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GrandClam

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  1. Anyone have any good ideas for this uber-sniper character? I've tested 2 or 3 versions as of yet and every single one has been severely underpowered. Right now I'm fiddling with the idea of a new weapon-type: Sniper, 7 (possibly 8) dice, unlike Heavy weapons, sniper weapons may ONLY attack on overwatch. I made Freya's special object to be that evil-eye thing from Field Ops, it allows her to make an attack against any enemy model on the board negating LOS. -At the end of a turn, if Freya is still on overwatch, she may either Place the "scope" token on a character card, or Attack an enemy whose card has the "scope" token. (possibility: remove the scope token whenever Freya attacks) I like the game mechanic thus far, only is has proven to be very very ineffective. Ideas?
  2. This has been the main problem I've had with Tannhauser's revised edition, over anything else. I just recently came back to the game and I'm finding it hard to be as fun as I think it should be. Maybe me and my friends just roll really well on shock rolls and not on attack, but it seems that in most games- no characters die (especially in 3 CP games), one or two at best. I'm trying out a new house-rule that you only roll 3 dice for shock. Does anyone else have this problem? Anyone have any good remedies for it? I know that Deathmatch mode is a good remedy for it, but I find that Deathmatch mode is really just a contest of who has the most combat packs.
  3. Not overpowered! His mental stat would probably be 5 at the highest, and must win a mental duel as the attacker to place "mercy" tokens. In fact, in order to keep him from being useless I was thinking of adding an extra die to his roll if he has not yet used mercy on them and subtracting one if he has attacked them while they have a mercy token. Also, I haven't finished their rules, but you would either place one or two mercy tokens. one would be removed after the target's next activation. two would be removed one by one at the refresh step. This would keep things from needing 100 mercy tokens and the guy from being overpowered. (though I still don't think he would be, a simple HtH weapon and overall CV 4 doesn't make for a very good attack). Keep in mind he's a pilot, not at all like Mizu or Itami- his stats are rubbish compared to them. He's a support character like Irina, think stats and combat ability around those lines. As for the Kamikaze attack, that mostly just alters the game board. Sure you could put it over a much needed token the opposing team wants, but you have no say as to when the actual tokens and possible damage are placed- the dice do. ex: bringing in drop-troops in Warhammer 40k. I'm thinking the ability will go off on the roll of a 1 or 2, so a 1 in 5 chance each turn of it actually working. I figure most games are around six or so turns, that should work nicely. It will either come in at the start and give the shogunate a nice boost, or come in too late to do anything. Thank you for the aircraft Idea, I know it wasn't very good. basically just took a hero away from the shoguns and makes the other team start with wounds. I'm leaning towards, he can exit the game board via any entry point and blah blah blah. I don't like regular attacks, though. Almost every character I make inflicts automatic wounds with special abilities. My reasoning: Epic Characters. Natalya is slated to heal and Asteros is made to never take damage. 95% of attacks are meaningless to those characters, or at least Asteros. I want the ability to field such characters in Deathmatch or any mode. If the plane does CV6 5dice, it's going to deal a wound to most all characters except for those mentioned. An automatic wound will still only deal a wound to those characters, but will also hurt Asteros. But now you get my reasoning for him not being overpowered. Mercy tokens don't last long, and that's IF you get can get it to work. It was never my intention to make them lasting, even if he doesn't attack or anything. He would surrender but then the people would be all "Um...why is he still completing objectives?"
  4. Alright here's everything on my list. Gegengheist Gruppe (Jurgen Wulf, Gen. Mauler, Dr. Bathory, Krieger twins ((all at some stage of development)) Scientist trooper, Jetpack trooper ((not even started, but star wars snowtroopers with some mods seem to fit the bill))) Trevor Bruttenholm for BPRD Mercenaries: Disguising Spy Mummy and here's what I'm REALLY looking for and wanting help with, customs for the Shogunate! I want to take a small step away from the whole, tradition and honor thing and make characters focused on the horrible things done in the pacific during WWII Unnamed Male (Kiriyama in homage of BR?) - This guy is pretty sketched out already. His model is the Disciple of Ragnos from Star Wars minis. This guy is a jerk, and the Capt of an elite aircraft squadron known as the Killer Bats (thought I'd keep the anime theme). Due to the Shogunate's dwindling war resources, he has fought all over the place; instructing his troops to **** and murder during the occupation of China and sinking ships in Pearl Harbor. Special Object- Kamikazi. He can call down one of his aircraft to crash somewhere on the game board and place lots of volatile rubble and rubble and hurting anyone underneath. I'm thinking a random roll each turn to make it come down after declaring where- so it becomes one of those "Uuuhhh, should I go through there?.." moments. (and when you finally think it through to go, that's when it finally explodes, falls, etc) Combat- Wakisashi: (just a HtH weapon) Surrender: If beat target in mental duel place "mercy" tokens on them. A character with mercy tokens cannot attack him Merciless Strike: If attack target with mercy tokens, does HUGE damage Stamina- Wakisashi Smoke Grenades Kansai Land Mine Command- Wakisashi Airplane: (I'm thinking) you can roll a die up to three times before the first turn and consult a chart to see if you deal automatic wounds to any opposing characters. For each die you roll, this guy misses a turn. (so if you roll three, he could come in on the fourth turn) ??? IDEAS AND SUGGESTIONS PLEASE Tokyo Rose (Sorceress Himiko?) I suppose she would have more bonuses against males than Miah's mercenary lady and use the Heroclix Kabuki mini. Also use mental powers if she is the himiko lady. Radioactive Zombie Mutants (troops) The Manhattan project had some unforeseen side-effects....
  5. no suggestions, looks perfect! very kickass.
  6. To be fair, hass horbinger is pretty hard to hit with any faction.. I would bulk up on shin agents, if you have two available to you. Seems to me that all the best Reich tactics involve staying off of the opponent's paths, but that's the exact opposite of what you would want to do against the shin. I forget the rest of their stuff, don't really play shogunate. maybe pick the packs that maximize their attacks. kill off everything but hass and then just gun him down with pistols later.
  7. I know, I was just saying too. maybe they'll see it. a bit off subject, is the celerity included with Mizu Kage a bonus token for her or a misprint?
  8. Do you happen to have a polished Vicar anywhere, Miah? I'm trying to figure out a way to make it SUPER awesome. I love taking actual weird soldier factions and tossing them into an alternate universe, like the TOY Streltsy and whatnot. I'm looking for a different model too though, I'm dying to make a witchhunting character or faction and Vicar would fit the bill but I don't like his axe. anyway, I'll shut up- on to business. Jeal De'Mason Ver. 1.2 - While unplaced on the board, Jeal does not gain or lose a primal token during that turn (the first turn, uncreated game abilities, etc) (additional rule to Skinchanging) - In order to replace Jeal's human form with his wolfbeast, you must have at least 2 primal tokens. (additional rule to unarmed wolfbeast attacks) - Also, every roll of a natural 10 counts as 2 successes. -Jeal's Movement attributes in wolf form are now 9,8,8,7 This is the most important rule, I don't think it overpowers him, at all really- but I am still not 100% on it. - While in wolfbeast form, Jeal may not be removed as a casualty. Instead, he uses the following attributes CV 6, SV 4, MV 1, Move 4 or 5. CP may no longer be spent on him for any reason and if further attack successes or automatic wounds are inflicted- the opposing team that caused them gains CP on a 1 for 1 basis. (He might also lose the ability of a 10 equaling 2 successes- but I'd rather leave him just as nasty in order to play off of opponent stupidity- besides, now he must attack the closest enemy and only has 4 or 5 movement.) Whenever Jeal returns to human form, remove him as a casualty. errata: - skinchanging may also be used as a declared action in wolfbeast. Regeneration in the stamina pack also substitutes as a possible declared action. As far as Jeal's movement is concerned, these actions work the same as attacking. You have to move into HtH with the closest enemy (if possible) and can use the rest of your movement to move wherever you can/like. If not within movement range of an enemy and using one of these alternative actions, you can move wherever you like. (this just makes things more complicated, I know- but I like it. The Union has enough simple characters) BASIC STORY PLOT Jeal's ancestors were a lineage of mystics in their homeland of Africa. In the Americas they became practitioners of voodoo, delving deeper into the black arts and the mysteries this new world they were forced into had to offer. The De'Mason name used it's powers to strike back at their captors. As deeper wisdoms only known to the natives were uncovered, the name became associated with howling, terrifying beasts. In such a way, Charles De'Mason wrought havoc upon the confederacy during the civil war before he died, and although scorned by his mother, Jeane De'Mason, his grandfather's unnatural practices fell into the hands of a young Jeal. A series of uncontrollable horrendous acts led to the incarceration of Jeal, where he was taken to Area 51 for study. He was given a choice, combat fatigues or an electric chair. It was a desperate move to rely on such a creatures abilities in the war effort. And he was immediately dispatched to the one unit thought to be able to control him.. the 42nd.
  9. Once per activation is used too much, it should be as much as possible- but instead only grants +1 success or +1 on a roll of ten. roll of 10 would be cool because it would seem like having to pass a stealth test to actually backstab. Might underpower her stamina pack a little bit, but meh.
  10. Forgot, pretty important, skills are: HtH, Athletics, Sneak, Archaeology Also, DnD uhallowed werewolf mini looks pretty good too. stumbled upon it while trying to digupstuffforVicar Reinhart
  11. This character would basically be a mix between Doc Savage's Liz Sherman and Warhammer's Konrad Von Carstein. The models I have used are the Heroclix Ultimate Falcon (with wings cut off and a home-made pistol) and the Reaper Werewolf model (the good one- but a Blitzhund from that one game would be sweet too). Jeal De'Mason would be a mystic inspired character. His ancestry were mystics back in africa who became practitioners of voodoo and other rituals in the Americas. Blah blah blah, native american stuff, blah blah, Jeal De'Mason is a werewolf. Faction Loyalty- UNION Human form stats: CV- 5,4,4,3 SV- 4,4,3,3 MV- 3,3,4,4 MoveV- 6,6,5,5 Wolfbeast form stats: CV- 6,6,6,6 SV- 6,6,6,5 MV-2,2,1,1 MoveV- 8,8,7,7 Wolfbeast special rules: - The only action that can be taken in Wolfbeast form is declaring an attack, it must be made against the nearest enemy model if possible (you may choose if more than one), if not possible, then all movement must be used to move as close as possible to the nearest enemy - Wolfbeast form may only use Ability tokens - CP may only be used in Wolfbeast to shake wounds and for counterattacks - When shaking wounds in wolfbeast, a CP shakes up to 2 wounds - When making an unarmed attack, rolling a success on a die lets you roll that die again, results are cumulative, you may not roll more than 10 dice this way. -When a declared attack action is cancelled for whatever reason, add 1 primal token. - When making an attack or shock roll, you may remove 1 primal token to negate ALL negative modifiers for that roll. SPECIAL: SkinChanging- At the start of every turn Jeal is in "human form" ,and the human model is on the table, add 1 primal token to your character sheet. At the start of every turn Jeal is in "wolfbeast form" , and the wolfbeast model is on the table, remove 1 primal token. If at the start of a turn Jeal is in human form and you have collected 5 primal tokens, do not add a primal token, your action this turn must be used to change in wolfbeast form. At the end of a game turn in wolfbeast form, if you have no primal tokens left- replace the wolfbeast Jeal with the human model. You may change to Jeal's other form as an action in either form. COMBAT: Colt 1911- Weapon, Pistol Knife- Weapon, HtH Savagery- Ability, In wolfbeast form you are treated as having the null mental characteristic STAMINA: Colt 1911- Silencer- Hardware, When you attack with a pistol your target may not counterattack Regeneration- Ability, As an action you may move up your health indicator one row. Only usable in Wolfbeast. COMMAND: Colt 1911- Voodoo Doll- Occult, discard when declaring an attack action to target any model on the game board for the attack. Unearthly Howl- Ability, discard at any time during the initiative phase to force your opponent to fail the roll. Any CP spent are lost. Only usable in wolfbeast form. So, let me know what you think or what have you. Basically, Jeal is based around the ability that he "can" one-hit kill any character in the game, so everything else sucks. He also adds HtH to the Union at the cost of extreme uncontrollability. Some things that are subject to change are his stamina #'s in wolfbeast and the 10 die limit on his attacks may be changed to 12.
  12. Good point, never noticed that. Still, I'd use house rules to let the ability destroy them anyway because he's a buttface poopmonster. Besides, I'd e surprised to see Yula live long enough to destroy just the axe.
  13. what I've noticed about Asteros is that he is based solely on the fact that his team is incapable of reinforcements in the 3CP deathmatch and basically gets no CP is games less than that. Still, I use house rules and abitrary game balance. such as: New player with Asteros vs. experienced player= no change (new player still going to lose) otherwise I have afew mainstay Asteros rules. Asteros' team cannot choose bonus tokens (seeing as that's an optional rule anyway) and/or that he is worth -2CP instead of 1. Each faction has ways of dealing with him. Union: heavy guns, use their core team (Tala, John, Barry). Give Tala's extra ammo to Barry or John and pray you get continuously lucky. Tala: Combat, John: Combat, Barry: Combat or Stamina, Trooper Alpha(s): Combat and/or Trooper Delta(s): Mental (trooper delta's mental pack won't do anything to Asteros, but remember you have a whole team to contend with.) Matriarchy: use their core team with lots of healing, Zorka's stats will actually be stronger than Asteros with Irina. Give Zorka the electric truncheon ASAP and have as many healing voivodes as possible along with Irishka. Zorka lacks Asteros' power but is much better than him if you manage to keep her team alive. I'd use Irishka's stamina or mental packs to get stamina bonus or even more voivodes. Zorka: Stamina, Irina: Stamina or Mental, Irishka: Stamina, Voivodes: Healing and CV boost Reich: I would stick with the anti-asteros squad I thought up (I don't quite remember what it was), but always use Hass Horbinger with mental pack. Also try out a HORRIBLE combination with Hass Horbinger with mental and x2 Strosstruppen with mental. As long as the Strosstruppen are at full health, they'll take the 2 wounds from Hass' reichdoktor ability but will almost certainly then heal the wounds with their attack damage. Yula can also be a good idea, get lucky on her attacks and you can leave Asteros naked. Shogunate: Haven't ever played as them yet but I would suggest Mizu with stamina as a mainstay, unless you have a certain tactic planned out. With her stamina Asteros cannot even touch Mizu other than bullrushing. Iroh I would say is also a mainstay, but his pack would depend on what your tactics are, I'd use either Combat or Mental. Iroh: Combat or Mental, Mizu: Stamina Right now I am also working on a Werewolf character for the Union who is VERY difficult to control, but could quite easily tear Asteros AND his team to shreds... so long as he can manage to stay in beast form and get lucky on dice rolls. If anyone has ever played as the VC is warhammer fantasy, this guy is basically Conrad Von Carstein.
  14. I can see where you guys are coming from when you say that fire grenades also have the smoke effect, I have no argument this time- I'll just continue to play my way silently. But let me brush something by you all: If fire tokens also have the effects of smoke, is there ANY point of taking Delta's other packs? No. I don't care what anyone else thinks, no there isn't. So I will continue to play with them only doing fire damage. As for people saying they're unbalanced, I don't believe so. I've used fire grenades plenty of times and had them used on me plenty. In the last game I was playing Matriarchy versus Union w/ Asteros (w/ combat) in CTF and won. Fire grenades f*** you up sometimes, but that's all that guy does. Gorgei moved through 4 circles, he took at least 3 wounds but because of a CP to stamina and a CP to shake- he only took 1. A CP to Irishka worked just fine, she must've moved through at least 6 circles and didn't take one. I've seen Zorka take a wound from fire, but I didn't and she must've moved through 8 circles. We were playing Gevaudan and they had put the fire on the red path on the very first turn- guess which entry point I was using? Pair of voivodes was decimated as soon as they hit the table and another was trapped in the corner by the gas tank. As far as strong characters like Barry and John entering one space and shooting somebody, I think that's the point of the fire grenades. Does the person stand a better chance of moving through a few circles, or testing their luck against those guys? And it's not like that character is all by themself, either. The guys I was playing against figured that they would just trap Irishka and then gangbang her anally with Barry's big black Flash gun A6A and Hoax and Delta. Didn't happen that way. Sure she was trapped and Barry could do what you're saying, but Gorgei and Zorka charging through fire with Irishka shooting mines over their heads put a stop to that **** before it even started. I can see fire grenades being a problem for the lower defenses of the Reich, but many Reich characters have OOP attacks- why would they EVER be anywhere near somebody with a fire grenade and if they are- why are they not in a position where they can escape it in 1 or 2 moves? And THEN, most of the other Reich characters are melee- so if they are right up in the Union's face like they should be- Delta is going to have to burn himself as well or retreat and f*** up their field position (probably just to be chased down and disemboweled by a charred and VERY pissed off Strosstruppen next turn). As i look at this stuff more, I think you guys are right about it screwing up LOS and all that- The fluff text describes it as having been accidentally developed during tests for the M15 grenade. But still, I'm going to play it my way not only for game balance- but for the balance of Delta's packs. I'm just going to deal with it like an actual phosphorous grenade. Sure it produces "smoke", but that "smoke" is burned up instantly and serves as fuel for the fire- not for nerfing LOS.
  15. Yeah, Hass has some weird abilities. Especially his stamina pack, if you happen to figure that out- let me know lol. Hass attacks off path oh, nevermind- I get it. lol, mid-sentence. Get him injured to his last row to mess up enemy rolls really bad, then from that point on reflect wounds onto friendly characters and put him right up in the enemy's face. Still, I don't like that setup. I've found that in any tactical game if you buy a unit with the purpose of being hurt or killed (even for an ability), that's exactly what they do. Also, I figured out why asteros is the way he is- 3 point games. His team cannot summon reinforcements without special tokens and your team can just send up troop after troop as cannonfodder. I've still been trying to think of more anti-asteros tactics but can only come up with the Reich. Eva is a great choice, probably better than Yula. I was playing a game with her and kicking ass, but then I noticed that she is supposed to roll 5 dice on melee attacks, not 4. Then she did even better. A good roll with Yula will destroy Asteros' equipment, but take Eva on the other hand- With Heizinger's bonus she would roll 6 dice. Add a CP to make CV 6 and she'll have 4 successes. We'll assume she won't live long enough to roll two 10's in one roll, but assume she gets a 10. That's five successes and Asteros rolls only 3 shock. Use Reichdoktor, if you must, and that's 4 automatic wounds. The shocktruppen can take it from there. For Union I can only think of smoke grenades. John and Tala w/ combat. Disable the opponent's attack and then force Asteros into 1v1 with John after Tala gives him extra ammo. If you're lucky, one of those rolls will have 7 successes. Barry can get 8 successes, but it's not very likely and he's not immune to smoke. Ramirez has lots of smoke immunity but can't help against Asteros. I guess you would just take 2 troopers Alpha w/ combat and hope for the best. I've been wanting to make a bonus token for Persius' dagger. I'm thinking it should: Persius' dagger is still lodged deep within the minotaur. As a bonus token, instead of taking up an equipment slot on a friendly character- It takes up an equipment slot on Asteros' sheet chosen by Asteros' player. Maybe add some cinematic effect to it. When Asteros attacks someone in HtH, instead of a normal counterattack they may take Persius' dagger, if they have room for it. In a later turn they can discard it while adjacent to Asteros and make some sort of test and... I don't know, inflict 2 automatic wounds or something. Maybe they have to make a mental test, then a stamina test, and then a combat test. If they pass all three then they inflict woundage You know how movies are, the big badguy already has something lodged in him and he keeps coming- or the good guy's weapon is broken and they make one last desperate attack, or both.
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