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Cryptic Alliance

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    W3 Doggin Trackers- Released.

    Derek S
    Derek S


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    Post  Derek S Tue Oct 01, 2013 12:38 am

    DOGGIN TRACKERS

    NWHC Wave 3- ASCENT OF THE GOBLINS- VYDAR'S VENTURE

    W3 Doggin Trackers- Released. DogginTrackers.NWHCW3 Doggin Trackers- Released. DogginTrackers.Basic.NWHC


    Figures- Confrontation, Creatures of Dirz, Syhar Sighthounds Unit Box

    General: Vydar
    Planet: Feylund

    Species- Doggin
    Unique Squad
    Class: Tracker
    Personality: Tricky
    Large 5

    Life: 1
    Move: 7
    Range: 1
    Attack: 3
    Defense: 4
    110 Points

    TRACKING
    After taking a turn with the Doggin Trackers, you may move 1 Tricky Hunter Hero or 1 Tricky Hunter Squad you control up to 6 spaces.

    TRACKER AMBUSH
    When a Hunter or Tracker you control attacks an opponent's figure that has no revealed Order Markers on their Army Card and is adjacent to at least one Doggin Tracker you control, add 1 automatic skull to whatever is rolled.

    DISENGAGE
    Doggin Trackers are never attacked when leaving an engagement.

    Bio-
    These Doggin Trackers are descendents of a time when the hounds roamed far and wide, rampaging across the wastelands of Nullondia. Summoned and engineered by Vydar, these elite Trackers now have antennae arms on their back that allow them to direct their kindred Doggin and those that can discern. The speed of the Trackers allow them to stealthily sprint past their enemies to continue the pursuit of their prey. And when that prey is attacked, it is often caught unaware and overwhelmed by the onslaught of the Doggin Trackers and their hunting party.


    - Rulings and Clarifications -
    _______________________________________



    - Combinations and Synergies -

    Synergy Benefits Offered
    Otonashi: Tricky Speed 4[/b]
    -Having a Tricky personality, a Doggin Tracker may aid Otonashi’s TRICKY SPEED 4 ability.
    Doggin Trackers: Tracking
    -A Tricky Hunter Hero or squad may benefit from the Doggin Tracker’s TRACKING movement bonus.  
     -current Tricky Hunter Heroes include: Dund.
     -current Tricky Hunter squads include:.
    Doggin Trackers: Tracker Ambush
    -A Hunter or Tracker may benefit from the Doggin Trackers TRACKER AMBUSH attack bonus.
     -current Hunters include: Arktos, Death Chasers of Thesk, Dund, Dzu-Teh, Feral Troll, Gladiatrons, Grok Riders, Marrden Hounds, Marro Drudge, Master of the Hunt, Quasatch Hunters, Van Nessing, Varkaanan Darkclaws, Greyspears, Quickblades, Swiftfangs, Wolves of Badru, Anubian Alpha, BloodHunter Harpies, Shadow Slayers of Kresnik, .  
     -current Trackers include: Doggin Trackers,.

    Synergy Benefits Received


    Synergy Imposed


    Last edited by Derek S on Mon Apr 06, 2015 11:03 am; edited 21 times in total
    Lord Kai
    Lord Kai


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    Post  Lord Kai Tue Oct 01, 2013 1:43 am

    I do not own any other figures but they are wickedly awesome ... so I wouldn't mind investing in them : )


    They sort of remind me of a Barghest: http://en.wikipedia.org/wiki/Barghest
    Nomad
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    Post  Nomad Tue Oct 01, 2013 6:57 pm

    Doggin works for me. Not all Doggin's have to look just like Dund. Heck, not all humans look just like me - thank God.

    Derek - do you have the line/box/figure info?
    Derek S
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    Post  Derek S Tue Oct 01, 2013 10:37 pm

    When I redo the OP I'll put ideas & info in. Syhar Sighthound unit box confrontation. $12 at M.M.
    Derek S
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    Post  Derek S Wed Oct 02, 2013 9:10 am

    Name- ? Hounds
    unique squad
    class-
    species- Doggin
    personality-
    size-
    height-
    life- 1
    move- 7
    range- 1
    attack- 2
    defense- 4

    Tracking

    After taking a turn with the ? Hounds, if they are engaged to at least 1 enemy figure you may move a tricky hunter you control up to 6 spaces.  That tricky hunter must end its movement within 5 clear sight spaces of the chosen engaged figure.

    Pack

    If there are at least 2 ? Hounds engaged to the same figure you may combine the attack values and roll attack dice once against the engaged figure.  Any ? Hounds not engaged with that figure may attack normally.

    Obviously some wording issues but getting the ideas out there. OP updated.
    Nomad
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    Post  Nomad Tue Oct 08, 2013 7:12 pm

    I really like the ideas for the powers. Very cool. I like that they can get Dund into range to do his magic.
    Lord Kai
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    Post  Lord Kai Fri Oct 25, 2013 3:21 am

    I ordered these guys through Miniature Market today : )

    I had an idea for a special power


    What if they had something like:

    DOGGIN AMBUSH
    When attacking with a Doggin you control, if the defending figure has no revealed order markers on their army card, subtract 2 from its defense dice.



    This would allow teamwork with Dund - so that if he cleared out all of the OM's on an army card, the Doggin Hound squad can run wild and attack targets with reduced defense. It also allows a unique squad to attack Bonding Heroes more viciously. Since they are a Unique Squad that might help them in their 'assassin' role.

    I'd recommend the same Attack/Defense as Dund: 3/5. That makes them inline with a Deathstalkers with their Move 7 so they could be under 100 points since they are a unique squad.
    Derek S
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    Post  Derek S Fri Oct 25, 2013 10:29 pm

    I really like that idea, it does fit in with Dund a bit. Obviously the Doggin part of the name would have to change as Dund is a doggin and future doggin might get made (unless the intent was to have Dund and future doggin to get to attack with the defense being reduced by 2-?). I do think if Dund clears the order markers that is punishment enough though. I really like the thoughts here.
    Lord Kai
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    Post  Lord Kai Sat Oct 26, 2013 1:40 am

    Derek S wrote:I really like that idea,  it does fit in with Dund a bit.  Obviously the Doggin part of the name would have to change as Dund is a doggin and future doggin might get made (unless the intent was to have Dund and future doggin to get to attack with the defense being reduced by 2-?).  I do think if Dund clears the order markers that is punishment enough though.   I really like the thoughts here.
    Yeah, not sure on the actual mechanics of it (or names) but thought it would be a nice combo power. And if Dund benefits from it - it wouldn't be bad either. Poor guy is pretty unlikely to pull off his special power anyway.

    You could have him get a +1 for each Doggin/Hound within 5 clear sight of his target or something ... but the squad could also stand on their own. Another figure that removes order markers is the Mind Flayer Mastermind : )
    Derek S
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    Post  Derek S Tue Dec 10, 2013 11:32 am

    What do you guys think of naming them the Tracker Hounds, or Tracker Hounds of Nullondia.

    Having their personality being Tricky, Tormenting, or Terrorizing (least favorite)?

    Pack

    If there are at least 2 ? Hounds engaged to the same figure you may combine the attack values and roll attack dice once against the engaged figure. Any ? Hounds not engaged with that figure may attack normally.


    power replacement option wrote:DOGGIN TRACKER AMBUSH
    When attacking with a Doggin tracker hound you control, if the defending figure has no revealed order markers on their army card, subtract 2 from its defense dice.

    or another option
    TRACKER AMBUSH
    When attacking with the Tracker Hounds, if the defending figure has no revealed order markers on their army card, you may combine the attack values of the Tracker Hounds and roll the attack dice as one attack. Only Tracker Hounds engaged with the defending figure may combine their attack values. Any Tracker Hounds not engaged with that figure may attack normally.

    Kind of a combination of the ideas. We could make it a special attack -if at least 2 Tracker Hounds or engaged to a figure with no revealed order markers you may attack once with Tracker Ambush (range-1, attack-5). Any Tracker Hound not engaged with that figure may attack normally. Or float the attack value so it is either 4 (with 2 engaged) or 6 (with 3 engaged).
    Lord Kai
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    Post  Lord Kai Tue Dec 10, 2013 4:59 pm


    If they are going to be Unique Squad, any powers with 2+ Hounds might be hard to utilize.

    If they were common like the Deathstalkers I could see it (but at $18/for pack of 3 - unique is probably best).


    Maybe they could have a Special Attack (as an individual hound) that gets better for each Tracker Hound engaged to the target.
    Nomad
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    Post  Nomad Sat Dec 14, 2013 5:41 pm

    I like the sound of "Tracker Hounds" as the name for now.

    As a unique melee squad, I wouldn't mind seeing their attack bumped to 3, unless the desire is to keep their points in check.

    I like the movement bonus to tricky hunters, so far just Dund. I like the idea of having these guys get one extra attack die for each additional tracker hound engaged to the same figure rolling defense - sounds like a nice bonus for a pack of hounds. I'm not so sure about the combined attack, special or not.

    So, another option . . .

    TRACKER AMBUSH
    When attacking with the Tracker Hounds, if the defending figure has no revealed Order Markers on their Army Card, you may add one attack die for each additional Tracker Hound engaged with the defending figure.

    Have you thought about giving these guys a disengage power? That would make the ambush pretty sweet.
    Derek S
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    Post  Derek S Sat Dec 14, 2013 8:07 pm

    Some good thoughts here. How about Baiting or Tracker Bait (although I like tracker ambush) just for thought. I'll ponder
    TRACKER AMBUSH
    When attacking with the Tracker Hounds, if the defending figure has no revealed Order Markers on their Army Card, you may add one attack die for each additional Tracker Hound engaged with the defending figure.

    Have you thought about giving these guys a disengage power? That would make the ambush pretty sweet.

    for a bit, and really don't have a problem upping their attack to 3, potentially 3 attacks 6 without height or glyphs under the right circumstances. Really like the disengage thought but might get powerful with 3 attacks of 6. Just thinking aloud here.
    Derek S
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    Post  Derek S Sun Jan 12, 2014 3:06 pm

    OP updated with where I think these guys are at. Changed personality from relentless to Tricky (not sure of it), revised the Ambush Power, changed name to Doggin Trackers, added Disengage, starting them at 120 pts. Hopefully this is where we want them for now.


    unique squad
    class- tracker
    species- Doggin
    personality- Tricky
    size- large
    height- 4 or 5
    life- 1
    move- 7
    range- 1
    attack- 3
    defense- 4
    Points- 120

    TRACKING

    After taking a turn with the Doggin Trackers, chose a figure engaged to at least 1 Doggin Tracker. You may move 1 tricky hunter hero or 1 tricky hunter squad you control up to 6 spaces. Any tricky hunter moved must end its movement within 5 clear sight spaces of the chosen engaged figure.

    TRACKER AMBUSH

    When attacking with the Tracker Hounds, if the defending figure has no revealed Order Markers on their Army Card, you may add one attack die for each additional Tracker Hound engaged with the defending figure.

    DISENGAGE

    Doggin Trackers are never attacked when leaving an engagement.
    Lord Kai
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    Post  Lord Kai Sun Jan 12, 2014 3:14 pm

    Since they are a unique squad, I could see them at 100-points instead of 120.

    Is Dund the only Tricky Hunter?
    Derek S
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    Post  Derek S Wed Jan 15, 2014 2:48 am

    Yes, Dund is the only tricky hunter (unless we have some in our creation which I don't think).
    Lord Kai
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    Post  Lord Kai Wed Jan 15, 2014 11:58 am

    TRACKING
    After taking a turn with the Doggin Trackers, chose a figure engaged to at least 1 Doggin Tracker. You may move 1 tricky hunter hero or 1 tricky hunter squad you control up to 6 spaces. Any tricky hunter moved must end its movement within 5 clear sight spaces of the chosen engaged figure.


    I could see changing this to be more flexible for Dund:


    TRACKER MOVEMENT BONDING
    After taking a turn with the Doggin Trackers, if at least one Doggin Tracker is engaged you may move 1 Doggin hero or 1 tricky hunter squad you control up to 6 spaces.
    Derek S
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    Post  Derek S Wed Mar 05, 2014 6:11 pm

    TRACKING
    After taking a turn with the Doggin Trackers, chose a figure engaged to at least 1 Doggin Tracker. You may move 1 tricky hunter hero or 1 tricky hunter squad you control up to 6 spaces. Any tricky hunter moved must end its movement within 5 clear sight spaces of the chosen engaged figure.


    I could see changing this to be more flexible for Dund:


    TRACKER MOVEMENT BONDING
    After taking a turn with the Doggin Trackers, if at least one Doggin Tracker is engaged you may move 1 Doggin hero or 1 tricky hunter squad you control up to 6 spaces.

    I'd be OK with this although I think it looses a little bit with the theme that these guys are hunting down the prey they are after. Do you think increasing their sight space range would work and still keep the theme a bit more? I could go either way here.
    Nomad
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    Post  Nomad Thu Mar 06, 2014 8:03 pm

    I could go either way as well. Derek's option would require more strategy in planning out moves in advance. Kai's option would make it easier for Dund to go after whoever.
    Derek S
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    Post  Derek S Sun Mar 09, 2014 2:39 pm

    We gave these guys a playtest yesterday.  Thought about changing the

    TRACKING
    After taking a turn with the Doggin Trackers, chose a figure engaged to at least 1 Doggin Tracker.  You may move 1 tricky hunter hero or 1 tricky hunter squad you control up to 6 spaces. Any tricky hunter moved must end its movement within 5 clear sight spaces of the chosen engaged figure.
    power

    to this

    TRACKING
    After moving the Doggin Trackers and before attacking, choose a figure engaged to at least 1 Doggin Tracker.  You may move 1 tricky hunter hero or 1 tricky hunter squad you control up to 6 spaces.  If a figure with the Crippling Gaze power ends its movement within 5 clear sight spaces of the chosen figure you may roll for that Crippling Gaze Power.

    Makes them pretty powerful that is OK here I think. You got any thoughts here.
    Lord Kai
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    Post  Lord Kai Tue Mar 11, 2014 8:27 pm


    I am thinking that straight Bonding with Dund is probably much easier. And Dund is a D-rated figure, so he could use some help : )


    Derek S
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    Post  Derek S Tue Mar 11, 2014 8:50 pm

    Yeah, straight bonding might be easier but I don't think we should go there with a unique squad. Right now Dund could move anywhere he want's or move to within 5 spaces of a chosen figure the Trackers are engaged with and roll for crippling gaze. This gives Dund the chance to use crippling gaze without even putting an order marker on him- which is pretty huge, or he can wander off and use crippling gaze after the fact. It might be a little odd the way it works as it is changing the order of Dund doing things. Maybe just the movement bonding letting Dund go where ever he wants is better, but somehow I want to keep the feel of the pack working together. Definitely some thought here still needed.

    If we ever find a common squad Doggin figure (and I hope we do) I think straight bonding could go there.
    Lord Kai
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    Post  Lord Kai Tue Mar 11, 2014 11:50 pm

    Cool. I think you'll need to wordsmith the ability to use Crippling Gaze, but that would still be nice.

    You could throw in an ability to transfer OM's from the Doggin squad to Dund (sort of like the Minions of Utgar can take a turn or take a turn with an Utgar Kyrie Warrior).

    Lord Kai
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    Post  Lord Kai Thu Mar 13, 2014 8:12 pm

    FYI ... pulled this from the Heroscape Compendium for reference.

    Doggin

    The hunting hounds of Nullondia (in Feylund) are
    legendary for their ability to track anything anywhere.
    They are simply more intelligent and cunning than any
    other animals. However, these traits are not what make
    them ideal for tracking. It is their ability to trick quarry
    into doing exactly what they want that makes them
    superior hunters. Amongst these Doggin, Dünd is a
    sovereign. Not only is he a superior tracker, but
    Dünd has the ability to simply paralyze his prey with fear.
    His mere glance is enough to stop all but the most skilled
    of warriors in their tracks, rendering them helpless and an
    easy target.

    Derek S
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    Post  Derek S Fri Mar 14, 2014 1:10 am

    I had read that before posting the original ideas.  It might be worth quoting any heroscape lore in post 2 so that it isn't forgotten.  Thanks Kai for bringing it up.  The Hunting Hound name I am going to leave for a common squad if it ever becomes doable.  This is where they are currently at minus some recent suggestions.

    Name- Doggin Trackers
    unique squad
    class- tracker
    species- Doggin
    personality- Tricky
    size- large
    height- 4 or 5
    life- 1
    move- 7
    range- 1
    attack- 3
    defense- 4
    Points- 120

    TRACKING
    After taking a turn with the Doggin Trackers, chose a figure engaged to at least 1 Doggin Tracker.  You may move 1 tricky hunter hero or 1 tricky hunter squad you control up to 6 spaces. Any tricky hunter moved must end its movement within 5 clear sight spaces of the chosen engaged figure.

    TRACKER AMBUSH
    When attacking with the Tracker Hounds, if the defending figure has no revealed Order Markers on their Army Card, you may add one attack die for each additional Tracker Hound engaged with the defending figure.

    DISENGAGE
    Doggin Trackers are never attacked when leaving an engagement.

    With recent thoughts how about something like this.

    Name- Doggin Trackers (Tracker Hounds)
    unique squad
    class- tracker
    species- Doggin
    personality- Tricky
    size- large
    height- 4 or 5
    life- 1
    move- 7
    range- 1
    attack- 3
    defense- 4
    Points- 120
    TRACKING
    After taking a turn with the Doggin Trackers, you may move 1 tricky hunter hero or 1 tricky hunter squad you control up to 6 spaces.

    TRACKER AMBUSH
    When attacking with the Tracker Hounds, if the defending figure has no revealed Order Markers on their Army Card, you may add one attack die for each additional Tracker Hound Doggin engaged with the defending figure.

    BAITING
    If a Tracker Hound is targeted for an attack and there are any Doggin figures with the Crippling Gaze power within 5 spaces, before the attacking figure rolls attack die you may roll for that Crippling Gaze power.  If a Tracker Hound receives 1 or more wounds any Tracker Hounds within 5 spaces may move adjacent to the attacking figure.  The attacking figure cannot be more than 4 levels higher than the Tracker Hound.  If a Tracker Hound can move adjacent roll an attack die.  If a skull is rolled the attacking figure receives 1 wound.

    DISENGAGE
    Doggin Trackers are never attacked when leaving an engagement.


    Obviously the Baiting power would need some wordsmithing but hopefully the idea is clearly represented.  Unfortunately the Disengage power goes away but they are gaining the ability for crippling gaze to be a defensive power via Dund (for now).  [By the way the Minotaurs being from Nullondia had something to do with Dunds bio that you quoted- smart or cunning animals must come from Nullondia].  The Baiting power (I asked a hunter I work with what it is called when a pack works together to confuse and overtake a more powerful hunted and he said Baiting) also allows the Trackers to bite the attacker in the ass- much like real baiting, if Dund doesn't pull off his magic.  I think this is pretty decent for representing a tracker squad.  Disengage would be awesome but I don't think it would necessarily be better than what is above.  Thoughts?  

    FYI if a figure is discovered for a common squad Hunting Hound of Nullondia I would push for a Dund Crippling gaze die enhancer and disengage at this point.

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