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    W4: Valestrio Scirh - FINAL (Released)

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    Nomad

    Posts : 1847
    Join date : 2013-05-26

    W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Thu Jul 10, 2014 3:18 am

    VALESTRIO SCIRH
    NWHC Wave 4 - Fields of Wildfire - Heroes of the Chaos





    PDF DOWNLOAD, front
    PDF DOWNLOAD, back

    Figure- Confontration, Scorpions, Shamir Hero Box, Syko Valesterus

    General: Valkrill
    Planet: Icaria

    Species: Icarian
    Unique Hero
    Class: Rector
    Personality: Malleable
    Medium 5

    Life: 1
    Move: 6
    Range: 1
    Attack: 3
    Defense: 3
    60 Points

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.

    CULT ADORATION
    After revealing an Order Marker on Valestrio Scirh’s Army Card and after taking a turn with Valestrio Scirh, you may take a turn with one Cultist squad you control. Each Cultist squad figure you control adjacent to Valestrio Scirh receives an additional attack die when using Cult Adoration. If you do not inflict at least one wound with the Cultist squad you control using Cult Adoration, Valestrio Scirh receives a wound.

    IRON RESOLVE
    When rolling defense dice against a special attack, Valestrio Scirh always adds one automatic shield to whatever is rolled.


    Character Bio:
    Amongst the Dragonslayer cult of Icaria, Valestrio Scirh carries the scepter which inspires even more fanaticism by the Nhah Scirh. If Valestrio falls in battle, the cultists are more than eager to hoist the scepter, carry it battle, and continue on with the position of great honor and prestige.


    The Book of Valestrio Scirh

    - Rulings and Clarifications -

    - N/A

    - Combinations and Synergies -

    Synergy Benefits Offered

    -Valestrio Scirh: Cult Adoration
    After taking a turn, one Cultist squad may take a turn and receive one additional attack die. Current Cultists squads include the Nhah Scirh Cultists.

    Synergy Benefits Received

    -Skull Demon: Valkrill Attack Aura 1
    As a Valkrill follower with a Range of 1, Valestrio Scirh may benefit from the Skull Demon's VALKRILL ATTACK AURA 1 ability.

    Synergy Imposed

    -Valestrio Scirh: Scepter of the Dragon Slayers
    After being destroyed, Valestrio Scirh may replace a Cultist figure. Current Cultists include the Nhah Scirh Cultists.


    Last edited by Nomad on Fri Dec 30, 2016 4:23 pm; edited 12 times in total (Reason for editing : just a little formatting)

    Nomad

    Posts : 1847
    Join date : 2013-05-26

    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Sat Jul 12, 2014 3:16 am

    VALESTRIO NHAH SCIRH

    Figure- Confontration, Scorpions, Shamir Hero Box, Syko Valesterus

    General: Valkrill
    Planet: Icaria

    Species- Icarian
    Unique Hero
    Class: Rector
    Personality: Malleable
    Medium 5

    Life: 1
    Move: 6
    Range: 1
    Attack: 3
    Defense: 2
    60 Points

    CULT RUSE
    If Valestrio Nhah Scirh is destroyed by a normal or special attack by an opponent’s figure, instead of removing Valestrio Nhah Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Nhah Scirh. Remove the chosen Cultist figure and replace him Valestrio Nhah Scirh.

    CULT ADORATION
    After revealing on Order Marker on Valestrio Nhah Scirh’s Army Card, instead of taking a turn with Valestrio Nhah Scirh, you may take a turn with one Cultist squad you control. If you do not destroy a figure with the Cultist squad you control using Cult Adoration, Valestrio Nhah Scirh takes a wound and is immediately removed him from the battlefield.

    IRON TOUGH RESOLVE
    When rolling defense dice against a normal or special attack, Valestrio Nhah Scirh always adds one automatic shield to whatever is rolled.

    Thoughts?

    Lord Kai

    Posts : 1544
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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Sun Jul 13, 2014 4:17 pm

    CULT RUSE is very cool!!!
    Should his Life only be 1 to start?

    For CULT ADORATION, I suggest going with "inflict a wound" instead of destroy a figure because, from a story-perspective, the Cultists' main enemies are Dragons.  This way the Cultists wound Nilfheim and their leader doesn't take a wound.

    Derek S

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Derek S on Mon Jul 14, 2014 11:54 am

    Kind of an interesting trade off for Cult Adoration.  I wouldn't mind going with Kai's option of inflicting a wound, or going with something like

    CULT ADORATION
    After revealing on Order Marker on Valestrio Nhah Scirh’s Army Card, instead of taking a turn with Valestrio Nhah Scirh, you may take a turn with one Cultist squad you control.  Each Cultist squad figure receives an additional attack die.  If you do not destroy a figure with the Cultist squad you control using Cult Adoration, Valestrio Nhah Scirh takes a wound.

    1 life seems a bit odd, especially with the Nessa having 6 life (maybe dropping Nessa to 5).  3 or 4 seems OK to me and then he will have an opportunity to use Cult Adoration more than once if it fails if the power follows the above wording.  Is there a reason she receives the normal attack defense bonus while the Cultists just receive a special attack defense bonus?  I'd rather up her defense to 4 and keep it Iron resolve I think.

    Derek S

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Derek S on Mon Jul 14, 2014 2:31 pm

    I was looking at the sculpt this morning and didn't know if you wanted to try and incorporate the white dragon into his theme at all. I think it is pretty cool looking.

    Nomad

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    Join date : 2013-05-26

    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Mon Jul 14, 2014 2:46 pm

    Derek wrote:Is there a reason she receives the normal attack defense bonus while the Cultists just receive a special attack defense bonus?  I'd rather up her defense to 4 and keep it Iron resolve I think.

    To my knowledge, no other figures have an auto shield against normal and special attacks. I wanted to try something slightly different. Defense of 2 with auto shield against normal and special is better than defense of 4 with auto against special only. I can change this if we really don't want it, but I would like to keep it for now.

    You both had questions about his life of 1. With a life of 1, he can be saved by Nessa's Icarian Augury power. If that fails, he can be switched out with any Cultist. So, his life isn't really 1. If we gave him more life, his points would be higher. I am willing to change this, but I wouldn't mind giving him a try with 1 life and see what happens.

    Based on the input, and the fact that why would you ever want to use the power as originally written, I'm going to tweak the power to:

    CULT ADORATION
    After revealing on Order Marker on Valestrio Scirh’s Army Card and after taking a turn with Valestrio Scirh, you may take a turn with one Cultist squad you control. Each Cultist squad figure receives an additional attack die when using Cult Adoration. If you do not inflict at least one wound with the Cultist squad you control using Cult Adoration, Valestrio Scirh receives a wound.

    Derek, you posted while I was in the middle of typing this. The arm, spear, and white dragon fell off of my scuplt (dug through the box and found it). Yes, we will need to incorporate the white dragon. Let's give it some thought.

    Lord Kai

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    Join date : 2013-05-26
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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Mon Jul 14, 2014 3:12 pm



    I don't have these sculpts yet, but they look awesome.

    For the "dragon" and for reference on the Icarians - I pulled this info from the Heroscape Companion (as the Nhah Scirh do not have a Bio on the C3V Book).

    Icaria

    Planet populated with majestic and mighty dragons,
    Icarians have always worshiped the dragons of their world
    as godlike creatures. Nilfheim used to be the king of
    the Northern continent in Icaria until a cult of invading
    of Icarian dragon-slayers bent on the destruction of all
    dragon-kind (named the Nhah Scirh) almost destroyed
    him. (ROTV, OR, RV)

    Nilfheim
    Dragon from Icaria that fights for Jandar. Ivory Pillar. Diamond Breath. Northern Wind. Great Protector. These are all titles given to the ferocious Nilfheim,
    King of the northern continent of Icaria.Icarians have always worshiped the dragons of their world as godlike creatures; but no dragon has ever been held in higher honor than King Nilfheim. This reverence is both hard-won and well-earned, as The Great Protector fights valiantly for those who cannot defend themselves. His glory is in the patronage of the battle-weary. In Nilfheim, Jandar discovered a kindred spirit. He summoned the mighty king to Valhalla just moments before he would meet his end at the hands of invading Nhah Scirh, a cult of Icarian dragon-slayers bent on the destruction of all dragon-kind. (RV)


    Correction!  I found these two in my custom's case tonight.  WooHooo!


    Last edited by Lord Kai on Mon Jul 21, 2014 2:56 am; edited 3 times in total

    Nomad

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    Join date : 2013-05-26

    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Mon Jul 14, 2014 5:20 pm

    Thanks for the background on Nhah Scirh and Icaria. I didn't know this, but it fits in with the design so far.

    So the white dragon on Valestrio's scepter is not a real dragon, but rather a symbol on the spear to show that he and the cult are dragon slayers. Nice suggestion, Kai.

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed by an opponent's figure, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.

    I'm going to put everything in the OP. By rewording it slightly, the scepter will pass even from Sonlen or Fire Elemental.

    I shortened the names by removing the Nhah. Should we keep it or drop it?

    Lord Kai

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Mon Aug 04, 2014 1:27 am

    Here are the two Scirh heroes together, and a basic Army Build:

    Nahn Scirh Cultists x4 ... 320
    Nessa ... 410
    Valestrio ... 470
    Siiv ... 510


    As currently built, Nessa can move/attack Valestrio with Icarian Domination if they stay adjacent to each other.  This could get tricky if he is destroyed and moves around though with Cult Ruse.

    Cult Adoration will provide some Squad bonding with Valestrio.  Because of that, I'd almost say he is more than 60-points but with only 1-Life, some weird things could happen to take him out of the game.  I could see making Nessa's Domination as Bonding with an Icarian Hero (and not just a figure adjacent) so that the Heroes can keep up.

    We'll need to answer timing questions on Icarian Augury versus Cult Ruse.  I would recommend adding "immediately roll the 20-sided die" to Augury so that you know it triggers before Cult Ruse.


    NESSA
    Spoiler:

    Life: 6
    Move: 5
    Range: 1
    Attack: 2
    Defense: 4
    90 Points

    ICARIAN AUGURY
    If an Icarian within 5 clear sight spaces of Nessa Scirh is destroyed, before removing that Icarian from the battlefield, roll the 20-sided die. If you roll a 16 or higher, ignore 1 wound. The Icarian figure is not destroyed and it must be placed on any space adjacent to Nessa Scirh if possible.

    ICARIAN DOMINATION
    After taking a turn with Nessa Scirh, one adjacent Icarian figure must take a turn. If no Icarian figures are adjacent to Nessa Scirh after taking a turn with her, she takes one wound.

    REAPER'S SCYTHE
    When rolling attack dice, Nessa Scirh always adds one automatic skull to whatever is rolled.

    VALESTRIO
    Spoiler:

    Move: 6
    Range: 1
    Attack: 3
    Defense: 2
    60 Points

    CULT RUSE
    If Valestrio Nhah Scirh is destroyed by a normal or special attack by an opponent’s figure, instead of removing Valestrio Nhah Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Nhah Scirh. Remove the chosen Cultist figure and replace him Valestrio Nhah Scirh.

    CULT ADORATION
    After revealing on Order Marker on Valestrio Scirh’s Army Card and after taking a turn with Valestrio Scirh, you may take a turn with one Cultist squad you control. Each Cultist squad figure receives an additional attack die when using Cult Adoration. If you do not inflict at least one wound with the Cultist squad you control using Cult Adoration, Valestrio Scirh receives a wound.

    IRON TOUGH RESOLVE
    When rolling defense dice against a normal or special attack, Valestrio Nhah Scirh always adds one automatic shield to whatever is rolled.

    Nomad

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    Join date : 2013-05-26

    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Mon Aug 11, 2014 12:16 pm

    Thanks for the input. I will take a closer look at and give some thought to the questions/issues you have.

    Derek S

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Derek S on Tue Aug 12, 2014 8:25 pm

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed by a normal or special attack by an opponent’s figure, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.

    really like this, although I wouldn't mind going without the normal or special part, so

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.

    if he had multiple life's we could include "ignore all wounds."

    CULT ADORATION
    After revealing on Order Marker on Valestrio Scirh’s Army Card and after taking a turn with Valestrio Scirh, you may take a turn with one Cultist squad you control. Each Cultist squad figure receives an additional attack die when using Cult Adoration. If you do not inflict at least one wound with the Cultist squad you control using Cult Adoration, Valestrio Scirh receives a wound.

    What would it do to his point cost if he could use SCEPTER OF THE DRAGON SLAYERS here as well. I think it would be kind of cool. This would be addressed by the alternative language to SCEPTER OF THE DRAGON SLAYERS.

    IRON TOUGH RESOLVE
    When rolling defense dice against a normal or special attack, Valestrio Scirh always adds one automatic shield to whatever is rolled.

    To fit with the theme of the Cultists I wouldn't mind dropping the part of against a normal attack and upping his life by 1 or 2, and upping his defense to 3.

    Nomad

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Thu Apr 23, 2015 11:04 pm

    Kai and I got a play test in a few months ago. I don't remember much, other than the figure seemed intriguing but that wording on the powers need to be rewritten. I'll take another look at my scribbled notes and revisit this soon.

    Lord Kai

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Fri Apr 24, 2015 1:54 am

    From what I remember about those play-tests, the Heroes worked well but occasionally Nomad forgot about the +1 attack from Cult Adoration. Order Marker management was important (balancing between the Heroes and the Squad).

    I think Derek's suggestion is the easiest for playability:

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.


    It does mean that if Valestrio takes a wound from Cult Adoration that he basically gets to come back into the game .. but you are losing a squad figure .. so you risk losing a Cultist for the +1 attack (and you had to use an OM on Valestrio).


    I think the 1-Life fits the theme that any squad figure can grab the Scepter and take command.

    Nomad

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    Join date : 2013-05-26

    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Sat Apr 25, 2015 12:55 pm

    Derek wrote:What would it do to his point cost if he could use SCEPTER OF THE DRAGON SLAYERS here as well. I think it would be kind of cool. This would be addressed by the alternative language to SCEPTER OF THE DRAGON SLAYERS.

    Kai wrote:I think Derek's suggestion is the easiest for playability:

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.

    It does mean that if Valestrio takes a wound from Cult Adoration that he basically gets to come back into the game .. but you are losing a squad figure .. so you risk losing a Cultist for the +1 attack (and you had to use an OM on Valestrio).

    RE: Scepter, OK, I will make the change. We will see how if it changes the points in testing.
    Derek wrote:
    To fit with the theme of the Cultists I wouldn't mind dropping the part of against a normal attack and upping his life by 1 or 2, and upping his defense to 3.

    Sounds like there is a strong desire to drop this. I thought it would be something a little different, but . . . I do want to keep his life at 1 though.

    So, here is where I think we are at with this figure as of now. I bumped his defense to 3, changed the Scepter power and changed the last power to just Iron Resolve. So, basically he has the same stats as a Cultist with two different powers.

    VALESTRIO SCIRH

    Figure- Confontration, Scorpions, Shamir Hero Box, Syko Valesterus

    General: Valkrill
    Planet: Icaria

    Species- Icarian
    Unique Hero
    Class: Rector
    Personality: Malleable
    Medium 5

    Life: 1
    Move: 6
    Range: 1
    Attack: 3
    Defense: 3
    60 Points

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.

    CULT ADORATION
    After revealing on Order Marker on Valestrio Scirh’s Army Card and after taking a turn with Valestrio Scirh, you may take a turn with one Cultist squad you control. Each Cultist squad figure receives an additional attack die when using Cult Adoration. If you do not inflict at least one wound with the Cultist squad you control using Cult Adoration, Valestrio Scirh receives a wound.

    IRON RESOLVE
    When rolling defense dice against a special attack, Valestrio Scirh always adds one automatic shield to whatever is rolled.

    Lord Kai

    Posts : 1544
    Join date : 2013-05-26
    Location : Seattle

    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Sun Apr 26, 2015 5:29 pm

    First off .. I really love the designs here! I ran 4 play-tests with the Cultists and they went 3-1 against the Executioners (Shadow Assassins). I will post a more detailed report of Battle # 1 but overall they were fun matches.

    What I noticed after a couple of matches was that Valestrio is amazing. He basically grants a +1 attack aura (a la Taelord) but with no range limitation. The downside is that if the Cultists don't inflict a wound, he takes a wound, but with 4 attacks of 4 - I don't think this is a big risk. My typical OM arrangement on Round 1 was 2 markers on Cultists and OM3 on Valestrio because, with a 6 Move, the Cultists could easily hit their target on an average sized board. On Round 2, you can just throw your OM's on Valestrio and consistently have 4 attacks of 4 plus Valestrio's attack 3. That's fairly potent for a 60-point figure.

    I recommend boosting Valestrio to at least 100-points or putting a limited aura for his attack boost (like 5 clear sight spaces).

    Nessa was "just okay" in the battles. She did save a few figures but I think I would rather have another squad of Cultists. Her ability to Bond with adjacent units is interesting but takes a little set-up. She had a Raelin style feel of getting her close to the action so she could potentially save Cultists. When it worked, it was nice but the probability isn't that high.

    Again, very fun to play!!!

    Lord Kai

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    Join date : 2013-05-26
    Location : Seattle

    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Mon Apr 27, 2015 3:21 am

    CULTISTS
    Nhah Scirh Cultists x3 … 240
    Nessa … 330
    Valestrio … 390
    Quorick Warwitch … 500

    EXECUTIONERS
    Shadow Assassins x3 … 270 (= SA below)
    Mika Connour … 380
    Agent Skahen … 500


    Map: The Book of Conflict Chernobyl (modified to add Evergreen trees in addition to jungle)
    http://www.heroscapers.com/community/showthread.php?t=51014



    ROUND 1:
    Cultists Cultists OM 1, 2, Nessa OM 3, Warwitch OM-X
    Assassins: Assassins OM 1, 2, Skahen OM3, Mika OM-X

    Initiative: Cultist 14, Assassins 1

    First round involves maneuvering out of the start zones. SA dropped 1st shadow tile within 6 move of Mika and another within 5 of a glyph. By OM2, Cultist found Defense +1 glyph and were setting up in a way that when Nessa moved up on OM 3, she’d be adjacent to at least three of them for the last turn of the round.

    An SA zipped from a shadow tile for a double-attack on the Cultists on the Defense Glyph. He rolled 1/8 skulls which was easily blocked. Another SA found the Attack + 1 glyph, and I did note that the SA can only drop their Shadow Tile on an empty space, so you can change a glyph space.
    When Nessa did make her move, the Cultists lunged for the SA on the Attack glyph. A 1/3 skull attack killed the SA on the glyph and another escaped a perfect 3/3 attack by rolling a 17 on Only a Shadow to vanish to safety.

    On OM 3 Agent Skahen stepped up and fired off two shots. The first (1/3) somehow takes out the Cultists on the Defense glyph (allowing an SA to be moved with Cover Fire onto the glyph), and then a 3/3 shot takes out a Cultist who had height + jungle tree (allowing a Cover Fire move for another SA onto a shadow tile for a potential ambush next turn).

    ROUND 2:
    Cultists Valestrio OM 1, Cultists OM 2, 3, Nessa OM X,
    Assassins: Assassins OM 1, 3, Skahen OM 2, Mika OM-X

    Initiative: Assassins 19, Cultists 15

    SA’s jump out on OM 1 with lead dashing from shadow for an Ambush double-attack from height, and another advancing. The lead SA drops a shadow tile on height for extra defense. The ambush attacker goes 2/10 on skulls but manages to kill one Cultist who whiffs on defense.

    Valestrio marches forward and inspires the Cultists. He goes 0/3 on his attack but then the squad captures the Attack glyph and with his leadership they are rolling 5 attack dice. First attacks goes 1/5 and the SA rolls a 17 to retreat to a shadow space. The second attack is 4/5 but the SA rolls a 1 for a quick death. The third attack is also 4/5 and the SA rolls a 7 and only 1/4 shields (height + shadow) and is dispatched.

    Skahen follows up on OM2 to take height rolling 2/4 to kill the Cultists on the Attack glyph (even with Nessa’s augury (rolled a 9)). Cover fire moves an SA onto a shadow tile in hopes of future ambush. Attack number two is 1/4 and is blocked by a Cultist with tree cover.

    On OM 3 the Cultists have both Attack & Defense glyphs but whiff on their attacks.

    The SA’s inch forward taking strategic positions but the one attack is blocked (2/3 vs 2/4).

    ROUND 3:
    Cultists Valestrio OM 1, 3, Cultists OM X, Nessa OM 2,
    Assassins: Assassins OM 1, 3, Skahen OM 2, X

    Initiative: Cultists 11, Assassins 9

    On OM 1 Valestrio commands the Cultists forward and with the Attack glyph, 3 attacks of 5 will rain down on the SA’s. First attack is 1/5 and SA’s roll an 18 for Only a Shadow to hop backwards to a shadow to spring an ambush next turn. Second attack is perfect 5/5 skulls but a 16 keeps the SA alive (and he was already on a shadow so he stays put). Third strike is 3/6 (Val + Glyph + Height) but the SA rolls a 4 and then 0/3 on shields to be destroyed. Luckily that last wound made it in, or Valestrio would have been dethroned (albeit temporarily).

    The SA’s respond, with one of the squad able to ambush for a double-attack on Valestrio. Unfortunately both attacks were 1/4 skulls and Valestrio blocked with the help of the Defense glyph (2/4 each time). But two Cultists fell (with one unable to be saved by an Augury roll of 10).

    It was Nessa’s turn and she moved up to expand her Augury range but her target rolled a 15 to be Only a Shadow. Cultists where not adjacent as they had spread out too much to take advantage of the Attack glyph and Valestrio’s bonus.

    Agent Skahen held her position on height popping off a 2/4 attack to kill one Cultist (and moving an SA to a shadow to be ready to ambush) and a second meek 1/3 that skill worked to snipe a dragon-hunter (and Cover Fire to seize the Defense glyph).

    On OM 3 Valestrio took a swing of his own but an SA held firm and blocked. As the Cultists moved up, 2 took positions adjacent to Nessa and 2 others made attacks to finish off 2 SA’s who rolled a 10 and 6 for unsuccessful vanishing acts.

    When the SA’s turn came up at the end of the round only one could attack Nessa who took a wound.


    ROUND 4:
    Cultists Cultists OM 1, Valestrio OM 2, 3, Nessa OM X
    Assassins: Skahen OM 1, 2, Mika OM 3, Assassins OM X

    Initiative: Cultists 16, Assassins 9

    The Cultists surged forward, with two attacks on Agent Skahen (inflicting 2 wounds) and one 3/3 attack on an SA (who failed with a 9 on vanish). The 4th Cultist reclaimed the Defense glyph.
    Skahen was pinned down but she reloaded and kept firing away. She destroyed 2 Cultists at point blank range (with Augury rolls of 13 and 2 not helping the fanatics). Her Cover Fire moved Mika up closer by 8 spaces.

    Valestrio took the reigns, moving up to swing at Skahen and missing the mark but his inspired Cultists went 5/8 with attacks and Skahen was down. Vydar’s forces lost their OM 2 and it was Mika + 1 SA versus Valestrio, Nessa (5 life) and 2 Cultists.

    For OM 3, Valestrio led out again with a 2/3 skull hitting only Shadow (with a vanish of 16) but the Cultists putting two wounds on Mika. When Mika responded she was engaged with both remaining Cultists so she swung back with a 4/4 attack but Nessa’s Augury finally worked with an 18 and the Cultist happily came to kneel at her side.

    ROUND 5:
    Cultists Valestrio OM 1, 2, Nessa OM 3, Cultists OM X
    Assassins: Mika OM 1, 2, 3

    Initiative: Cultists 10, Assassins 4

    Valestrio continued his assault with a 3/3 attack on the last SA (who rolled an 11 and was destroyed). The remaining Cultists jumped Mika with 2/4 and 2/4 attacks but Mika was 1/10 on shields and was destroyed quickly.

    Notes:
    Valestrio is awesome and well worth his points. After the first Round, I would have probably just thrown more OM’s on him instead of Nessa (Augury only worked once all game). The Cultists are fantastic with the Attack glyph. I wonder how they would do with Emperor Andask letting them re-roll melee attacks.

    The Executioners are wonderful to play but fragile if they don’t make that 50/50 “vanish” roll. The Only a Shadow is well designed though, so if you keep a shadow tile back just far enough – they disappear into a shadow and then pop out next turn for a double-attack.

    I thought Mika Connour would be better with the extra shadow tiles but she’s just not that good. She’s probably better at 80-points (comparing her stats with Concan the Kyrie). I tried a later game with the Krav Maga Agents and the 3 ranged attacks really helped to clear threats for the Executioners.

    Lord Kai

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Mon Apr 27, 2015 10:26 am

    Battle Report picks:









    Derek S

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Derek S on Tue Apr 28, 2015 11:18 am

    I ordered one of these for you as well Damon.  Another Hero to design.

    Nomad

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Sun May 03, 2015 11:22 pm

    Kai - thank you so much for the battle reports. I've been planning on doing some play testing for the last couple of months, but I'm still trying to carve out the time.

    It sounds like the Cultists benefited from luck, rolls, strategy, and design.

    I know that the Cultists can be really quite good. They just need some synergy and options to make them more enticing to play with, which is why I wanted to go with non-bonding, low-point heroes. It sounds like I may have over done that with Valestrio.

    How would you suggest changing him to drop him back down to 60 points or so? Decrease his defense back to where it was?

    In the pics, what is the yellow arrow pointing to the Einar die?

    Derek - thanks for the Kheris box, more Cultist heroes?




    Lord Kai

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Mon May 04, 2015 12:16 am

    Nomad wrote:
    How would you suggest changing him to drop him back down to 60 points or so? Decrease his defense back to where it was?

    In the pics, what is the yellow arrow pointing to the Einar die?


    In this pic, I had taken a turn with the Cultists and was putting a die down to show where Nessa would need to end her movement to be adjacent to Cultists (who could then take a turn).




    Not sure on what to do with Valestrio yet. I think you should play-test him and see if he has a more "Taelord" feel that you intended.

    Nomad

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Tue May 19, 2015 7:22 pm

    OK, after Kai's input, I am going to suggest some minor changes updated below. I dropped this sentence in the Cult Adoration power "Each Cultist squad figure receives an additional attack die when using Cult Adoration." This means that the Cultists basically have a squad of 5 with the 60 point addition of Valestrio (with the potential of losing one if you don't inflict a wound). Thoughts?

    VALESTRIO SCIRH

    Figure- Confontration, Scorpions, Shamir Hero Box, Syko Valesterus

    General: Valkrill
    Planet: Icaria

    Species- Icarian
    Unique Hero
    Class: Rector
    Personality: Malleable
    Medium 5

    Life: 1
    Move: 6
    Range: 1
    Attack: 3
    Defense: 3
    60 Points

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.

    CULT ADORATION
    After revealing an Order Marker on Valestrio Scirh’s Army Card and after taking a turn with Valestrio Scirh, you may take a turn with one Cultist squad you control. If you do not inflict at least one wound with the Cultist squad you control using Cult Adoration, Valestrio Scirh receives a wound.

    IRON RESOLVE
    When rolling defense dice against a special attack, Valestrio Scirh always adds one automatic shield to whatever is rolled.

    Lord Kai

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Tue May 19, 2015 8:46 pm

    I liked the +1 attack but he's just under-costed at only 60-points if there is no range limit to his bonus.  Maybe:

    CULT ADORATION
    After revealing on Order Marker on Valestrio Scirh’s Army Card and after taking a turn with Valestrio Scirh, you may take a turn with one Cultist squad you control. Each Cultist squad figure adjacent to Valestrio Scirh receives an additional attack die when using Cult Adoration. If you do not inflict at least one wound with the Cultist squad you control using Cult Adoration, Valestrio Scirh receives a wound.


    This makes him similar to Finn's Attack Aura and the Knights of Weston.

    If you bump it out to 2, 3, or 4 clear sight spaces - then just increase his points 5, 10, or 20 points.

    Nomad

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Sun May 24, 2015 10:08 am

    Changed Adoration to include an extra die when adjacent to Valestrio. OP updated - I am going to give the Cultist army a play test.

    VALESTRIO SCIRH

    Figure- Confontration, Scorpions, Shamir Hero Box, Syko Valesterus

    General: Valkrill
    Planet: Icaria

    Species: Icarian
    Unique Hero
    Class: Rector
    Personality: Malleable
    Medium 5

    Life: 1
    Move: 6
    Range: 1
    Attack: 3
    Defense: 3
    60 Points

    SCEPTER OF THE DRAGON SLAYERS
    If Valestrio Scirh is destroyed, instead of removing Valestrio Scirh from the battlefield, you may choose a Cultist figure you control within 5 spaces of Valestrio Scirh. Remove the chosen Cultist figure and replace him Valestrio Scirh.

    CULT ADORATION
    After revealing an Order Marker on Valestrio Scirh’s Army Card and after taking a turn with Valestrio Scirh, you may take a turn with one Cultist squad you control. Each Cultist squad figure you control adjacent to Valestrio Scirh receives an additional attack die when using Cult Adoration. If you do not inflict at least one wound with the Cultist squad you control using Cult Adoration, Valestrio Scirh receives a wound.

    IRON RESOLVE
    When rolling defense dice against a special attack, Valestrio Scirh always adds one automatic shield to whatever is rolled.

    Nomad

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    Join date : 2013-05-26

    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Nomad on Sun May 24, 2015 1:05 pm

    NAME OF THE TEST UNIT: VALESTRIO SCIRH

    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. Valestrio looks good in the Scirh army and the dragon scepter power seems appropriate.

    FUN TEST: Was the unit fun to play? PASS. Many decision points and he adds a little flair to a fairly basic 4-figure melee squad.

    FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying? PASS. Having to kill Valestrio seven times could be annoying, but he became the target for the 4th over the cultists because he couldn’t be saved by Nessa’s Augury power.

    USAGE TEST: Were all of the powers on this card used, or at least usable? PASS. Powers used: the Scepter seven times and Adoration numerous times. This is actually harder to pull off than I thought it would be. Getting five attacks never happened due to figure placement and when the cultists had to be adjacent to him to get the extra die only happened about 5-6 times. The cultists were able to get a wound in on each bonding turn with Valestrio, but it came down to the last roll a couple of times. Iron Resolve didn’t come into play because the Valiant army didn’t have any special attacks.

    STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game? PASS. Many decision points. I used Nessa early to spring board the cultists out of the start zone and only used Valestrio and bonding when I was sure I would get three or more attacks in on that turn. I almost out ran having enough cultists to swap with during the middle part of the battle. Valestrio does add much to the strategy of the cultists.

    BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately? INCONCLUSIVE. I am tempted to say PASS, but after one battle it is too early to tell. With Valestrio popping around the board . . .

    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? PASS.

    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 over-amplified and break the game? PASS.

    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? INCONCLUSIVE. From the Adoration power, “Each Cultist squad figure you control adjacent to Valestrio Scirh receives an additional attack die when using Cult Adoration.” So, if my cultists are adjacent to an opponent’s Valestrio, do I can the attack die bonus? We need to determine if this should be reworded.

    ARMY TEST

    Did the unit perform adequately? What should be the unit's point value? Give a brief summary. [insert pass/fail, point value, and brief summary] INCONCLUSIVE. Having the few extra attacks probably came close to having Valestrio earn his points. But, not everything seems positive in playing him with the Cultists with having to worry about OM management, figure placement, and setting up future turns. I think he brings a nice balance of complexity and potential benefits. I would keep his points right where they are for now.

    Map: Custom by Damon that included RotV and BftU

    Army 1 (Damon): Nhah Scirh Cultists x4, Valestrio Scirh, Nessa Scirh, Guilty McCreach = 500 points.
    VS
    Army 2 (Damon): Charros, Thorgrim, 4th Mass Line x3 = 500 points.

    Battle Report:
    The Scirh surged forward to go on the offensive early, taking out a couple of 4th and even putting a wound on Charros while still in his start zone. The 4th decided to pod up around Thorgrim and use Wait and Fire most of the battle, slowly eliminating all Scirh coming their way. It turned into a route as the Scirh were over-extended. After regrouping, the Scirh did manage to take out quite a few 4th as they left Thorgrim’s protection to do some cultist hunting. The Valiant army won with a 1-wound Charros (who never received an OM), full-life Thorgrim, and 3 4th Mass remaining. I called it with Guilty still left in the start zone. Valiant had 311 points left on the board.


    Final thoughts: I’m pretty happy with how he played, but more play tests are needed. After one battle, I’m not convinced yet that changing the Adoration power to limiting the extra die to only adjacent figures is justified given the outcome of this battle. I’ll try again and play a little differently, ie, not get my army so spread out.

    Lord Kai

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    Re: W4: Valestrio Scirh - FINAL (Released)

    Post  Lord Kai on Tue May 26, 2015 12:09 pm

    Thanks for the play-test report!

    Yeah, adjacent Attack Aura will be more challenging to pull off and that will make OM management a challenge. In my play-tests it was just too easy to throw your OM's on Valestrio and get the +1 anywhere on the board. I could see a Taelord-style +1 attack within 4 clear sight spaces.

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    Re: W4: Valestrio Scirh - FINAL (Released)

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