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    W3 Tawarthion - (Forest Primordial) - released

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    Lord Kai

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    W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Fri Jun 28, 2013 6:16 pm

    TAWARTHION
    NWHC Wave ? – Wave Title - Pack Title






    PDF DOWNLOAD, front
    PDF DOWNLOAD, back


    Figure: Heroclix, Mutant Mayhem, Man-Thing, # 61

    General: Aquilla
    Planet: Eberron

    Species: Primordial
    Unique Hero
    Class: Protector
    Personality: Wild
    Medium 6

    Life: 5
    Move: 5
    Range: 1
    Attack: 3
    Defense: 4
    80 Points

    WOODLAND COMMANDER
    Before taking a turn with Tawarthion, you may take a turn with one squad of Sylvan Animae or one squad of Eilan Sidhe that you control.

    SPIRIT TRANSFER
    Instead of moving normally, you may reveal an X order marker on this card to activate Spirit Transfer. Choose a Sylvan Animae or Eilan Sidhe that you control. You may switch Tawarthion and the chosen figure. Figures moved by Spirit Transfer never take leaving engagement attacks. On the turn Tawarthion moves with Spirit Transfer he may attack any and all figures adjacent to him. Roll each attack separately.

    FOREST AVENGER’S SPIRIT
    When Tawarthion is destroyed, place this figure on a Sylvan Animae or Eilan Sidhe Army Card. Avenger’s Spirit adds 1 to the normal attack number on that card.

    Character Bio:

    Hailing from Eberron, the elven enchanter Tawarthion (Tah-WAHR-thee-on) joined the Order of Primordials after over a century of studying sorcery and druidic magics. Channeling his fey blood, as well as rituals for crafting enchanted items, Tawarthion was able to infuse mystical energies into plant life. These energies allowed plants to move and grow, taking limited humanoid forms known as the Sylvan Animae.

    Hoping to expand his control of woodland magic, Tawarthion created an organic suit of armor composed of plant life. This armor was similar to the husks used to house the energies of the Sylvan Animae. It provided protection nearly as strong as plate armor and increased his own strength. To use the bio-armor, Tawarthion enters a dreamlike state where his spirit leaves his body and inhabits the husk. In this way, his mortal body is safe and only the armor is at risk. With his apprentices watching over him, Tawarthion can travel in the bio-armor for several miles before the mystical connection begins to fray.

    To augment the connection between his host body and the bio-husk, Tawarthion crafted the Sylvan Animate with the same basic structure as his armor. Because of this, Tawarthion is able to transport his spirit into the husk of an Animae, and with the assistance of a complex conjuration spell, transfer the bio-armor as well. With this spirit transfer, Tawarthion can enter the form of one of his Animae, essentially switching locations with them.

    In order to keep the bio-armor functioning, it draws upon stored energy within other Animates, such as the Sylvans or other tree spirits like the Eilan Sidhe. If the armor is destroyed, the mystical energy powering the bio-armor can be shifted back and distributed to the other Animae husks. The Sylvans can take that surge of power and channel it into greater physical strength for their attacks.


    The Book of Tawarthion

    NWHC WAVE 3- ?



    - Rulings and Clarifications -
    _______________________________________



    - Combinations and Synergies -

    Synergy Benefits Offered
    -Tawarthion: Woodland Commander

    Sylvan Animae or Eilan Sidhe may take a turn before Tawarthion with WOODLAND COMMANDER’S bonding option.
    -Tawarthion: Spirit Transfer
    Instead of moving normally, Tawarthion may reveal a X marker and trade places with a Sylvan Animae or Eilan Sidhe and attack all adjacent figures.
    -Tawarthion: Forest Avenger’s Spirit
    Sylvan Animae or Eilan Sidhe may benefit from Tawarthions FOREST AVENGER’S SPIRIT attack bonus if a destroyed Tawarthion is placed on their card.
    -Protector: Dimensional Leap
    Being a Protector, Tawarthion may aid figures with the DIMENSIONAL LEAP placement power.  Figures with the DIMENSIONAL LEAP power include Michael Davion, Alyssa Davion.

    Synergy Benefits Received

    Synergy Imposed




    Last edited by Lord Kai on Sat Mar 28, 2015 12:06 am; edited 17 times in total
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Wed Jul 03, 2013 3:19 am

    Figures: Heroclix
    Name: Man-Thing

    HEROSCAPE CUSTOM STATS

    Unit Name: Tawarthion

    General: Ullar
    Species: Elemental
    Type: Unique Hero
    Class: Lord
    Personality: Fearless
    Size: Medium 6
    Points: 130
    Stats
    Life:        5
    Move:      5
    Range:    1
    Attack:    4
    Defense:  4

    Special Powers
    Option 1 - works with c3v Eilan Sidhe
    LORD OF THE FOREST
    Before taking a turn with Tawarthion, you may first take a turn with any Tricky Squad you control who follows Ullar.  Any Tricky figure you control that begins its turn adjacent to Tawarthion may move 1 additional space.  

    ELEMENTAL STORM SPECIAL ATTACK
    Range: 4  Attack: 3 + special
    Chose a figure to attack.  Add 1 attack die for each Elemental or Sidhe within 3 clear sight spaces of the chosen figure, up to a maximum of +3 dice.  Elementals and Sidhe are not affected by Elemental Storm special attack.


    Option 2 - works with our Sylvan Animae
    LORD OF THE FOREST
    Before taking a turn with Tawarthion, you may first take a turn with any Elementar Squad you control who follows Aquilla.  Any Wild figure you control that begins its turn adjacent to Tawarthion may move 1 additional space.  

    ELEMENTAL STORM SPECIAL ATTACK
    Range: 4  Attack: 3 + special
    Chose a figure to attack.  Add 1 attack die for each Elemental or Elementar within 3 clear sight spaces of the chosen figure, up to a maximum of +3 dice.  Elementals and Elementars are not affected by Elemental Storm special attack.


    ==

    Still needs refinement (Work in Progress)
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Mon Jul 08, 2013 8:07 pm

    Option 3

    Figures: Heroclix
    Name: Man-Thing

    HEROSCAPE CUSTOM STATS

    Unit Name: Tawarthion

    General: Aquilla
    Species: Avatar
    Type: Unique Hero
    Class: Primordial
    Personality: Fearsome
    Size: Medium 6
    Points: 120
    Stats
    Life:        5
    Move:      5
    Range:    1
    Attack:    4
    Defense:  3

    Special Powers
    ELEMENTAL ENCHANTMENT - EARTH AND WATER
    If there is at least one Order Marker on Tawarthion then the following figures you control become enchanted if they are within 8 spaces of Tawarthion:
    - Common Elementars
    - Common Small and Medium Earth Elementals
    - Common Small and Medium Water Elementals
    - Common Sidhe

    Enchanted figures add one to their Move and add 1 attack die for the rest of the round.  Enchanted figures are never attacked when leaving an engagement.

    SPIRIT TRANSFER
    After moving an enchanted figure, you may reveal an X order marker on this card to activate Spirit Transfer.  You may switch Tawarthion and the enchanted figure.  Figures moved by Spirit Transfer never take leaving engagement attacks.  After being moved by Spirit Transfer, if Tawarthion is engaged, he may take a turn during which he may only attack.

    COMMAND THE ELEMENTS - EARTH AND WATER
    After revealing a numbered order marker on Tawarthion, instead of taking a turn with Tawarthion, you may take a turn with two small or medium Earth or Water elementals you control.


    --
    Note:  I plan to make a Primordial that is Fire and Air.
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    Huskies16

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Huskies16 on Fri Jul 26, 2013 4:42 pm

    Option 4: he could just be the Swamp Elemental, a common figure, so Ullar can have one.
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Tue Aug 13, 2013 10:16 pm

    Here are the revised stats that I am considering for the "Forest" Primordial.  I am debating the "Sylvan Animae" bonding AND bonding with the Eilan Sidhe.  This is a forest spirit figure but with the Sylvans and Sidhe both being the same sculpt, I'm not sure that it works out.

    Should I just stick with the Sylvans?


    HEROSCAPE CUSTOM STATS

    Unit Name: Tawarthion

    General: Ullar
    Species: Primordial
    Type: Unique Hero
    Class: Sentinel
    Personality: Fearsome
    Size: Medium 6
    Points: 80
    Stats
    Life:        5
    Move:     6
    Range:    1
    Attack:    4
    Defense:  3

    Special Powers
    COMMANDER OF THE FOREST
    Before taking a turn with Tawarthion, you may first take a turn with either a squad of Wild Elementars you control or a common squad of Sidhe you control.

    SPIRIT TRANSFER
    Before moving, you may reveal an X order marker on this card to activate Spirit Transfer.  Choose an Elementar or Sidhe you control.  You may switch Tawarthion and the chosen figure.  Figures moved by Spirit Transfer never take leaving engagement attacks.  On the turn Tawarthion moves with Spirit Transfer he may attack any and all figures adjacent to him.  Roll each attack separately.


    Last edited by Lord Kai on Thu Aug 15, 2013 2:57 am; edited 3 times in total (Reason for editing : Dropping points to 80, changing general to Ullar)
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    Nomad

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Nomad on Wed Aug 14, 2013 12:18 am

    Spirit Transfer is a totally cool idea! How did you come up with that? Awesome!

    C3V is planning on coming out with this uncommon hero (looks like a tree and is pictured with Ullar).

    http://www.heroscapers.com/community/showpost.php?p=1724879&postcount=51

    Do we want to wait and see what they are going to offer here? Or just build the Primordial and hope he has some synergy with this figure (or we can always tweak what we come up with to make them work in as well).

    Or, somehow work in uncommon heroes from the front end of the design?

    Still brainstorming, right?

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    Derek S

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Derek S on Wed Aug 14, 2013 12:50 am

    I am impressed with the spirit transfer as well.  Nice power.  I kind of agree with Jacob and his option #4 for this figurine.  I would really love to see a treant
    http://www.miniaturemarket.com//media/catalog/product/cache/1/small_image/170x/9df78eab33525d08d6e5fb8d27136e95/D/D/DDGOL64_tn.jpg
    as the figurine used with the powers you have written up (There might be some other cheaper more tree/forest like figures out there)

    I would probably limit the bonding to the Sidhe. Or perhaps find some other form of benefiting the appropriate figures rather than straight bonding. Something like

    After taking a turn with Tawarthion, you may roll the 20-sided dice once for each Sidhe or Wild Elementar figure within 4 clear sight spaces. If you roll a ? or higher place a wound marker on an adjacent figure.

    Kind of how poison ivy works with her powers.
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    Nomad

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Nomad on Wed Aug 14, 2013 12:55 am

    ooh, good idea, Derek.

    EDIT: I didn't realize that Jacob came up with the Swamp elemental idea for Ullar, I liked the idea but was waiting for responses from the LD . . . I thought it was Derek's idea because of the Avatar (not that I wouldn't have liked the idea any less). Time to get some different Avatars boys. Let me know if I can help you change from the generic.

    Yes - that is a good idea Jacob!
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Wed Aug 14, 2013 2:25 am


    Huh. Swamp Elemental is a pretty cool idea.

    There is a mythology around Treants already that I wasn't planning to dive into. Though I agree- future Treants would be sweet.


    With Tawarthion ~ conceptually I'm looking for a 'leader' for the Sylvan Animae. If C3V is going to come out with more 'tree-like' figures - then maybe I just leave the Eilan Sidhe alone and make this guy work with the Sylvans. I'd like them to have a little bit more of a punch than just being filler or tree cover.

    Spirit Transfer's concept is that the Animae use their magical essence to inhabit trees or jungle brush and make it move/attack. The Primordial of the Sylvans can jump into the 'husk' that the Animae are using and since his essence (magically power) is greater then he can conjure more mass from the surrounding area.

    Sounds like some play-testings is in order. Tawarthion doesn't blow the doors off of combat or anything but take him and 2-3 squads of Sylvans and you have a nice supporting unit for Range. Especially since you're bringing your own tree-cover to the battle : )


    Army Ideas:

    Tawarthion ... 100
    Sylvan Animae x 3 ... 120
    Mohican River Tribe x 3 .. 210
    Brave Arrow .. 50
    Marcu Esenwein .. 20
    = 500 Points
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    Admin
    Admin

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Admin on Wed Aug 14, 2013 2:37 am


    And I missed that it was Huskies16 that responded .. so Derek I gave you a new Avatar : )

    I can change it if you like.
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    Derek S

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Derek S on Wed Aug 14, 2013 2:59 pm

    If we were to use the Treant figurine it wouldn't necessarily have to have the treant mythology tied to it. But if this figure is in playtesting I'll stop with the input until then.
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Thu Aug 15, 2013 12:41 am


    Poison Ivy's Plant Animation 12 is pretty cool, but to keep this figure's cost down ~ I'd like to stay more "bonding" with this figure. I can certainly see a Treant having Plant Animation though.

    Most of what I'm going for with the Primordials is someone other than Kurrok being able to field them successfully. Which means Bonding - not super original, but getting the elementals or other common heroes off the shelf.

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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Sat Aug 17, 2013 2:16 pm

    If you are looking for a "double play-test"

    Tawarthion ... 80
    Sylvan Animae x 3 ... 120 (or 3 squads of Eilan Sidhe)
    Mohican River Tribe x 3 .. 210
    Na'bora Saar Sniper x2 ... 90 (priced at 45 points)
    = 500 points

    You could price the NSS at 55 points to make it a 520 point army.


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    Nomad

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Nomad on Sun Aug 18, 2013 9:10 pm

    I will give the primordial a playtest soon. But, I haven't scoured his powers and theory-scaped a whole lot with this unit yet.

    I won't playtest the Snipers with it - I would like to focus only on one unit at a time.
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    Nomad

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Nomad on Sat Aug 31, 2013 12:26 pm

    http://www.heroscapers.com/community/showpost.php?p=1724879&postcount=51

    Looks like C3V is coming out with a Tree type character for Ullar that will probably work with Sidhe - perhaps.

    I would prefer if you made these guys work with Sylvan and not Sidhe. Since they are the same figure, I would be tempted to run both squads in my army - which would get very confusing. Also, the GGs are Elementars, did you intend for them to have spirit transfer with them as well?

    Of all the options, this is what I would tweak . . .

    Unit Name: Tawarthion

    General: Ullar Aquilla
    Species: Primordial
    Type: Unique Hero
    Class: Sentinel
    Personality: Fearsome
    Size: Medium 6
    Points: 80
    Stats
    Life: 5
    Move: 6
    Range: 1
    Attack: 4
    Defense: 3

    Special Powers
    COMMANDER OF THE FOREST
    Before taking a turn with Tawarthion, you may first take a turn with a squad of Wild Elementars you control or a common squad of Sidhe you control.

    SPIRIT TRANSFER
    Before moving, you may reveal an X order marker on this card to activate Spirit Transfer. Choose an Elementar or Sidhe you control a Wild Elementar you control. You may switch Tawarthion and the chosen figure. Figures moved by Spirit Transfer never take leaving engagement attacks. On the turn Tawarthion moves with Spirit Transfer he may attack any and all figures adjacent to him. Roll each attack separately.

    Spirit transfer is awesome! If you want to go with bonding and transfer with the Sidhe only instead of the Sylvan, I would be good with that.

    Let me know what stats you would like me to play test Tawarthion at.



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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Sat Aug 31, 2013 12:55 pm


    Aaah, good call on wanting to play both the Sidhe and the Sylvans in the same Army. That would be cool but super-confusing : P

    I'm okay with just using this Primordial for the Sylvans then. It might limit is play-time though. If he only works with Sylvans I might alter Spirit Transfer so he can pop into more figures than just the Sylvans.


    And yes - I read your battle reports in their entirety : P
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    Nomad

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Nomad on Sun Sep 01, 2013 11:14 pm

    Yes - it would really alter his play time if it was just Sylvan, but I don't want to have the potential of wanting to build an army with two units that have the same sculpt (but we knew that would be a potential issue when the Sylvan were developed).

    So, opening up the spirit transfer to other figures sounds like a possibility - but I would shy away from doing both Sylan and Sidhe, unless it was worded so that only one type of unit could be in the army. I don't know - I'm just thinking.

    I will wait on any play test for this figure until the mechanics and powers are worked out.
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Mon Sep 09, 2013 3:59 pm

    Previous stats:

    Unit Name: Tawarthion

    General: Ullar
    Species: Primordial
    Type: Unique Hero
    Class: Sentinel
    Personality: Fearsome
    Size: Medium 6
    Points: 80
    Stats
    Life: 5
    Move: 6
    Range: 1
    Attack: 4
    Defense: 3

    Special Powers
    COMMANDER OF THE FOREST
    Before taking a turn with Tawarthion, you may first take a turn with either a squad of Wild Elementars you control or a common squad of Sidhe you control.

    SPIRIT TRANSFER
    Before moving, you may reveal an X order marker on this card to activate Spirit Transfer. Choose an Elementar or Sidhe you control. You may switch Tawarthion and the chosen figure. Figures moved by Spirit Transfer never take leaving engagement attacks. On the turn Tawarthion moves with Spirit Transfer he may attack any and all figures adjacent to him. Roll each attack separately.


    ==
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Tue Sep 10, 2013 12:49 pm

    Going for a power-level bump here for this Primordial and the Sylvans. Might be too much ... need to play-test:

    Current version for play-testing (Updated 09-09)

    Unit Name: Tawarthion

    General: Ullar
    Species: Primordial
    Type: Unique Hero
    Class: Warrior
    Personality: Fearsome
    Size: Medium 6
    Points: 120
    Stats
    Life: 5
    Move: 5
    Range: 1
    Attack: 4
    Defense: 4

    Special Powers
    FOREST AVENGERS
    Each Wild Elementar you control within 6 clear sight spaces of Tawarthion rolls one additional attack die for each wound marker on this Army card (up to a maximum of +3 dice).

    MARCH OF THE WOODLANDS
    After moving Tawarthion normally, you may move 3 Wild Elementars up to 5 spaces each.

    SPIRIT TRANSFER
    Instead of moving normally, you may reveal an X order marker on this card to activate Spirit Transfer. Choose a Wild Elementar you control. You may switch Tawarthion and the chosen figure. Figures moved by Spirit Transfer never take leaving engagement attacks. On the turn Tawarthion moves with Spirit Transfer he may attack any and all figures adjacent to him. Roll each attack separately.
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Tue Sep 10, 2013 12:54 pm

    Army Ideas:
    # 1
    Tawarthion ... 120 points
    Sylvan Animae x3 ... 120 points
    Aubrien Archers x3 ... 210 points
    Arkmer ... 50 points
    = 500 points
    (Forest Archers!)


    # 2
    Tawarthion ... 120 points
    Sylvan Animae x3 ... 120 points
    Axe Grinders x2... 140 points
    Mogrimm Forgehammer ... 120 points
    = 500 points
    (Tree cover for Dwarves against large/huge)


    # 3
    Tawarthion ... 120 points
    Sylvan Animae x3 ... 120 points
    MicroCorp Troopers (c3v) x3 .. 240 points
    Marcu ... 20 points
    = 500 points
    (adding a Special Attack option with the M-Troopers)


    # 4
    Tawarthion ... 120 points
    Sylvan Animae x2 ... 80 points
    Quasatch Hunters x3 ... 300 points
    = 500 points
    (Monkey Madness)

    # 5
    Tawarthion ... 120 points
    Sylvan Animae x3 ... 120 points
    Marro Stingers x3 ... 180 points
    Raelin RotV ... 80 points
    = 500 points
    (umm ... this is vicious on paper, and I'm wondering how well it works. Stingers can get to 6 defense against range: 3 base + 2 Raelin + 1 Sylvan).
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    Nomad

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Nomad on Wed Sep 11, 2013 7:12 pm

    Actually, I like your last rendition . . . not sure how the points will work out. Instead of actual bonding, there is movement bonding. I also liked that you dropped the Sidhe from the possible synergy.

    Even though that last army option looked scary with Stingers getting a defense of 6 against range, this is possible even without Tawarthion. And for other units as well, not just for Stingers.
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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Fri Sep 13, 2013 6:45 pm


    So I ran two play-test battles on Highways and DieWays ... man, that map is BRUTAL. I'll need to try a different set up.

    Needless to say - Tawarthion and the Sylvans were under-whelming. Both games were blow-outs, though I think my supporting army was poorly chosen.

    Army # 1
    Tawarthion
    Sylvan Animae x3
    Augamo
    Krav Maga Agents

    versus

    Grimnak
    Heavy Gruts x3
    Stingers x3


    Interesting note that the Sylvan Animae are immune to Chomp! I totally didn't realize that before I decided to play Gruts & Grimnak.

    Game 1:
    Lots of initial maneuvering. Lead out with Tawarthion and movement-bonding of Sylvans. Created 'tree bonus' with Sylvans to provide cover for Krav in case the Stingers moved up. Too slow movement though as movement-bonding does not add Road Bonus, so Gruts reached a +2 Move and Wound Glyph on OM3. Gruts popped up and carved 4 wounds into Tawarthion (moved around Sylvans with Disengage to attack my primordial who showed two Order Markers because I was hoping to win initiative and Spirit Transfer for a nice whirlwind attack). Once it got to Tawarthion, I only had 1 life remaining and didn't want to lose him so I chickened out and Spirit Transferred back to the start zone .. basically losing a turn). Grimnak moved up and snacked on a Krav agent (sad) and then Gruts went to work. I dig get one Spirit Transfer that led to a triple attack that killed three squadies, but that was the most damage I did all game. It was over really fast though Augamo rolled up into battle and took out a few Gruts. I failed at 2 Rams on the same turn (really sad) and eventually he went down. Horrible game on my part.

    Game 2:
    Slower roll by the Sylvans and Tawarthion. But the Orcs and their disengage got around the Sylvan Screen and dropped some early damage on Tawarthion. Which was fine, since that made the Sylvans 5 Attack, 4 Defense if they were within 6 clear sight spaces. Luckily the next OM was on Sylvans and they took out 2 squaddies but then Tawartion was dispatched and the fun was over. The Krav lasted much longer but Grimnak and Gruts on Road closed the distance fast. Augamo came up to do some damage but again bad bad dice rolling on Rams. The Gruts hung in there and eventually they took 'em down.

    --

    I think that the map was a big factor in Tawarthion and the Animae's loses here. You need to come out of the Start Zone in a narrow road and then you get to spread out ... but with multiple army cards - your OM management needs to be precise to not bunch up. The five activations of the Gruts & Grimnak are fantastic of course, and I really misplayed the Sylvans. I needed to use them to screen and have more Ranged Squaddies behind firing down. So my bad on poor Army choices. I think 3 squads of MicroCorp Troopers or Stingers would have been much better.

    The "Forest Avenger" boost for the Sylvans is much like the MacDirks, but Tawarthion has to stay in close range - so it can be vulnerable. You really just want 1 or 2 wounds on him so that the Sylvans get a boost. I kept it Clear Sight to keep the points lower but it might not be effective enough.

    Strange that I'm having a hard time getting this guy to work : P
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    Lord Kai

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    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Lord Kai on Thu Nov 21, 2013 3:11 am

    Current version for play-testing (Updated 11-20)

    Unit Name: Tawarthion

    General: Aquilla
    Species: Primordial
    Type: Unique Hero
    Class: Warrior
    Personality: Wild
    Size: Medium 6
    Points: 100
    Stats
    Life: 5
    Move: 5
    Range: 1
    Attack: 4
    Defense: 4

    Special Powers
    FOREST AVENGERS
    Each Wild Elementar you control rolls one additional attack die for each wound marker on this Army card (up to a maximum of +3 dice).

    WOODLAND COMMANDER
    After taking a turn with Tawarthion, you may move 3 Wild Elementars up to 5 spaces each.

    SPIRIT TRANSFER
    Instead of moving normally, you may reveal an X order marker on this card to activate Spirit Transfer. Choose a Wild Elementar you control. You may switch Tawarthion and the chosen figure. Figures moved by Spirit Transfer never take leaving engagement attacks. On the turn Tawarthion moves with Spirit Transfer he may attack any and all figures adjacent to him. Roll each attack separately.

    --

    More powerful version.  

    1. Allows Forest Avenger Attack Bonus without clear sight (so more like MacDirks).  More powerful for sure.
    2. Language change to Forest Commander is clarified to allow a squad of Sylvan Animae (Wild Elementars) to move after taking a turn with their hero.
    3. Dropping to 100 points to match Zaiken.  
    4. Changing from Ullar to Aquilla to match the Sylvan Animae


    I can see Tawarthion leading out - taking a few wounds - and then bouncing back to the Start Zone with Spirit Transfer to keep the +3 attack bonus for Sylvans.  It would require some good Order Marker Management.  It would make the Sylvans a 5 attack/4 defense squad - which is pretty potent for a 40-point squad.  Of course, much like Krug, you can ignore Tawarthion and not wound him to negate/limit the bonus attack.

    There is also OM management with when to "lunge" with the Spirit transfer for a multi-attack.

    Need to playtest again ... on a more balanced map ... with better supporting units.

    Comparing to Zaiken ... the Marine Commander can get 4 attacks per OM (Zaiken + 3 Common Heroes) and Tawarthion gets 1 attack normally and maybe 2-3 if he is lucky with Spirit Transfer's whirlwind style attack.  The Sylvans are a 3 person squad so less attacks per OM but potentially higher attack dice if Tawarthion is wounded.
    avatar
    Derek S

    Posts : 1225
    Join date : 2013-05-26

    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Derek S on Thu Nov 28, 2013 12:05 am

    woodland commander (maybe a different name) and spirit transfer are awesome. I feel like too much is being crammed in to the character to have forest avenger as well. I would like to see woodland commander more powerful, or forest avenger more powerful while dropping the other one.

    ie:
    Special Powers
    FOREST AVENGERS
    Each Wild Elementar you control rolls one additional attack die for each wound marker on this Army card (up to a maximum of +3 dice).

    WOODLAND COMMANDER
    After taking a turn with Tawarthion, you may move 3 Wild Elementars up to 5 spaces each.
    becomes

    after taking a turn with Tawarthion, you may move 3 wild elementars up to 5 spaces each, or you may attack with 3 wild elementars you control.

    Kind of combining the 2 powers without adding the additional attack dice ( a wild elemental down the road might have a big attack as well).
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    Nomad

    Posts : 1922
    Join date : 2013-05-26

    Re: W3 Tawarthion - (Forest Primordial) - released

    Post  Nomad on Sat Nov 30, 2013 12:25 pm

    I'm interested in play-testing with Kai's proposal. Very risky army build - OM management, trying to attack/escape from attacks with a few wounds without dying . . .

    I'm a little worried about the Sylvan being a 5/4 40 point squad, but I'm not sure how often that would occur. Kill Tawarthion and they don't get the bonus. OM management will be tough.

    If the combo proves to powerful, we could go to an either/or power like Derek mentioned, drop his life, drop the woodland commander to a move of 4 for the Sylvan, drop the forest avenger to a plus 2 attack, or bump his points. There are many ways to tweak him.

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    Re: W3 Tawarthion - (Forest Primordial) - released

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