the Command Cards erase a Blood Magic box or deal 1 damage.
« Last Edit: June 07, 2011, 11:30:59 pm by Zelc » Logged

Zelc
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« Reply #6 on: June 08, 2011, 09:58:02 am »

Oooh Smiley.

I realized I didn't include any Spear units in this faction.  Rather than give another unit type spears, it'd be cool if I use a different unit type for spears.  So what animal makes sense?





Can you see a line of porcupines rolled up into a ball to receive a cavalry charge? Cheesy  (Turns out only hedgehogs roll up into balls in real life, but who cares? Tongue)


Also, I'm taking out Ursines for the heavies and replacing them with Minotaurs.  Plate mail, two BIG axes, and terrifying if you've played Diablo 2 (Frenzytaurs  Shocked!)

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gull2112
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« Reply #7 on: June 08, 2011, 09:32:58 pm »

Oooh Smiley.



No, I'm not having a bad hair day, but you are. Grin
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Zelc
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« Reply #8 on: June 09, 2011, 07:22:22 am »

How much do you guys think these units cost?  I'll have to run some comparisons in the combat sim, but I'm not as sure how to go about costing these specialized units.

EDIT: Made some changes to the "Javelin" throw.


Wild Centaurs
A (3*) 5/5*; D 2*/1; H 2/1/3; R --; C 9; M 6"
Savage Fury, Cavalry
D +1/+0 and A (+0) +0/+1, and doubles the Savage Fury bonus while Charging.  When this unit charges, its next engaged attack this turn gains A (+3) +0/+0.

Basically a 6 dice Cavalry charge but sucks in fighting afterwards, almost like High Elf Chariots.  There's also the option to get this guy into the red for just a 10 dice Cavalry charge, but that costs Command Actions and it's almost guaranteed to not survive afterwards.

Thematically, the extra dice and the 2x Savage Fury is a very short-range but powerful Javelin throw.  Wild Centaurs have the basic instinct of using javelins to hunt, but aren't nearly as skilled as Ravenwood Centaurs.

I want this guy to be around 220-250 points, so it might need +1 offensive skill or something.


Elder Wild Centaurs
A (5*) 6/5*; D 2*/2; H 2/1/4; R --; C 10; M 6"
Savage Fury, Cavalry
D +1/+0 and A (+0) +0/+1, and doubles the Savage Fury bonus while Charging.  When this unit charges, its next engaged attack this turn gains A (+5) +0/+0.

Now a 10-dice Cavalry charge with the possibility of getting a 14-dice Cavalry charge.

Again, thematically the extra dice and 2x Savage Fury is a very short-range but powerful Javelin throw.


Raptoren
A (4*) 5/4; D 2/1; H 3/2/3; R --; C 11; M 3.5" (F 7")
Flight 7", Savage Fury

I want these guys to be flying infantry.  They should be fragile and not fight too well, but should be used more as pinch threats and anti-archery.  Flight is very powerful and I'm leery of making them too cheap, so I might need to buff their stats at some point.

EDIT: Maybe it's better to say that these guys should be ~200 points (because High Elves don't have a cheaper unit), and ask what kind of flying unit we can make w/ that many points?


Elder Raptoren
A (5*) 5/5; D 3/1; H 3/3/3; R --; C 12; M 3.5" (F 7")
Flight 7", Savage Fury

Better flying infantry.  EDIT: Maybe it's better to say that these guys should be ~300 points, and ask what kind of flying infantry we can make w/ that many points?
« Last Edit: June 09, 2011, 01:45:30 pm by Zelc » Logged

Zelc
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« Reply #9 on: June 09, 2011, 11:14:56 am »

I messed around w/ the wording in the abilities a bit.  Also, now I'm thinking of making these changes:

- Javelin infantry is gone.
- Normal Minotaurs to ~240 points, Elder Minotaurs to ~360 points.
- New units: Loxodon Druids at the 330 and 500 price points.

I think this faction needs something to dissuade stand-and-shoot strategies against it.  These two casters are pretty good regenerating tanks, but they can't really kill anything and can't cast spells on other units while engaged.

They have some great support abilities.  Vitality Surge lets you heal more efficiently or prevents some Command Card damage, but if you use it too much, it can block the Blood Magic boxes and prevent you from bypassing a rout check.  Ritual of Haste is a nice global move speed buff, balanced by the fact that it probably won't be available after melee combat starts.

Ritual of Fury is really good and you probably won't be failing rout checks afterwards.  Spirit Fire gets you a couple extra shots before engagement, although it restricts your deployment.  Still, you're paying for it with a 500-point regenerating tank that really can't deal much damage, and these abilities won't be usable for a long time once the engagement happens.

EDIT: Changed some stats and some spells.

Loxodon Druids
Standard; ~333 points
A (3) 5/5; D 1/3; H 4/4/3; R --; C 11; M 3.5"
Savage Fury
Spells: Heal, Ritual of Energy, Ritual of Haste

Heal: (Heal) Range 7".  Cast at the end of your Movement and Command Phase.  Heal 1 point of damage from a unit in range.  If this unit is engaged, this spell can still be cast but may only target this unit.

Vitality Surge: Range Battlefield.  Cast at the beginning of your Movement and Command Phase.  Mark a Blood Magic box on one unit you control.  This spell cannot be cast while engaged.

Ritual of Haste: Range Battlefield.  Cast at the beginning of your Movement and Command Phase.  Deal 1 damage to this unit or erase a marked Blood Magic box on this unit.  All units you control gain +1 MC this turn.  This spell cannot be cast while engaged.

Elder Loxodon Druids
Elite; ~500 points
A (4) 5/5; D 1/4; H 4/4/4; R --; C 12; M 3.5"
Savage Fury
Spells: Heal, Vitality Surge, Ritual of Haste, Ritual of Fury, Spirit Fire

Heal: (Heal) Range 7".  Cast at the end of your Movement and Command Phase.  Heal 1 point of damage from a unit in range.  If this unit is engaged, this spell can still be cast but may only target this unit.

Vitality Surge: Range Battlefield.  Cast at the beginning of your Movement and Command Phase.  Mark a Blood Magic box on one unit you control.  This spell cannot be cast while engaged.

Ritual of Haste: Range Battlefield.  Cast at the beginning of your Movement and Command Phase.  Deal 1 damage to this unit or erase a marked Blood Magic box on this unit.  All units you control gain +1 MC this turn.  This spell cannot be cast while engaged.

Ritual of Fury: (Blessing) Range Battlefield.  Deal 1 damage to this unit or erase a marked Blood Magic box on this unit.  Choose a unit you control with the Savage Fury ability.  Until this unit routs, it gains double the bonus from its Savage Fury ability.  This does not stack with any other ability that doubles the Savage Fury bonus.  This spell cannot be cast while engaged.

Spirit Fire: Range 2.5".  Cast at the end of your Movement and Command Phase.  Select a unit you control in range (you cannot select this unit).  That unit gets Range 14" (Line of Sight) this turn.  This spell cannot be cast while engaged.
« Last Edit: June 09, 2011, 03:02:29 pm by Zelc » Logged

gull2112
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« Reply #10 on: June 09, 2011, 09:40:39 pm »

I like what I'm seeing Zelc. Smiley  I was looking for something I would do differently, but then I realized I was just sniping and that can be such a drag. Tongue

I never fret about unit cost because the gods of the formula will have to weigh in on that anyway.
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Zelc
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« Reply #11 on: June 09, 2011, 10:11:40 pm »

I was looking for something I would do differently, but then I realized I was just sniping and that can be such a drag. Tongue
Well feel free to weigh in on the questions, or anything really.  Just be warned I'm not obliged to listen Smiley.

Quote
I never fret about unit cost because the gods of the formula will have to weigh in on that anyway.
There's a big problem with this: Savage Fury plays hell with the formula.  It forces a total recost of green, yellow, and red health boxes, and also affects Courage and the attack profile.

Also, if someone has an idea on how to cost the Loxodon Druids, feel free to tell me Smiley.

At this point I'm trying to find an equal % matchup, using that unit's cost, and then fudge the point cost (usually down) for stuff like average turn to win.
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Zelc
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« Reply #12 on: June 09, 2011, 10:31:04 pm »

Here's something I really need help on:

Army Ability:
I'm trying to decide between these two:

Blood Magic: Spend one Command Action to mark up to three Blood Magic boxes split between any of your units.  At the end of any Movement and Command phase before attacks are declared, you can erase any number of marked Blood Magic boxes on units (this does not require spending Command Actions).  For every Blood Magic box you erase on a unit, you may deal 1 damage to the unit.  For every three Blood Magic boxes you erase on a unit, you may heal 1 damage on the unit (this is a Heal ability).  Damage dealt by this ability can't cause rout checks.
When you play a Command Card or cast a spell that directly damages one of your units, you may erase two Blood Magic boxes on the unit to prevent 1 damage.
(After you erase Blood Magic marks for this ability, you cannot spend any more Command Actions to mark Blood Magic boxes this turn.)

All units would have 3 Blood Magic boxes.

OR

Blood Sacrifice: At the end of any Movement and Command Phase before attacks are declared, you may mark any number of Blood Magic box on a unit you control and deal that much damage to the unit.  This damage does not cause rout checks.  This ability does not require Command Actions and can be used any number of times.
When you play a Command Card or cast a spell that directly damages one of your units, you may erase any number of Blood Magic boxes on the unit to prevent one damage per box erased (this can't reduce the damage to below zero).
Blood Magic: During your Movement and Command Phase, you can spend one Command Action to erase a Blood Magic box on a unit to heal 1 damage on that unit.  If you do, you can spend another Command Action to heal 1 additional damage on that unit.  Blood Magic is a heal ability.  You cannot use Blood Magic after you use the Blood Sacrifice ability in a turn.


All units would have two Blood Magic boxes.


Thoughts?  I think the second version is more unique.  It's definitely more situational though; in good times it's fantastic, and in bad times it's 3 CA to heal 2 damage or 2 CA to heal 1 damage.  The first version is more consistent.

EDIT: I had to cap the second Blood Magic ability at 1 erase per turn, with the option of using another CA to heal +1 damage.
« Last Edit: June 09, 2011, 11:32:56 pm by Zelc » Logged

Zelc
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« Reply #13 on: June 10, 2011, 01:11:31 am »

Major updates.  I settled on a faction ability (the second one), although if we find this is too strong, I can use the other one.  I also put stats to all the units, so have at it.  Most of the units now have flavor text - Kevin, I think you'd appreciate the Loxodon Druids. Smiley

Let me know if you have any thoughts, especially around costing the units I have ~'s next to.  Also, this faction needs a name.
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Zelc
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« Reply #14 on: June 10, 2011, 09:00:35 am »

Thoughts on next changes:

  • Raptoren -> 212 points w/ a small increase to stats (+1 health box?  +1 dice on charge?), Elder Raptoren -> 318 points w/ a similar buff .
  • Elder Wild Centaurs probably needs a slight nerf: -1 red box, and its attack might need to be toned down a bit.
  • Depending on the final rules on Javelins, I might give the centaurs a real Javelin attack instead of the bonus dice.  I'm not sure I will though, because I like the 2x Savage Fury on charge.
  • Minotaurs and Elder Minotaurs +1 dice on the charge for 5 or 6 points?
  • Ritual of Fury needs a nerf.  I'm thinking it only doubles the attack dice.  If the unit fails a rout check, it automatically goes away to reduce the rout check roll by 1 if in the yellow or 2 if in the red.
  • Spirit Fire needs a nerf.  Elder Loxodon Druids + Elder Minotaurs is way too strong right now.  I actually want to replace this with something else, or possibly remove it altogether.
  • Elder Wolfen and Elder Spined Beasts from Elite to Standard?
« Last Edit: June 10, 2011, 10:46:53 am by Zelc » Logged

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