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Author Topic: Gnomes of Jade Forest  (Read 3846 times)
gornhorror
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« Reply #15 on: May 26, 2012, 11:46:42 am »

I just wanted the slug to regenerate on the opponent's turn.  No rhyme or reason.  Just wanted to do a few things different with this faction.  I played it for the first time last night.  I like it's synergy.  I need to make some command cards though.  I used the hawkshold deck and it didn't seem overpowered.  I did think that some of the units needed a nerf and I made some changes.  You really have to play-test a faction to see what should be changed.  I plan on playing this faction a lot more to make some more improvements.  Misdirection needs to be toned down a bit.  Also, the giant slug needed to be weakened because it performs too well, even for a wall.  More changes to come in the near future.  Thanks for any comments and/or suggestions that anybody may make.
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"He remembers how well nobody cared.  He was alone with everybody there.  He took a chance.....and got out of there.  But, all he wanted was LOVE."

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GoIndy
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« Reply #16 on: May 27, 2012, 09:49:15 am »

Next time we play, no matter what faction I'm playing, let me have one of those arch druids.  Then you'll KNOW pain.

When we were talking, I didn't know they attacked like longbowmen.  He's gonna rule all, and his price is going to be ludicrously high.
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gornhorror
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Walk softly, and carry a big axe.


« Reply #17 on: May 27, 2012, 07:01:16 pm »

Next time we play, no matter what faction I'm playing, let me have one of those arch druids.  Then you'll KNOW pain.

When we were talking, I didn't know they attacked like longbowmen.  He's gonna rule all, and his price is going to be ludicrously high.


True, but I may change the Summer's Sanctuary ability, and the units range is 14" not 21" like the long bowmen.  So that is a small difference.  But yeah, they need to be nerfed somehow.
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"He remembers how well nobody cared.  He was alone with everybody there.  He took a chance.....and got out of there.  But, all he wanted was LOVE."

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gull2112
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« Reply #18 on: May 28, 2012, 08:13:02 am »

Now, I wasn't at the game you played the other night, so I don't know exactly how overpowered the Arch-druid was, but I would definitely hold the nerf bat in abeyance until such time as folks have learned how to deal with the new faction. Any new faction is going to have an edge when facing opponents who have not developed tactics to counter it and one game can yield results which might be very atypical over-all.

Just adding a word of restraint.  Cool
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Kevin
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« Reply #19 on: May 29, 2012, 09:04:04 am »

Yeah, but there are some abilities which simply can't be balanced, because they make certain units a sure thing and others hopeless--and not every faction has "sure thing" units.


Here are some extreme examples:

1)  Goo sprayer:  makes a range 14" attack at (4) 5/5, where any hit permanently drops a unit's MC to 1.25".  

Any close-and-hose unit would be dead dead dead.  Any decent shooting unit (e.g. Ravenwood Archers) would completely own it.  So if you balance it against the archer it makes your close-and-hose opponent flip the table while if you balance it against the close-and-hose unit then the stand-and-shoot army laughs in your face.


2)  (6) 7/7 engaged attack, 2/1 defense, standard hit points.

Much like the above, your opponent is forced to stand and shoot, as this unit will be extremely vulnerable to ranged attack, and all but invincible (for its cost) while engaged.



3)  1/1 defense, 7 hit points, all attacks get (-4) -0/-0

Destroyed by 6-die cavalry and 7-die units, all-but-immune to everyone else.  Dwarves mark Rune of Uruz on their Hammermen and laugh, while the High Elves go home and cry.


--------------------

Not saying that Summer's Sanctuary belongs on this "extreme" list, nor that everything needs to be 100% even vs. everything else, but IMHO it was a bit too skewed toward favoring a stand-and-shoot opponent.
« Last Edit: May 29, 2012, 09:07:13 am by Kevin » Logged

However beautiful the strategy, you should occasionally look at the results. - Winston Churchill
RushAss
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« Reply #20 on: May 29, 2012, 09:28:21 am »

I didn't play in that game Saturday, but I was sitting next to Brook watching my Orcs run away from Tim's Wuxing force (report later this week) in a different game that was played at the same time.  I did manage to get a picture of this game while taking pics of my own disaster, so here it is for whatever it's worth:

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GoIndy
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« Reply #21 on: May 29, 2012, 11:19:27 am »

Well, it should be noted Brook didn't bring any arch druids in that game.  I'll note we went over pretty much the entire gnome lineup afterward and I didn't think anything else was too crazy, excepting the archdruid.  Well, I didn't like the speed of the slug, but that had nothing to do with cost/broken as much as I think Slug's should move the thickness of a card every other turn.
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gull2112
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« Reply #22 on: May 29, 2012, 12:23:48 pm »

I just wanted the slug to regenerate on the opponent's turn.  No rhyme or reason.  Just wanted to do a few things different with this faction.  I played it for the first time last night.  I like it's synergy.  I need to make some command cards though.  I used the hawkshold deck and it didn't seem overpowered.  I did think that some of the units needed a nerf and I made some changes.  You really have to play-test a faction to see what should be changed.  I plan on playing this faction a lot more to make some more improvements.  Misdirection needs to be toned down a bit.  Also, the giant slug needed to be weakened because it performs too well, even for a wall.  More changes to come in the near future.  Thanks for any comments and/or suggestions that anybody may make.
The problem with having it regenerate arbitrarily in the opponents turn is it basically messes up the turn order for no compelling reason. You need to keep things straightforward or people are going to forget and because, if the game is going to remain intuitive, then it has to make sense.

Other then Kevin's comment, where does the giant slug goo spray ability appear? I agree with Kevin, that is way swingy, worthless or broken. It could be limited to once or twice a game like the dragon's breath weapon, or only last one turn, and it should reduce movement to 2.5" so it is really effective against Wolfriders and other cav, but not useful at all on Dwarves (who act as tho permanently goo splattered).
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Kevin
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« Reply #23 on: May 29, 2012, 12:59:28 pm »

I made up "goo spray" on the fly as something broken.  It thankfully doesn't exist anywhere!
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gull2112
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« Reply #24 on: May 29, 2012, 09:38:37 pm »

I made up "goo spray" on the fly as something broken.  It thankfully doesn't exist anywhere!
Clever, Spanky!  Grin
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wotanson
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« Reply #25 on: May 30, 2012, 07:51:47 am »

As Brooks opponent I have to say it was...interesting. Being a visual person (like most men) it was hard for me to envision the units without a picture on the card, but Brook is a good guy and I was happy to help out with a play test. All my comments I gave to Brook so he should be able to remember them better than I can, (long day, long week) but I did have a lot of fun, as usual.

Cheers!

Oh, btw I want a god damn official rulebook like right now, thanks.
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gornhorror
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Walk softly, and carry a big axe.


« Reply #26 on: May 30, 2012, 01:52:15 pm »

After playing Rob I did make a few changes.  

1.)I realized that I need to weaken the misdirection ability.  Not sure what the change will be right yet, but I would like to gain some benifit while it is checked.
2.)I made the Giant Slug weaker.  I changed it's (5) 4/6 0/4 to a (4) 4/5 0/4 and made the regeneration on the owners turn to avoid confusion and forgetfulness.  I also changed it's 6/3/3 profile to a 4/4/3.
3.)I didn't like the Rangers 3 attack dice when using it's ranged attack.  So I simplified things and gave them 4 attack dice when using ranged or while engaged.  Cuts down on the text on the card, which is always a good thing.
4.)The druid initiates are just 4 attack dice whether they are engaged or using the ranged attack.
5.)The vines and thorns ability text will be simplified so it is clear.  I think I will cause it to put a counter on the attacked unit, and that unit will get to choose what it wants, the damage or the movement class penalty.
6.)I will be changing the Arch Druid's Summer sanctuary ability in the near future as it has the potential of being too powerful.  I have not playtested it yet, but the concensus is that it might be game changing.  I'll hold my thoughts unit I get a chance to play test it a bit.  In addition they only have 4 hit dice now whether they shoot or fight.  My goal is to bring down the point cost of this unit dramatically if possible.
7.) The acrobats have been changed.  They only have 5 hit dice now instead of 6. However, they do not suffer any movement penalties no matter which way they are travelling, foward, backwards, or sideways.  Basically they have maneuver mastery.  In addition, they get (+1) hit dice against routing units, and gain a +1/0 when routing.
8.)The illusionist lost it's ability to give fearsome to units that are 3.5" away.  I did love the roll the dice ability though.  It's a blast.  Very unpredictable, which is what illusionists are anyways.


More to come.  But there is no substitute for actually playing the units in a game.  I learned a lot about what works and what doesn't.

I have just 3 command cards ready, but will post them all when they are finished.  

Thanks Rob.  Always a pleasure.



« Last Edit: May 30, 2012, 04:11:34 pm by gornhorror » Logged

"He remembers how well nobody cared.  He was alone with everybody there.  He took a chance.....and got out of there.  But, all he wanted was LOVE."

KING'S X
gornhorror
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Walk softly, and carry a big axe.


« Reply #27 on: May 30, 2012, 07:44:53 pm »

Here is an updated list of units.

Gnome Tricksters (core) (5) 5/3 3/0 R-0 C-12 M-3.5”
Stat Bar 3/4/2 (Misdirection)
Point cost: 115

Gnome Rogues (core) (5) 5/4 3/0 R-0 C-12 M-3.5”
Stat Bar 3/4/2 (Misdirection)
On the charge turn Gnome Rogues gain (+0) +1/+1 with flank or rear attacking
Point cost: 143(approx.)

Gnome Defenders (core) (5) 5/5 3/1 R-0 C-13 M-3.5”
Stat Bar 3/5/2 (Misdirection)
Point cost: 208

Gnome Acrobats (core) (5) 6/4 3/0 R-0 C-11 M-5”
Stat Bar 3/3/2 (Misdirection)
This unit suffers no movement penalty for sideways or backwards movement.
If this unit routs it automatically reforms at the end of the turn.
This unit gains +2/+0 when it routs and gains (+1) 0/0 against routing units.
Point cost: 190(approx.)

Ranger Squad (core) (4) 6/5 2/1 R-10.5” C-12 M-5”
Stat Bar 4/3/2
Range attack is line of sight.
This unit gains +1/+0 against ranged attacks.
Point cost: 220(approx.)

Druid Initiates (core) (4) 5/5 2/1 R-10.5 C-12 M-3.5”
Stat Bar 3/4/2 (Misdirection)
This unit gets -1/-1 when engaged
This unit may move through forests without penalty
Spell:
Vines and Thorns: If this unit is unengaged during the controllers movement and command phase it may make a ranged attack.  Any unit that receives damage from this attack suffers -1MC and takes one point of damage during it's next movement and command phase.  If the target unit does not move, then no damage is taken.
Point cost: 260(approx.)

Giant Slug (large/elite) (6) 4/6 0/4 R-0 C-14 M-2.5”
Stat Bar 4/4/3
Giant slug regenerates one damage during your movement and command phase.
Point cost: 290(approx.)

Owlbear (large/fearsome) (4) 6/6 2/3 R-0 C-13 M-5”
Stat Bar: 5/4/3
Confusion: Any unit engaged with Bugbear must discard a command card to play a command card.  You must discard two command cards to play a card on this unit.
Point cost: 339

Satyrs (4) 6/5 2/2 R-14” C-13 M-3.5*”(5" when final rushing)
Ranged attack is line of sight.
Heath Bar: 3/3/2 (Misdirection)
This unit gains (+1) +0/+1 +0/+1 when charging
Point cost: 312(approx.)

Garden Pixies (5*) 5*/5* 4/0 R-7” C-11 M-3.5” (7” flying)
Stat Bar 2/2/2 (Misdirection)
Ranged attack is line of site.
(-1) -1/-2 when engaged
Garden Pixies may fire poison arrows 3 times during a battle. Mark off a poison arrow icon each time a ranged attack is made.
Point cost: 171(approx.)

Arch-Druid (4) 6*/6* 3/0 R-17.5” C-13 M-3.5”
Stat Bar 4/3/2 (Misdirection)
This unit gets -1/-1 when engaged
This unit may move through forests without penalty
Point cost: 465(approx.)

Spells:
Vines and Thorns: If this unit is unengaged during the controllers movement and command phase it may make a ranged attack.  Any unit that receives damage from this attack suffers -1MC and takes one point of damage during it's next movement and command phase.  If the target unit does not move, then no damage is taken.

Ram of the Unicorn: Instead of it's normal engaged attack this unit makes an attack at a (1) 8/8 with an impact hit.  This can be done only once per engagement. This counts as playing a command card.

Gnome Illusionists (Elite) (4) 4/3 3/0 R-14” C-13 M-3.5”
Stat Bar 3/3/3 (misdirection)
Point cost: 149(approx.)

Unit ability:
Blur: This unit may disengage after the first combat round with any unit.  At the end of the combat round back this unit up 5" and set it's orders to Disrupted.  As long as this unit is disrupted it cannot use it's range ability.

Spell:
Color Spray:  During your movement and command phase, and if unengaged, illusionists may cast color spray.  Choose a target and roll a die.  Target gains one of the following until end of turn:

1- (-1) -1/0 0/0
2- (-1) 0/-1 0/0
3- (-1) 0/0 -1/0
4- (-1) 0/0 0/-1
5- -2 courage, -1 movement class
6- Casting Players Choice
*****************************************************************************************
Army ability: Misdirection

Spend a command action to check the Misdirection box.   While the Misdirection box is checked both this unit and target enemy unit gains (-1) 0/0 when charging and being charged. When this unit takes two or more damage during an engaged attack you may erase this mark to prevent one damage.
« Last Edit: June 08, 2012, 06:03:40 pm by gornhorror » Logged

"He remembers how well nobody cared.  He was alone with everybody there.  He took a chance.....and got out of there.  But, all he wanted was LOVE."

KING'S X
Kevin
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« Reply #28 on: May 30, 2012, 11:10:10 pm »

Just a FYI, I'm pretty sure that the changes you made to the Giant Slug are going to have the opposite effect from what you intended.  By nerfing both its attack dice and its speed, the point cost will go WAY down--making it an even better tank for its price.
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gull2112
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« Reply #29 on: May 31, 2012, 08:08:36 am »

Just a FYI, I'm pretty sure that the changes you made to the Giant Slug are going to have the opposite effect from what you intended.  By nerfing both its attack dice and its speed, the point cost will go WAY down--making it an even better tank for its price.

I agree with you Kevin, maybe the "Abomination solution" is appropriate here, i.e. make them elite.
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