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    W3 Commander Kaelex - released

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    Lord Kai

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    W3 Commander Kaelex - released

    Post  Lord Kai on Sat Apr 05, 2014 4:33 pm

    COMMANDER KAELEX
    NWHC Wave ? – Wave Title - Pack Title






    PDF DOWNLOAD, front
    PDF DOWNLOAD, back

    Figure:  Heroclix, Gears of War, General Raam 009

    General: Utgar
    Planet: Magrodorax

    Species: Magrodon
    Type: Unique Hero
    Class: Warden
    Personality: Merciless
    Size: Medium 5

    Points: 120
    Stats
    Life: 5
    Move: 5
    Range: 7
    Attack: 3
    Defense: 4

    Special Powers
    GUARD PATROL BONDING
    After revealing an order marker on Commander Kaelex, instead of taking a turn with him, you may take a turn with 3 common Guard heroes you control that follow Utgar.  Any guard heroes taking a turn must be within clear sight of Commander Kaelex or adjacent to a Unique Hero that follows Utgar before moving.

    DEAD MAN'S SWITCH
    If Commander Kaelex receives enough wounds to destroyed, roll 3 attack dice.  For each skull rolled, you may inflict one wound on any figure adjacent to Commander Kaelex or to one guard you control that follows Utgar.  If a guard you control is destroyed with Dead Man's Switch, choose 1 figure adjacent to that guard to receive 1 wound.  A figure cannot receive more than 1 wound from Dead Man's Switch.  After using Dead Man's Switch, remove Commander Kaelex from the battlefield.

    Character Bio:
    The Magrodons are a scientifically advanced race of humanoids that respect only power. Their ‘might makes right’ mentality created a society of brutal soldiers, led by terrible despots who sought to dominate the other races of their planet at any cost. One such tyrant was Kaelex Thrane, a former sniper and saboteur, who advanced through the ranks by assassination. Kaelex’s uncanny ability to rally his forces into fanatical drones made him feared throughout the realm. A student of guerrilla warfare, Kaelex could lead a small number of soldiers behind enemy lines and eliminate his targets with stealth and surprise. His expertise with explosives, and his troopers’ willingness to become living bombs, made him even more effective.

    Kaelex’s ascension to ruler-ship was interrupted when his allies realized that he was a greater threat than the enemy. At a ceremony which was to promote him in rank, Kaelex found himself under attack by his fellow officers. After countless blades descended, the dying Kaelex took his last breath and triggered powerful explosives within his garments. The blast shredded his conspirators and yet he survived because of the intervention of Utgar himself.

    Transported to Valhalla moments before his demise, Kaelex was offered new life by the Kyrie General, along with new soldiers, and a new purpose. Kaelex accepted the offer immediately and was given the rank of Commander. Utgar’s first assignment was the protection of the Wellsprings in the Volcarren Wastelands. There Commander Kaelex would lead a force of Dumetef guards, training them in new tactics. Kaelex also quickly allied himself with the Soulborgs from Alpha Prime, Warden 816 and Mistress Isadora. Utgar also calls upon the Commander for special operations where only a few veteran soldiers can strike quickly. In these missions, Kaelex has been known to coordinate attacks for the Drow. But whatever the task, Utgar has found a new villain that is quickly striking terror into the hearts of even the most valiant of Valhalla.


    The Book of Commander Kaelex

    NWHC WAVE 3- ?


    - Rulings and Clarifications -_______________________________________



    - Combinations and Synergies -

    Synergy Benefits Offered
    - Alpha Prime Enforcer: Bodyguard Detail

    Being a Unique Hero that is a Warden who follows Utgar, after revealing an order marker on Commander Kaelex, you may take a turn with up to 2 Alpha Prime Enforcers.
    - Commander Kaelex: Guard Patrol Bonding
    Common Guard Heroes that follow Utgar may be activated with Commander Kaelex’s GUARD  PATROL BONDING.  Common Guard Heroes that follow Utgar include: Drow Chain Fighter, Dumutef Guards, Alpha-Prime Enforcer.
    -Commander Kaelex: Dead Man’s Switch
    Commander Kaelex may choose a Guard you control that follows Utgar to receive a wound.  If the Guard is destroyed you may choose an adjacent figure to receive a wound.  Guards that follow Utgar include: Drow Chainfighter, Dumutef Guard, Marrden Nagrubs, Obsidian Guards, Zettian Guards, Zettian Infantry.

    Synergy Benefits Received
    - Ornak: Red Flag of Fury Aura

    As a Unique Hero that follows Utgar, Commander Kaelex may benefit from Ornak’s RED FLAG OF FURY activation synergy.
    -Torin: Evil Eye Protection
    As a Medium figure that follows Utgar, Commander Kaelex may benefit from Torin's Evil Eye Protection defensive ability.

    Synergy Imposed
    -Commander Kaelex: Dead Man’s Switch

    Commander Kaelex may choose a Guard you control that follows Utgar to receive a wound.  If the Guard is destroyed you may choose an adjacent figure to receive a wound.  Guards that follow Utgar include: Drow Chainfighter, Dumutef Guard, Marrden Nagrubs, Obsidian Guards, Zettian Guards, Zettian Infantry.


    Last edited by Admin on Sun Feb 08, 2015 2:17 pm; edited 11 times in total
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Sun Apr 06, 2014 10:58 am

    DEADMAN SWITCH
    If Commander Kaelex receives enough wounds to destroyed, roll 3 attack dice.  One at a time for each skull rolled, you may inflict one wound on any figure that is adjacent to Commander Kaelex or to one guard you control that follows Utgar.  If a guard you control is destroyed with Deadman Switch then each figure adjacent to that guard receives 1 wound.  A figure cannot receive more than 1 wound from Deadman Switch.  After using Deadman Switch, remove Commander Kaelex from the battlefield.


    This idea here is that Kaelex has rigged his guards with explosives in the event of his demise.  It is basically the Frost Giant "Dying Swipe" language with a Pelloth style *boom* for other guards (but the hero dies and so do a bunch of your guards).

    I was thinking that maybe he should only be able to choose Soulborg guards (Enforcers, Zettian Infantry, Zettian Guards) but I haven't play-tested this at all (just brainstorming).


    Last edited by Lord Kai on Sun Apr 06, 2014 11:12 am; edited 1 time in total
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Sun Apr 06, 2014 11:12 am

    Army Ideas:  It is basically a mix-and-match for Utgar Common Guard heroes now that they all cost 25-points.  The Alpha-Prime Enforcers advantage will be the ability to bond with Deathwalkers and Wardens - so they'll work great with Mistress Isadora or Warden 816.  Commander Kaelex is not a Soulborg, instead a Warden himself - so while he does bond with the Enforcers .. he can also simply lead Dumetefs (easy to see with his clear sight restriction) or Chain-fighters.

    # 1
    Commander Kaelex ... 100
    Enforcers x6 ... 250
    Drow Chain-Fighter x4 ... 350
    Marro Warriors ... 400
    Warden 816 ... 490
    Isamu ... 500
    = 500
    (10 guard heroes)


    # 2

    Commander Kaelex ... 100
    Mistress Isadora ... 210
    Warden 816 ... 300
    Enforcers x 6 ... 450
    Chain-Fighters x2 ... 500
    = 500
    (8 guard heroes)


    # 3
    Commander Kaelex ... 100
    Warden 816 ... 190
    Enforcers x 5 ... 315
    Chain-Fighters x 5 ... 440
    Dumetef x 2 .. 490
    Isamu ... 500
    = 500
    (12 guard heroes)


    # 4
    Commander Kaelex ... 100
    Enforcers x 4 ... 175
    Chain-Fighters x 7 ... 375
    Fen Hydra ... 495
    = 500
    (11 guard heroes)
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Sun Apr 13, 2014 1:10 pm

    The figure has arrived, and he's pretty awesome.  The paint job could be higher quality .. but the figure overall is very cool.  He's larger and taller than expected, which works nicely for the "commander" aspect.

    Here's some comparison shots.

    Haven't play-tested the new stats/powers but at least the figure will work.



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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Sun Apr 13, 2014 8:30 pm

    Well, I actually got out the Xacto blade and rebased Kaelex.  He looks pretty good though I was worried that I was going to slice off his feet : P

    Play-testing proceeded ...

    After playing against the Templars of Ascalon on Friday, I decided to get them into the action again.  

    EINAR:
    Saylind
    Baron Sebastian
    Templars of Ascalon x3
    Richter

    vs

    UTGAR:
    Commander Kaelex (100)
    Mistress Isadora
    Alpha-Prime Enforcers x4
    Drow Chainfighters x4
    Dumetef Guard x2
    Zettian Guards

    Map:  


    Round 1:
    Einar OM1, 2, 3 – Templars OMX – Richter
    Utgar OM1, 2 – Kaelex OM3 – Isadora OMX – Zettian Guards

    Initiative:  Einar (15, 13)
    Forced March works well to move 3 Templars onto the road.  

    OM1:  Saylind moves out on OM1 and summons a Templar within 1 space of a glyph.  The Templars go and the squad reveals a Glyph of Wounding.  Utgar responds with 1 of each guard (Dumetef, Chainfighter, Enforcer) moving up and angling toward the occupied Wound glyph.
    OM2:  Saylind flies forward but misses the Summon.  Still she takes out a Dumetef using height advantage.  Templars move up from the start zone.  Drow Chainfighters advances but misses the grab on Saylind.  A second Chainfighter also misses the grab which would have pulled Saylind close to the enemy start zone.  An Enforcers moves up but cannot attack.
    OM3:  Saylind engages a Chainfighter, misses her summon and her target rolls a 20 for hide in darkness.  A Templar on the road moves up to help and rolls 3/3 on skulls to take out the lead Enforcer.  Mistress Isadora springs into action but fails to Imprison the Templar on the glyph.  Her normal attack does destroy a Templar.  

    Wound Glyph places a wound on Commander Kaelex

    Round 2:
    Einar: OM1, 2, X – Templars OM3 - Richter
    Utgar: OM1, 3 – Kaelex OM2, X – Isadora

    Initiative:  Utgar (19, 7)
    Forced March fails, wound on The Baron

    OM1:  Both Chainfighters miss their grab on Saylind, so the Kyrie is safe.  Third guard to go is an Enforcer who makes it up to height to slay the Templar on the Wound glyph.  Saylind risks a wound to leave engagement (and takes a skull) but she lands on the wound glyph.  She doesn’t wound the Enforcer but pulls in a Templar who rolls 3/4 skulls to take out the soulborg guard.  Another Templar reaches a Unique Attack glyph.
    OM2:  Isadora imprisons a Templar and Enforcers move up to support.  Saylind leaves the wound glyph for a height + unique attack shot at Isadora.  She rolls 3/5 skulls and Isadora takes 2 wounds (leaving her with 1 life).  Saylind does succeed at summoning Richter (who lands on the Wound glyph).
    OM3:  Chainfighter moves up and grabs Richter off the wound glyph but doesn’t inflict any damage.  Chainfighter # 2 is engaged with a Templar but Saylind is within 3 spaces and gets a lucky grab to pull her down and hit the kyrie for 2 wounds.  This clears the path for an Enforcer to sneak up and land on the Wound glyph.  Richter takes a step forward to be engaged with a Chainfigher, Isadora, and the Enforcer on the Wound glyph.  I try the Lightning Hammer SA but roll 2/4 skulls.  The Enforcer rolls 2/5 shields to block so no additional attacks.
    Wound glyph activates and 1 wound goes on Richter.
    Isadora rolls a blank and her imprisoned Templar ‘escapes.’

    Round 3:
    Einar: OM1, X – Templars OM2, 3 - Richter
    Utgar: OM1, 2, 3 – Kaelex OM X - Isadora

    Einar wins initiative (11, 5)
    Forced March succeeds which moves 2 Templars into engagement

    OM1:  Saylind moves to height, rolls a 20 to summon and 5/5 skulls against a Chainfighter.  Bam!  Templars just miss destroying Isadora and an Enforcer but do kill a Chainfighter.  This leaves the Zettian Guards, Kaelex, 1 Dumetef, 2 Enforcers and 2 Chainfighters.  Utgar moves up Guards to support (way out of position).
    OM2:  Richter starts his turn engaged so no Bionic Leaping but how about 4/4 on Lightning Hammer to destroy an Enforcer, then 3/3 shields against Isadora.  A Chainfighter moves up to engage Saylind and a Templar but can also chain-grab Richter.  It works and the Drow throws a wound on the Bionic Gladiator.  This leaves an opening for a Dumetef to run up and take an attack on Richter from the road.  I roll 5/5 skulls and Richter rolls 1/5 shields – which destroys him!  An Enforcers rolls 3/3 skulls against a Templar on height, who doesn’t defend.  Weird swing in the battle.
    OM3:  Richter is destroyed, so Utgar goes again.  Chainfighter misses a grab but takes out another Templar.  Enforcers slides up to the Wound glyph and takes out a Templar on height.  Dumetef moves up to Saylind but doesn’t inflict a wound.
    Wound glyph damages The Baron.

    Round 4:
    Einar: OM1, 2, 3 – Templars OMX – The Baron
    Utgar: OM1, 2, 3 – Kaelex OMX – Isadora

    Utgar wins initiative (17, 15)
    No attempt at Forced March

    OM1:  Chainfighter pulls down Saylind for a wound, and Dumetef advances up the hill to attack a Templar.  No wounds however after a nice 3/4 shields on defense.  Saylind takes out the Drow and then a Templar sneaks in a 3/5 attack on the last Enforcer to take it down.  
    OM2:  Poor positioning of a Chainfighter has him out of line of sight for Kaelex to activate.  I move up the Commander to get a better view but a 2/3 skulls is blocked by a Templar on height.  Saylind flies up to engage the Commander and summons the Templar off of the Unique Attack glyph (which was clear across the board, and I only have 3 Templars left).  Saylind fails to wound Kaelex.  The summoned Templars inflicts 2 wounds on Kaelex (who now has 1 life left), another Templar lands on the Wound glyph but those Templars cannot take down the Dumetef.
    OM3:  Chainfighter can now be seen by Kaelex and jumps in to help.  Chain grab works to pull a Templar free of the Commander (who will then be unable to engage Kaelex) so the Drow takes a shot at Saylind but is 0/4 on the attack.  Dumetef takes out the Templar on the Wound glyph.  Saylind fails to summon a Templar adjacent to her to attack Kaelex but rolls 2/4 skulls and Kaelex only responds with 1 shield.  This activates Deadman’s Switch and I roll a perfect 3/3 skulls.  A figure can only receive 1 wound from Deadman’s switch and Saylind is the only figure adjacent to Kaelex – but 1 wound is enough to kill her.  I could blow up my remaining 2 guards and kill the last 2 Templars .. which leaves a 1 life Isadora and 2 Zettian Guards against a 3 Life Baron Sebastian.  Since the Templars are going to go next – this seems logical so Boom! the explosives go off.

    Round 5:
    Einar: OM1,2,3, X – The Baron
    Utgar: OM1 – Isadora OM2,3,X – Zettian Guards

    Einar wins initiative (14, 9)
    No Forced March

    OM1:  Baron Sebastian heads to height and rolls 3/5 skulls against Isadora (who has 1 Life).  The Soulborg Warden gets lucky and rolls 3/6 shields.  Whew!  She’s up next and slides over the Wound glyph and hopes to Imprison Sebastian.  She rolls a 4 and then nothing on her normal attack.
    OM2:  Sebastian strikes back with with 2/5 skulls but it is enough to end the Warden.   Zettian Guards move up and take a few shots at the Baron to no effect.
    OM3:  Hard decision.  Sebastian can land on the Wound glyph and have a 95% chance to kill a Zettian Guard at the end of the round - but then he needs to survive a round of attacks, or he can advance and take a 5 attack versus 7 defense shot on one Zettian.  With 3 Life left, it seems the Valiant option.  He rolls 3/5 skulls but the Zettian blocks perfectly.  The Zettians move to even ground and fire back – 1 skull then 3 skulls.  Sebatian blocks the first attack but then rolls 0/4 on defense and is taken down by the Zettian Targeting computers.

    Utgar wins with 70 points remaining.

    --
    Thoughts:
    The "Guard Army" is probably much more balanced with a Hero having those activations.  Kaelex basically sat back and held the OM's for the team though Isadora snuck in a few activations.  In hind-sight, the Warden 816 would have been much better for the +1 Move bonus.  If I had more Enforcer figures, I would have swapped out 2 other guards for them since Isadora needs more support.

    Commander Kaelex did have one turn where he was out of position for the line of sight restriction on Guard Patrol.  It was a good balance.

    The big game-changer was the Deadman's Switch (a la "Dying Swipe") when Kaelex was destroyed.  It was pretty awesome, though a 3/3 as a perfect detonation of the power was probably the main reason for the change in the tide of the battle.  In most situations 1 skull would have at least taken out Saylind but having to destroy a Dumetef and a Chainfighter to guarantee a kill on the remaining Templars was great for an "end-game" power.  Since Kaelex is going to stay back - it is likely that there won't be many guards remaining to blow up .. but it was an impressive power.

    FORM:
    Spoiler:

    NAME OF THE TEST UNIT: Commander Kaelex

    THEME TEST: Are there are any powers or stats on the test unit card that do not accurately reflect the theme or likeness of what the character should be able to do? Also consider whether or not this character's powers should affect destructible objects.

    PASS.


    FUN TEST: Was the unit fun to play?

    PASS.  Very fun to get the Dumetefs and Chainfighters rockin' on the battlefield.  The double-chain grab is particularly awesome, since one drow can grab and attack, and another drow could potentially grab the same figure and strike again.  This is very nice against glyph holders.


    FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying?

    PASS, but The Guard army is powerful on the right terrain.  Chainfighters with dungeon or shadow are very effective in multiples and Dumetefs on Road are nasty (5/5).  With Warden 816 and the +1 Move the Guards are swift and deadly but not more annoying than lots of Wait-then-Fire shots.


    USAGE TEST: Were all of the powers on this card used, or at least usable?

    PASS. All powers were used and are usable.  Deadman's Switch was potent in the end-game and might need the 'special attack' avoidance clause at the Frost Giant has but Deadman's is more limited (only 1 wound from the power).


    STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game?

    PASS.  New ways to think of using Chainfighters and bringing in other Guards.  The Enforcers are the weakest Guards for "attack" value but they are stronger on defense.  Since the Enforcers aren't required for Guard Bonding I could see less of them in a true Guard army.  They are now more likely to be supportive to Wardens and Soulborg heroes.


    BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately?

    PASS. No loop.


    SYNERGIES TEST: Think of all the current cards that would have synergy with the unit card. Are there any factors that could break the game by making a unit too powerful or too weak?

    INCONCLUSIVE.  It is conceivable to have Kaelex and 16 Drow Chainfighters for a 500 point army.  That is 3 chain-grabs per turn and 16 or higher for Hide in Darkness against normal attacks.  With good Line of Sight, that is pretty sick, and requires some play-testing (though I don't think we have more than a dozen Chainfighter figures across all three of our collections : )


    POWER CHECK: When considering the test unit against all existing units (including released C3V and SoV units) and all glyphs, are there any powers that could be overamplified and break the game?

    PASS, but again multiple chain-grabs can be powerful, but they are sort of like 3 Warforged figures performing 3 tactical switches.  Though in this comparison the Warforged can only Switch a single figure once, but multiple Warforged can attack a figure that has been switched.  Point wise, you can have 9 Warforged soldiers for 240 points versus Kaelex and 6 Drow Chainfighters to match the same number of Attacks per Order Marker (225 points).


    DRAFTING TEST: Is this unit worth drafting?

    PASS.


    MIRROR TEST: Consider the test unit against itself. Are there any loops that would upset the balance of the Game?

    PASS.

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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Mon Apr 14, 2014 7:46 pm

    Wow, thanks for the incredibly detailed report and the form in the spoiler. Sounds like it was a pretty fun battle.

    The figure looks much cooler in your pics than the original. Very nice.

    The powers sound pretty cool. We can work out the points/stats as we go through the brainstorming stage and then tweak during play testing. I really like that we have a Unique Hero to allow the squad of three guards to take a turn.
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Tue Apr 15, 2014 1:17 pm

    Ran a quick play-test last night:

    Commander Kaelex ... 100
    A.P. Enforcers x6 ... 250
    Drow Chainfighter x4 ... 350
    Zettian Guards ... 420

    vs

    Shadow Slayers x2 ... 240
    Raelin RotV ... 320
    Van Nessing ... 425


    The Shadow Slayers were playing a "pod" game to keep their numbers defended (since there were only 6 figures).  The Guards were moving up well.  With this build basically all of your OM's go on Commander Kaelex.  If he reveals an OM and doesn't take a turn - 3 guards get to go.  If he takes a turn, he moves/attack and then 2 Enforcers take a turn.  Super easy, and very flexible.  For the Zettian Guards - I need an OM revealed on them, but it would allow 2 Enforcers to follow up their attacks.

    With Raelin safely protected in the Shadow Slayer pod, I moved up the Zettian Guards to take shots at her.  I had a screen of Enforcers and Drow but the mobility of the Slayers is great.  I snuck one around (outside of Raelin's aura) and took a 4 die melee attack on a Chainfighter and took him out, and then followed with a 3 die ranged attack to an Enforcer. That is the real sweet spot for the Slayers : )

    Oddly enough the turning point was a slayer rolling 2 dice to shot a Zettian Guard on height who whiffed 0/8 on shields. Raelin had sustained 3 wounds at that point but now my remaining Zettian was engaged with a Slayer and the Enforcers were out of position to support.

    Commander Kaelex came out to take shots but my guards were decimated. It was going to be a run-and-gun final few rounds. Kaelex took out one slayer but the rest were well protected with Raelin. Van Nessing moved in for the kill - facing Kaelex and the last two Enforcers. The "X" OM turn helped and Kaelex was down to 1 Life in short order. Van Nessing finished off the last Enforcer and then Kaelex. The Deadman's Switch was 1/3 skulls so Van Nessing survived.

    Aquilla wins with 3 Slayers, a 2-Life Raelin, and 3-Life Van Nessing for 212 points remaining.

    The Slayers were fun, even against Soulborgs. They play like the Kyrie Squads and did well with some Raelin support but also that double-attack is perfect with the Move 6.

    Kaelex was easy to play as well. His Order Marker management simplifies the Enforcers and Guards, and with enough Enforcers - when you need to move him up so that he has clear sight to his guards .. you don't miss out on turns with Enforcers. Deadman's Switch can be powerful especially if he goes down to melee squads or early enough were he could blow up a guard - but if you take him down last - its not a big threat.
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Wed Apr 16, 2014 5:37 pm

    Ran another quick playtest yesterday and it came down to Commander Kaelex versus Raelin & Van Nessing. Raelin was already wounded, so Kaelex focused on finishing her off first (which worked) and then Van Nessing and the Commander traded shots back and forth. It took another 3 full OM's to complete but with 3 wounds Van Nessing broken engagement on OM3 to take a shot with the Crossbow for Kaelex's last wound - and it worked - Utgar's commander went down and Deadman's Switch didn't come into play.

    This was an interesting game. The Guards reached a Move + 2 glyph that let them advance quickly but that just forced the Slayers to huddle together with Raelin and pod-up. Guards couldn't get through and some bad chain grab rolls didn't help break up the pod. The Slayers were great again, and the Guards were fun - but not broken. Might have been better off with 3 Chainfighters instead of the Zettian Guards (even though I lose the range 7, the OM management is easier and the Hide in Darkness is nice to have).

    Feeling like Commander Kaelex is solid.
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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Wed Apr 16, 2014 8:07 pm

    Sounds like a couple of fun play tests. I'm surprised 2 squads of Slayers hung around that long, but I'm sure Raelin saved a number of them in both battle with the extra defense dice. I will be interested in play-testing Kaelix once we get Wave #2 finished up.
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    Derek S

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    Re: W3 Commander Kaelex - released

    Post  Derek S on Sun Apr 20, 2014 4:01 pm

    Yeah, looks pretty fun at this point. Nice spoiler. Got to round this figure up as we move along.
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Sun May 04, 2014 2:30 pm

    Commander Kaelex should probably be in the 110 - 120 point range.  That makes him on par with Kurrok the Elementalist.  I think that Kurrok is more powerful since he can rebirth Elementals, but Kaelex has one less life. Kaelex does have a Range attack though, which might make up some ground.

    However the Deadman's Switch does add some punch to Kaelex, so maybe that brings them closer to parity on power-level.

    KURROK
    5 Life
    Bonding with 3 Elemental common heroes (average 30 pts/hero)
    Range 1
    Summon Elemental (Rebirth)

    KAELEX
    4 Life
    Bonding with 3 Guard common heroes (average 25 pts/hero)
    Range 7
    Deadman's Switch


    Maybe side by side Kaelex is less expensive but the Drow Chainfighter will become more effective with multiple turns/bonding .. so maybe 115 - 125 points - but a bump in Life to 5?
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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Sun Jun 22, 2014 11:33 am

    My thoughts are to bump him to 120 points and keep his life at 4. Play testing will help determine final breakdown of stats/points.

    For the powers, I fixed some capitalizing, edited some of the spacing, and inserted a word. How does this look?

    GUARD PATROL BONDING
    After revealing an Order Marker on Commander Kaelex, instead of taking a turn with him, you may take a turn with 3 Common Guard Heroes you control that follow Utgar. Any Guard Heroes taking a turn must be within clear sight of Commander Kaelex or adjacent to a Unique Hero that follows Utgar before moving.

    DEADMAN'S SWITCH
    If Commander Kaelex receives enough wounds to be destroyed, roll 3 attack dice. One at a time for each skull rolled, you may inflict one wound on any figure that is adjacent to Commander Kaelex or to one Guard you control that follows Utgar. If a Guard you control is destroyed with Deadman's Switch then choose 1 figure adjacent to that guard to receive 1 wound. A figure cannot receive more than 1 wound from Deadman's Switch. After using Deadman's Switch, remove Commander Kaelex from the battlefield.

    Just to be clear, a guard you choose to be destroyed by the Switch could be anywhere on the map?

    Guards that follow Utgar that could be destroyed with the Switch include Blastatrons, Nagrubs, Obsidians, Zettian Infantry, Zettian Guards, Chainfighters, Enforcers, and Dumutefs. Or, were you intending to have it be only Common Hero Guards?
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Sun Jun 22, 2014 3:04 pm

    Nomad wrote:My thoughts are to bump him to 120 points and keep his life at 4. Play testing will help determine final breakdown of stats/points.

    120 points for play-testing sounds good.


    Just to be clear, a guard you choose to be destroyed by the Switch could be anywhere on the map?

    Yes, basically he can detonate any Guard on the board.


    Guards that follow Utgar that could be destroyed with the Switch include Blastatrons, Nagrubs, Obsidians, Zettian Infantry, Zettian Guards, Chainfighters, Enforcers, and Dumutefs. Or, were you intending to have it be only Common Hero Guards?

    List is good except for Blastatrons who follow Vydar.  Blowing up Nagrubs would be fun!!!
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    Derek S

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    Re: W3 Commander Kaelex - released

    Post  Derek S on Sun Jun 22, 2014 10:12 pm

    Looking forward to PTing this guy.
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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Mon Jun 23, 2014 12:53 am

    Duh regarding the Blastatrons.

    At first I thought the Deadman's Switch was pretty powerful, but I've given it more thought . . . you need to roll skulls, hope figures are adjacent to Kaelex, and if not, decide whether you are willing to sacrifice guards for a wound.

    In addition to 120 points, I concur with starting him at 5 life for play testing.

    I can see it know - 1-life Gilbert puts the final blow on Kaelex, who rolls 2 skulls with Deadman's Switch. 1-wound goes to Gilbert, who dies. The only other two figures on the board are a Chainfighter and Knight of Weston locked up. The Knight goes next. What do you do? Sacrifice the Chainfighter to kill the Knight and end in a draw? Or hope you can defend to get another turn?

    "Just following orders," said the Chainfighter.

    Very sweet. I know this is possible with the Frost Giant, but with Deadman's Switch you can do it across the board.
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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Wed Jul 09, 2014 9:53 pm

    We got a play test in on Sunday with Kaelix and his guard minions . . .

    We played with him at the OP stats of 100 points and 4 life. After the wipe out, I'm still agree with my previous post that Kaelix should be 120 points, but raising his life from 4 to 5 I could go either way on.
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Thu Jul 10, 2014 1:52 am

    Nomad wrote:We got a play test in on Sunday with Kaelix and his guard minions . . .

    We played with him at the OP stats of 100 points and 4 life. After the wipe out, I'm still agree with my previous post that Kaelix should be 120 points, but raising his life from 4 to 5 I could go either way on.

    I will update the OP with 120-points and 5-Life.
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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Sat Aug 16, 2014 3:50 pm

    Kaelix card attempt #1



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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Mon Aug 18, 2014 2:35 pm

    Derek - Kai gave me the Kaelix figure to pass on to you. I'll bring him down.
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Tue Aug 19, 2014 5:59 pm


    I absolutely love how you captured the image of Commander Kaelex. He looks super-awesome on the card!!

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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Tue Aug 19, 2014 8:38 pm

    Thanks. I thought his pic turned out pretty well.
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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Sun Sep 28, 2014 7:24 pm

    We have had a few more play tests with Kaelix. I think he is perfect.

    I vote to move Kaelix to final editing.
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    Lord Kai

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    Re: W3 Commander Kaelex - released

    Post  Lord Kai on Mon Sep 29, 2014 2:27 pm

    Nomad wrote:We have had a few more play tests with Kaelix. I think he is perfect.

    I vote to move Kaelix to final editing.


    Agreed! And it was a great idea to make a separate figure for the Guard Commander, Derek. Thanks!
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    Derek S

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    Re: W3 Commander Kaelex - released

    Post  Derek S on Thu Oct 02, 2014 12:55 pm

    Card looks good. I will take a closer look at wording when I have more time.
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    Nomad

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    Re: W3 Commander Kaelex - released

    Post  Nomad on Fri Oct 10, 2014 7:16 pm

    Sounds like we are in final editing . . .

    I'm suggesting some rewording to the bonding power to more closely match the language of Kato, Omegacron, Ulginesh. I have also cleaned up some capitalizing and spacing issues (only one space after a period is the official and accepted proper formatting).

    Unit Name: Commander Kaelex

    Figure: Heroclix, Gears of War, General Raam #009

    General: Utgar
    Planet: Magridorax

    Species: Magrodon (should this be Magridon to match the planet name?)
    Type: Unique Hero
    Class: Warden
    Personality: Merciless
    Size: Medium 5

    Points: 120
    Stats
    Life: 5
    Move: 5
    Range: 7
    Attack: 3
    Defense: 4

    GUARD PATROL BONDING
    Instead of taking a turn with Commander Kaelex, you may take a turn with up to 3 Common Guard Heroes you control that follow Utgar. Any Guard Heroes taking a turn instead of Commander Kaelex must be within clear sight of Commander Kaelex or adjacent to a Unique Hero that follows Utgar before moving.

    DEADMAN'S SWITCH
    If Commander Kaelex receives enough wounds to be destroyed, roll 3 attack dice. One at a time for each skull rolled, you may inflict one wound on any figure that is adjacent to Commander Kaelex or to one Guard you control that follows Utgar. If a Guard you control is destroyed with Deadman's Switch then choose 1 figure adjacent to that Guard to receive 1 wound. A figure cannot receive more than 1 wound from Deadman's Switch. After using Deadman's Switch, remove Commander Kaelex from the battlefield.

    If the wording changes are accepted, I vote we move Kaelex from play testing, through final editing, and call him FINAL.

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    Re: W3 Commander Kaelex - released

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