Tuesday, August 27, 2013

Flag Bearer Analysis and Discussion

Okay, so I wanted to record my thoughts and ideas for the Heroscape flag bearers, and I thought I would make it into a post to share with you. The purpose for this post is to discuss the patterns of the 5 official flag bears (Acolarh, Hatamoto Taro, Laglor, Ornak, and Sir Gilbert) in order to make a flag bearer for both Aquilla and Valkrill. I will analyze their powers with respect to the general they follow, along with their color schemes.

Lets do this alphabetically:

Acolarh
Follows Ullar. The dominate species for Ullar is Elves, and Acolarh is an Elf and one of the 9 Elf Wizards. His powers: LEAF OF THE HOME TREE AURA enhances Life/survivability of Elves using the Valkyrie dice, and ULLAR'S AMULET enhances Move of Ullar units while adjacent. He also pseudo-bonds with Ulginesh through mind link. Ullar's card has a brown border with green as the main color. Acolarh is wearing green and his Flag is a off-white with a green symbol. His color scheme is the only one of the Flag Bearers that doesn't completely follow the card's color scheme.



Hatamoto Taro
Follows Einar. The dominate species for Einar is Humans, and Hatamoto Taro is a Human and a Samurai. His powers: HEROIC DEFENSE AURA enhances Defense of Samurai or Ashigaru using the Valkyrie dice, and ADJACENT TOUGH 1 enhances his Defense while adjacent to Einar figures. He also pseudo-bonds with Kato Katsuro. He is also has the highest point cost and is the least effective. Einar's card has a purple border with a golden-yellow as the main color. Hatamoto Taro is wearing both colors, purple being dominate. The flag is a golden-yellow with purple symbols.


Laglor
Follows Vydar. The dominate species for Vydar is either Humans or Soulborgs, but he is a Primadon. This makes more sense as agents and robots most likely wouldn't be carrying flags. His powers: VYDAR'S RANGE ENHANCEMENT AURA enhances Range for all Vydar units with a range greater then 4, and AUTOLOAD SPECIAL ATTACK provides a Special Attack using the Valkyrie dice. He is the only Flag Bearer without any type of bonding. Vydar's card has a grey border with a blue as the main color. Laglor's fur is grey while the flag is blue and has grey and white for the symbol. 



Ornak
Follows Utgar. The dominate species for Utgar is Marro or Orcs, and Ornak is an Orc. His powers: RED FLAG OF FURY AURA provides bonding with Utgar heroes, and ORC BATTLE CRY  enhances Attack of Orc Warriors using the Valkyrie dice. He also bonds with the Blade Gruts and Heavy Gruts. Utgar's card has a black border with red as the main color. Ornak is wearing black and the flag is red with a black symbol.



Sir Gilbert
Follows Jandar. The dominate species for Jandar is Humans and Sir Gilbert is a Human. His Powers: JANDAR'S DISPATCH enhances Move of Jandar squad figures using the Valkyrie dice, and ATTACK AURA 1 enhances Attack while adjacent of friendly figures. He also bonds with the Knights of Weston and MacDirk Warriors. Jandar's card has a white border with blue as the main color. Sir Gilbert has white on his armor and the flag is blue with white and gold symbols.





The flag bearers all together enhance Life, Movement, Range, Attack, and Defense; with Attack and Movement being used twice.  However, there is only one aura for each. They each target a specific group within their respective generals. Laglor is the odd one in the group, power wise. He is the only one with a Special Attack and the only one with Range, which he also enhances. He is also the only one without some sort of bonding. While Acolarh is the odd one for color scheme. Also, points should be around 100 to 110 Hatamoto Taro is the odd one out here at 130.

For Aquilla and Valkrill I think they should follow the mold set by the majority, but a Special Attack is not out of the question. I also feel that they should not enhance Attack or Movement since they have been used twice. That leaves Life, Range, and Defense. However, I do not think Range should be used either. So, Really there is just Life and Defense. But, there are other things powers in the game enhance or change, these things that could be used as well. Some ideas are enhancing D-20 rolls or changing of species, class, or personality.

So with that basis lets examine possibilities for each new flag bearer.



???
Follows Aquilla. The dominate species for Aquilla is Dwarves. So, I feel the flag bearer should be a Dwarf. His powers: every Dwarf has a defensive power, so I think he should as well, something similar to Hatamoto Taro ADJACENT TOUGH 1 maybe. With Aquilla I also am leaning towards a D-20 enhancement because 7 of the 15 official cards have D-20 powers. Also, as a Dwarf he would bond with the Axegrinders of the Burning Forge. Aquilla's card has a yellow border with dark blue as the main color. As such the flag bearer should be wearing yellow with the flag being a dark blue with yellow symbol(s).


???
Follows Valkrill. There is no real dominate species for Valkrill, he simply does not have enough official units. For this we have to look to customs. Currently I have added more Goblins to the ranks of Valkrill, and the majority of units by the C3V are Undead or Demons. So, really anything could be used once his main faction is determined, but I am leaning towards Undead. His powers: Well I think that I am left with enhancing Life/survivability which will need to target his species along with power that changes species, class, or personality; or a Special Attack.  Another option is to create a power that adds an Order Marker, which might be the most interesting option of all. He will also need the possibility of bonding. Valkrill's card has mixed brown border with brown as the main color. The figure should have a mix of brown colors for clothing and the flag should be a brown with a white symbol.


Making a flag bearer for Aquilla should not be very difficult, it comes down to finding a figure that works and matches the Dwarves. Valkrill will be a bit of a challenge because his forces are so undefined, but the flag bearer could be used to help define and give direction to Valkrill's forces.   

Thursday, August 22, 2013

The Book of Nazgul

The Book of Nazgul
Bangerang Tolkien Custom


The figure used for this unit is Sauron from Heroclix: Lord of the Rings Set.

Character Bio:  
"Nine he gave to Mortal Men, proud and great, and so ensnared them. Long ago they fell under the domination of the One, and they became Ringwraiths, shadows under his great Shadow, his most terrible servants."


BLACK BREATH 
If this Nazgul is attacked with a normal attack by an opponent’s figure and receives enough wounds to be destroyed, roll 2 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any figure that is adjacent to this Nazgul. Figures affected by Black Breath cannot roll any defense dice. After using Black Breath, remove this Nazgul from the battlefield.

FRIGHTENING PRESENCE 
Common figures attacking this Nazgul with a normal attack subtract 1 from their attack dice. 

THE NINE 
You may not have more than 9 Ring Wraiths in your army. 



-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
SAURON’S COMMAND : Ring Wraiths As Ring Wraith a Nazgul may benefit from Sauron's SAURON'S COMMAND Special ability:

Synergy Benefits Offered

Tuesday, August 20, 2013

The Book of Sauron

The Book of Sauron
Bangerang Tolkien Custom


The figure used for this unit is Sauron from Heroclix: Lord of the Rings Starter Set.

Character Bio:
Sauron , the eponymous Lord of the Rings, was the Dark Lord Morgoth's most powerful lieutenant during the First Age, and then as the Dark Lord of Mordor the creator of the One Ring, whom the Fellowship of the Ring sought to defeat by destroying the One Ring.


LORD OF THE RING
At the start of the game place The One Ring Glyph on Sauron’s Army Card. When Sauron is destroyed place The One Ring on the space that was occupied by Sauron.


SAURON’S COMMAND
When revealing an Order Marker on Sauron, before taking a turn with Sauron, you may take a turn with any 2 Ring Wraiths you control.

SWEEPING MACE SPECIAL ATTACK
Range 1. Attack 5.
Choose a figure to attack. Any figures adjacent to both Sauron and the chosen figure are also affected by Sweeping Mace Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

TERRIFYING PRESENCE
All opponent’s figures within 3 clear sight spaces of Sauron roll one less defense die against normal attacks. All opponent’s figures adjacent to Sauron roll one less attack die when attacking with a normal attack.


-Rulings and Clarifications-
EVENT HEROES:
This rule, although optional, should always be used when playing with an Event Hero. The main thing to remember about Event Heroes is that because they are a different type of hero, they are not susceptible to powers that specify Unique or Common Heroes.

EVENT HERO SPECIAL RULE:
When selecting cards to put in your Army, you cannot select two of the same Event Army Card. Event Heroes are never destroyed without first taking enough wounds to be destroyed. If a terrain rule or a special power on any Army Card, Glyph, or Destructible Object would automatically destroy an Event Hero, that terrain rule or special power instead inflicts 4 wounds on that Event Hero. Players may never take temporary or permanent control of an opponent's Event Hero.

EVENT HERO CLARIFICATION
Event Heroes may not pick up Equipment Glyphs. Equipment Glyphs may only be equipped by Unique Heroes.

_________________________________________________________________

-Combinations and Synergies-
Synergy Benefits Received
 

THE ONE RING :  Might of Sauron 
Sauron starts the game with The One Ring on his Army Card. While he has The One Ring he gains THE MIGHT OF SAURON, increasing his Attack and Defense values by 4.

THE ONE RING :  Ruling Ring
Sauron starts the game with The One Ring on his Army Card. While he has The One Ring he gains the power RULING RING.
  • RULING RING
    When revealing an Order Marker on Sauron, before taking a turn with Sauron, you may Roll the 20-sided die. If you roll a 17 or higher, take temporary control of any 1 Unique Hero holding a Ring of Power and immediately take a turn with that Hero. At the end of that turn, control of the chosen Hero returns to its previous owner. All Order Markers that were on the figure’s Army Card will stay on the Army Card. 

WOLVES OF BADRU : Darklord Bonding
As a Darklord, Sauron may benefit from the Wolves of Badru's DARKLORD BONDING activation synergy

Synergy Benefits Offered
SAURON’S COMMAND : Ring Wraiths 
As Ring Wraith the following may benefit from Sauron's SAURON'S COMMAND Special ability:

Saturday, August 17, 2013

Weekly Update

This was a productive week for Heroscape. I was able to do a bunch of testing for units that I am designing. However, school is starting back up so things are going to slow down quite a bit. The other exciting thing from this week is I released the first of my Tolkien customs: The One Ring. Next week I will release the first 2 units from the lands of Mordor. Can you guess who they will be?

Also, I have started building a cityscape map using Grishnkh's custom buildings. You can find them HERE over on Heroscapers.com. So far I have the foam core cut and put together for a few buildings. Now I just need to attach the printouts using some spray adhesive. 



Hopefully, I will have them finished up by next weekend...once I do I will upload pictures to show them off.

Wednesday, August 14, 2013

The Book of the Glyph of The One Ring

The Book of the Glyph of The One Ring
Bangerang Tolkien Custom

Glyph Side 1

Glyph Side 2
Glyph Bio - The Ring seemed to be made simply of gold, but it was impervious to damage. It could be destroyed only by throwing it into the pit of the volcanic Mount Doom where it was originally forged. Unlike other rings, the One Ring was not susceptible to dragon fire. Like some lesser rings forged by the Elves as "essays in the craft" – but unlike the other Rings of Power – the One Ring bore no gem. Its identity could be determined by a little-known but simple test: when placed in a fire, it displayed a fiery Tengwar inscription in the Black Speech of Mordor, with two lines from a rhyme of lore describing the Rings:
Three Rings for the Elven-kings under the sky,
Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die,
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them
In the Land of Mordor where the Shadows lie.

-Type of Glyph-
  • Permanent Treasure Glyph: The power of a Permanent Treasure Glyph is in effect for as long as a figure is holding it.
-Rulings and Clarifications-
  • The One Ring is a double sided card (or has two cards that correspond to it). One side is for Sauron as the wearer and the second is for other figures.

Monday, August 12, 2013

The Dread Eye's Phantom Conversion WIP part 6

As I mentioned in the last weekly update I was able to get some of the missing parts, as seen below. But, I still need to get a cannon to replicate for the six gun ports.


Well, I have decided to continue doing as much as possible...and I have new parts to paint. First, one of the mast pieces is bendable so it will have to be super glued to prevent that from happening.


So, after the glue dries I will paint them the same way as the rest of the ship.

Next on the list is to add a little bit of detail, time to pain the cannon ports and the other ghostly parts on the hull. I mixed a custom color for the parts on the hull, using a teal, blue, and black. Here is a picture of one of the parts without the new paint and one with:


Here is a picture showing the cannon ports and the ghostly part of the hull.


The color I painted on the hull is a bit lighter then the rubber cannon ports, but I like the way it looks. Next, it is time for a little dry-brushing on the cannon ports and the ghostly parts. This will really help bring out the hidden detail. I used a very light teal to do this. Here is how it turned out:


Time to work on the lights. The lights are activated 2 ways; first, there is a button that sites on the floor of the lower deck when the cannons would sit and second by a pushing on part of the shoot from the skeletal/bone hole found near the stern. Because, I plan on having much smaller cannons that are much more realistic to Heroscape scale and not having the main deck removable the buttons on the lower deck really won't be functional. So, I will have to modify the button found in the shoot.

Here is a picture of the shoot with a hole drilled through it. Instead of having the lights activate by pushing on this part of the shoot, which is near the bottom of the ship I am going to extend the wires and place the button so it is easy to press and so that nothing can fall down that shoot.


Besides drilling the hole for the wires to go through I super glued that part in place and then finished painting the inside of the shoot black.

Now, I cut the wires and strip the ends so that I can extend them. Be very careful doing this as wires are very small.


Then pull through the hole, and add the extensions. 


Time to test the lights to make sure the button is working.
 

Sorry for the blurry picture but as you can see the lights work.

Note that the shoot has a lower and upper part, as it is part of the hull that is also 2 pieces. The hole for the wires is in the lower part of the shoot. For the upper portion the plan is to cover it and attach the button to the cover, making it easy to activate the lights. To do this I cut a square piece of left over plastic card from the for sale signs used for the base of the decks. Here it is uncovered and covered:



Then I cut a hole for the button.


Before putting the hull together I need to finish the preparations of the lower deck for the installment of the cannons. Because I am cheap and the lower deck and cannons really won't be seen there is no reason to have complete cannons sitting inside. I plan on making a mold and casting replicas of a cannon. I will only be using the barrels of the cannons for this ship and I will be gluing them in place on a styrene (plastic) sheet. The sheets that I use will be thicker and cost more then the $1 plastic for sale signs used earlier.

Now take a few measurements and cut out the rectangular pieces.


Next, I painted them a gloss black and glued them in place one at a time to the lower deck.


Now it is finally time to put the lower and upper hull pieces back together! Here is what the inside should look like:


Don't forget to make sure the wires are extending through the upper portion of the shoot. Once the two pieces of the hull are back together it is time to glue the button/switch for the lights in place on the bottom of the plastic card cut earlier, and then glue the plastic card in place on top of the shoot. I also gave it a gloss black paint job.


Once  that is done it is time to put the completed upper stern back into place. Here is a picture of the bone/skeletal hole that now has the switch for the lights.


And here is a picture of the ship put back together.


That's all for now...things still on the to do list to complete:
1. Replicate a cannon and glue in place
2. Modify ladder rungs for stairs
3. Finish painting masts
4. Make sails
5. Make/buy/modify a steering wheel and anchor







Saturday, August 10, 2013

Weekly Update

Now that Wave 2: Into the Wild is complete it is time to move on to the other Heroscape projects. I should have a few Lord of the Rings units to release in the next few weeks and time to continue work on the Dread Eye's Phantom and Black Pearl conversions.

I also, picked up some more miniatures, for more customs. First, up is 4 more Reaper miniatures, 3 are from the Bones Kickstarter, including the pirate captain!


Next, is the D&D Drider Sorcerer who has a great paint job and fits in nicely with my Loth Spiders.


Finally, D&D's Count Strahd Von Zarovich, Vampire. Very nice sculpt and I can't wait to add to the Esenwein family.


That's all for now, keep checking in for more Heroscape.

Thursday, August 8, 2013

The Book of Horned Skull Champion

The Book of Horned Skull Champion
Bangerang Wave 2
- Into the Wild - Valkrill's Hoard


The figure used for this unit is the Bugbear from Reaper Legendary Encounters. 




EXPENDABLE RABBLE
If this Horned Skull Champion is attacked with a normal attack by an opponent’s figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to this Horned Skull Champion to ignore any wounds this Horned Skull Champion just received.

RABBLE ROUSER
After revealing an numbered Order Marker on this Horned Skull Champion’s Army Card and before taking a turn with this Horned Skull Champion, you may move up to 3 small or medium Common Goblin figures you control up to 4 spaces each.
 


-Rulings and Clarifications-
Q. EXPENDABLE RABBLE vs. LIFE DRAIN
If a figure with the LIFE DRAIN special ability (such as Cyprien Esenwein) wounds a Horned Skull Champion, does activating EXPENDABLE RABBLE deny the attacking figure the opportunity to remove a wound marker for LIFE DRAIN?
A. Yes. The Horned Skull Champion's card instructs the player of the defending Horned Skull Champion to "destroy" the Goblin Cutter, not the attacking player. Since the attacker technically is not the one destroying the figure, the attacking vampire does not get to remove a wound marker for LIFE DRAIN.
_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
EXPENDABLE RABBLE : Small Goblin figures
As Small Goblins, the following may aid the Horned Skull Champion with his EXPENDABLE RABBLE self-preservation tactic.



Synergy Benefits Offered
RABBLE ROUSER : Common Goblin figures
As small or medium Common Goblin figures the following may benefit from the Horned Skull Champion's RABBLE ROUSER movement bonus.

Wednesday, August 7, 2013

The Book of Goblin Archer

The Book of Goblin Archer
Bangerang Wave 2
- Into the Wild - Valkrill's Hoard


The figure used for this unit is the Goblin Archer in the Goblin 3 pack from Reaper Legendary Encounters. 


GOBLIN VOLLEY SPECIAL ATTACK
Range 6. Attack 1 + Special.
Instead of moving and attacking normally with a Goblin Archer, you may choose a figure to attack with Goblin Volley Special Attack. Add 1 to that Goblin Archer’s attack die for every additional Goblin Archer you control within 2 clear sight spaces of that Goblin Archer, up to a maximum of +3 dice.

SCALE X2
When moving up or down levels of terrain, Goblin Archers may add 2 to their height.   
 


-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
HORNED SKULL CHAMPION : Rabble Rouser
As small Common Goblin the Goblin Archer may benefit from the Horned Skull Champion's RABBLE ROUSER movement bonus.

Synergy Benefits Offered
HORNED SKULL BRUTES : Expendable Rabble
Because the Goblin Archer is a small Goblin figure, a Horned Skull Brute may use EXPENDABLE RABBLE to sacrifice a Goblin Archer in order to ignore a wound. 
  
HORNED SKULL CHAMPION : Expendable Rabble
Because the Goblin Archer is a small Goblin figure, a Horned Skull Champion may use EXPENDABLE RABBLE to sacrifice a Goblin Archer in order to ignore a wound. 

Tuesday, August 6, 2013

The Book of Goblin Ravagers

The Book of Goblin Ravagers
Bangerang Wave 2
- Into the Wild - Valkrill's Hoard


The figures used for this unit are 2 of the Goblins (non-Archer) in the Goblin 3 pack from Reaper Legendary Encounters. 


HUNTER BONDING
Before taking a turn with Goblin Ravagers, you may first take a turn with any medium or large Hunter Hero you control.

MARK OF THE HUNTED
When attacking a figure that is adjacent to any medium or large Hunter Hero you control, Goblin Ravagers add 2 to their attack dice.

SCALE X2
When moving up or down levels of terrain, Goblin Ravagers may add 2 to their height.   
 


-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
MARK OF THE HUNTED : Hunter Heroes
When a Goblin Ravager is adjacent to a medium or large Hunter Hero it may benefit from their Mark of the Hunted Special Ability.

HORNED SKULL CHAMPION : Rabble Rouser
As small Common Goblins the Goblin Ravagers may benefit from the Horned Skull Champion's RABBLE ROUSER movement bonus.

Synergy Benefits Offered
HUNTER BONDING : As a medium or large Hunter Hero the following may benefit from the Goblin Ravagers' HUNTER BONDING:

HORNED SKULL BRUTES : Expendable Rabble
Because the Goblin Ravagers are small Goblin figures, a Horned Skull Brute may use EXPENDABLE RABBLE to sacrifice a Goblin Ravager in order to ignore a wound. 
  
HORNED SKULL CHAMPION : Expendable Rabble
Because the Goblin Ravagers are small Goblin figures, a Horned Skull Champion may use EXPENDABLE RABBLE to sacrifice a Goblin Ravager in order to ignore a wound. 

Monday, August 5, 2013

The Book of Cthulhu Tentacle

The Book of Cthulhu Tentacle
Bangerang
Wave 2 - Into the Wild - Valkrill's Hoard 

The figure used for this unit is the Otherworld Arm from Dungeon Crawler: Set 1 
From the Depths. 



SAND TUNNEL
If a Cthulhu Tentacle ends its normal movement on a sand space, you may immediately place it on any empty sand space within 4 spaces. If a Cthulhu Tentacle is engaged when it starts its Sand Tunnel, it will not take any leaving engagement attacks.

GRAFT
After attacking an opponent’s Unique Hero, if that Hero has at least one wound and is still adjacent to this Cthulhu Tentacle, you may roll the 20-sided die. For each wound on the chosen Hero add 2 to your die roll. If you roll an 19 or higher, destroy this Cthulhu Tentacle figure, then take control of the chosen Hero and remove any Order Markers on its Card. You now control that Army Card.
 


-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A
Synergy Benefits Offered
N/A

Saturday, August 3, 2013

Weekly Update

Another busy week, I did have a little bit of time to get in a few 4 player Heroscape games. I also had a little time to get some work done on the Dread Eye's Phantom and will have an update next week. But the best part was that I was able to pick up a few of the missing parts for the Dread Eye's Phantom and the Black Pearl! Here area a couple pictures of the parts:



Next week is the last week for the release of Wave 2: Into the Wild! I am glad to have this out of the way...but I have already started designing and testing units for the next Classic release as well as units for Tolkien scape and Super scape...but that is for a later time. Valkrill's army continues to grow as he summons more dark and chaotic creatures, will the now weakened alliance be able to fight of the power of Utgar, Vydar, and Valkrill? Here is the remaining units to be released:

Wave 2: Into the Wild
Set 4: Valkrill's Hoard
Cthulhu Tentacle
Goblin Ravagers
Goblin Archer
Horned Skull Champion