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Cryptic Alliance

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    W2 Ellesar - Released

    Nomad
    Nomad


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    Post  Nomad Mon Sep 30, 2013 9:36 pm

    Ellesar
    NWHC WAVE 2 - Reinforcements of the Taunting Tide - Heroes of Balearia

    W2 Ellesar - Released EllesarR.NWHC W2 Ellesar - Released Ellesar.BasicR.NWHC

    PDF DOWNLOAD, front
    PDF DOWNLOAD, back

    Figure: Mage Knight 2.0, High Elven Archer #46-48

    General: Jandar
    Planet: Feylund

    Species: Elf
    Unique Hero
    Class: Archer
    Personality: Precise
    Medium 5

    Life: 3
    Move: 5
    Range: 8
    Attack: 3
    Defense: 2
    40 Points

    RAPID SHOT SPECIAL ATTACK
    Range 6. Attack 2.
    If Ellesar rolls 2 skulls with his Rapid Shot Special Attack, Ellesar may attack again with his Rapid Shot Special Attack. Ellesar may continue attacking with his Rapid Shot Special Attack until he rolls fewer than 2 skulls.


    Character Bio:
    From the heart of the great forest of Feylund came the Aubrien Archers, of which Ellesar once belonged. Ellesar was one of the young elves who passed the four tests of the Queen and was allowed to join the Aubrien squad. Ellesar was among the 10% who made it through the training and showed such impressive skill with the bow that he and his fellow archers became feared across Feylund, and now, even beyond in Valhalla. As an expression of unity between allies in the Battle of All-Time, General Ullar granted Ellesar the status of hero and sent him to fight with the valiant troops serving under General Jandar.


    - Rulings and Clarifications -

    - N/A

    - Combinations and Synergies -

    Synergy Benefits Offered

    - ARKMER: Staff of Lerkintin
    As an Elf, Ellesar may aid Arkmer’s defense bonus.

    Synergy Benefits Received

    -Acolarh: Leaf of the Home Tree Aura
    As an Elf, Ellessar may benefit from Acolarh’s LEAF OF THE HOME TREE AURA defensive bonus.

    -Kyntella Gwyn : Strength of Oak Aura 1
    As an elf, Ellessar may benefit from Kyntela Gwyn's STRENGTH OF OAK AURA 1 defense bonus.

    - Emirroon: Elven Summoning Spell
    As an Elf, Ellesar may benefit from Emirroon’s summoning.

    Synergy Imposed

    - N/A


    Last edited by Nomad on Sat Feb 07, 2015 3:48 pm; edited 16 times in total
    Nomad
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    Post  Nomad Mon Sep 30, 2013 9:39 pm

    My creativity has run amok out of the gate with this figure!

    Generally, I'm look for an elf crossover to Jandar that would be a filler character. I could go for something with more umph, but Syvarris has that cornered. I am open to any and all ideas . . .
    Derek S
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    Post  Derek S Mon Sep 30, 2013 11:33 pm

    A thought could be kind of like the Grim Determination power of Ulfrid, you could up his attack (probably his life to), and if he uses the attack and doesn't destroy the figure he must take a wound and attack the figure again. Or start with 8 dice, using 1,2,3, or 4 dice you attack. If you destroy an opponent you may attack again until all 8 dice are used- I kind of like this idea!
    Nomad
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    Post  Nomad Tue Oct 01, 2013 7:11 pm

    I like that idea as well.

    Rapid Bow Special Attack

    Range 6. Attack 1, 2, 3, 4.

    Ellessar starts each turn with 8 attack dice. Choose any figure within range and attack by rolling 1, 2, 3, or 4 attack dice. If Ellessar destroys a figure, he may attack again with 1, 2, 3, or 4 attack dice until he has rolled all 8 attack dice or until he fails to destroy a figure. Ellessar may target the same or different figures with each attack.

    What do you think?
    Lord Kai
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    Post  Lord Kai Tue Oct 01, 2013 7:23 pm


    So he could potentially do two attacks of 4 ... destroy a squaddie, then take another big attack. Or three potential attacks of 3 like Q-9, or four attacks of 2 if he's picking on easy targets. The attacks of 2 seem unlikely since he has to stop attacking if he fails to destroy a figure, right?

    Of course he'll slaughter Venoc's much like Q-9 .. but Q-9 can keep attacking if he fails to destroy a Viper.

    Pretty interesting idea, but he's likely in the 120+ point range if he can consistently do two attacks of 4 at range like Kaemon Awa.

    Nomad
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    Post  Nomad Tue Oct 01, 2013 8:10 pm

    Another idea:

    Rapid Bow Special Attack

    Range 6. Attack 2.

    If Ellessar rolls 2 skulls with his Rapid Bow Special Attack, Ellessar may attack again with his Rapid Bow Special Attack. Ellessar may continue attacking with his Rapid Bow Special Attack until he rolls fewer than 2 skulls.
    Derek S
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    Post  Derek S Tue Oct 01, 2013 10:28 pm


    Rapid Bow Special Attack

    Range 6. Attack 1, 2, 3, 4.

    Ellessar starts each turn with 8 attack dice. Choose any figure within range and attack by rolling 1, 2, 3, or 4 attack dice. If Ellessar destroys a figure, he may attack again with 1, 2, 3, or 4 attack dice until he has rolled all 8 attack dice or until he fails to destroy a figure. Ellessar may target the same or different figures with each attack.
    I like it. An attack of 4 isn't a guarantee to kill a figure- (this attack is less than Syvarris with height and his guaranteed 2nd attack). The last line really isn't needed as he can't target a figure he's already killed and if he doesn't kill the figure his turn is over. Often you might go 3-3-2 for three attacks against a lower defense figure. Kind of cool I think. I think he would come in less than Syvarris in pts.


    Rapid Bow Special Attack

    Range 6. Attack 2.

    If Ellessar rolls 2 skulls with his Rapid Bow Special Attack, Ellessar may attack again with his Rapid Bow Special Attack. Ellessar may continue attacking with his Rapid Bow Special Attack until he rolls fewer than 2 skulls.
    Another cool idea. Could be a swingy attack and make Ellessar a swingy lower point hero.
    Nomad
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    Post  Nomad Fri Oct 04, 2013 11:43 pm

    Derek wrote: The last line really isn't needed as he can't target a figure he's already killed and if he doesn't kill the figure his turn is over.
    Yep . . .

    Derek wrote:Another cool idea. Could be a swingy attack and make Ellessar a swingy lower point hero
    I'm liking a lower point figure . . . the text is based on Sir Hawthorne's Special Attack.

    Derek S
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    Post  Derek S Sat Oct 05, 2013 11:52 pm

    What kind of points are you looking for?  40ish or 70ish.  I almost think the 2 attack die power, while being less points, will be close to as good as the other attack without the big threat.  I almost think you could drop it as a special attack, drop his attack to 2, and have it work with his normal attack (again making him a 70-100 pt figure).  Just another thought, or all skulls gets to attack again if it was with his normal.  I think the other attack would have him around 80-90.


    Not real clear on what I was meaning above recapped below.

    option 1- 2 skull special attack and attack again. Swingy, easier to pull off than the others, can still attack the same figure, range at 6 instead of 8. 40-60 pts.

    option2- 8 dice with max of 4 attack and attack with all 8 dice until they are used or you don't kill a figure, can't attack the same figure, range 6 instead of normal 8, good against lower life heroes and squad figures with low defense. Doesn't have counter strike, base attack of 4, or life nearing Kaemon Awa- not worth Syvarris in points. 70-90 pts.

    option 3- modifier to base attack, if all skulls rolled may attack again, least likely of the 3 but with the most danger. 80-90pts.

    Just my original thoughts on point value and such.
    Nomad
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    Post  Nomad Tue Oct 08, 2013 6:46 pm

    I'm leaning towards:

    Rapid Bow Special Attack

    Range 6. Attack 2.

    If Ellessar rolls 2 skulls with his Rapid Bow Special Attack, Ellessar may attack again with his Rapid Bow Special Attack. Ellessar may continue attacking with his Rapid Bow Special Attack until he rolls fewer than 2 skulls.

    Less points for Ellessar as you pointed out. The attack can't be modified, so no stacking like making it a modifier for his normal attack. With life of 3 and defense of 2, I can see this guy in the 40-50 point filler range. But he might be good against Rats.
    Lord Kai
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    Post  Lord Kai Tue Oct 08, 2013 11:18 pm

    With just 2 attack dice ... and a cost of 40-50 points, I'm not sure how many OMs this guy is going to get until the end-game. I could see bumping him to 3 attack like Sir Hawthorne but that probably bumps his points up to 70-80.

    How would you feel about using Jandar Flagbearer dice?

    Maybe have him allowed to attack again like Laglor if the dice show an Ullar symbol.

    Derek S
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    Post  Derek S Tue Oct 08, 2013 11:34 pm

    with as fragile as he is I like the 2 dice all skull special attack. If we are worried about order marker placement maybe up his base attack to 4. With that range and attack your likely to bring him out, only to watch him die. Might be a swingy 50-60 pointer.
    Nomad
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    Post  Nomad Thu Oct 24, 2013 7:41 pm

    Good suggestions . . . but, I kind of want to keep this guy in filler-role territory. So, I would like to limit the points to around 40. Jandar doesn't have many cheap range options and the Elf pod army could use a cheap alternative to make points in a build.
    Derek S
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    Post  Derek S Fri Oct 25, 2013 10:50 pm

    Any figure with a base range of 8 and an attack of 3 is going to be hard to keep at 40ish points, I think. His special attack of 2 at 6 range with all skulls rolled will still probably up him to 70ish, as he could potentially attack indefinitely. I do like it as he can't shoot out of most movement range so he is vulnerable. I'd be willing to playtest him at
    Rapid Bow Special Attack

    Range 6. Attack 2.

    If Ellessar rolls 2 skulls with his Rapid Bow Special Attack, Ellessar may attack again with his Rapid Bow Special Attack. Ellessar may continue attacking with his Rapid Bow Special Attack until he rolls fewer than 2 skulls.

    to see where he comes in at, if you don't want to let him get higher in points. I like him.
    Nomad
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    Post  Nomad Fri Dec 20, 2013 10:52 am

    Updated OP to reflect last thought on special attack.
    Lord Kai
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    Post  Lord Kai Thu Dec 26, 2013 2:21 pm


    Just a suggestion if you want to rename Rapid Bow to Rapid Shot ... in D&D there is a special skill (feat) called Rapid Shot for archers.
    Nomad
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    Post  Nomad Mon Dec 30, 2013 12:34 pm

    I can live with a change to "Rapid Shot"
    Derek S
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    Post  Derek S Mon Feb 03, 2014 11:22 am

    NAME OF THE TEST UNIT: Ellessar

    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.

    I think the character is very thematic

    FUN TEST: Was the unit fun to play?

    Yes

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

    Not any more than any range is against melee. If two skulls were continuously rolled it could be annoying, but less than Frenzy, Berserker, or some other powers. I think the unit is fun to play against all in all.

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

    His base attack and special attack were both used.

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

    He provides a cheap filler with range. Deciding to use his rapid shot or base attack is interesting.

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

    Being a Precise Archer he doesn't bond with anyone.

    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?

    Acolarh's defense aura and movement bonding, and Kyntela's defense boost are the only synergies I see and neither break the game.


    POWER CHECK: When considering the test unit against all existing units (including released C3V and SoV units) and all glyphs, are there any powers that could be overamplified and break the game? Each power should define when it takes place, who or what it affects, and what conditions (if any) apply.

    Ellessars actions are clearly stated and I can't think of anything that would break the game.


    DRAFTING TEST: Is this unit worth drafting?

    Yes

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

    Nope

    ARMY TEST 1

    Did the unit perform adequately? What should be the unit's point value? Give a brief summary.

    40 pts works. Yes Ellessar performed adequately. He put 2 wounds on Cyprien and killed 3 Tomb Skeletons. Using Rapid Shot he went 2,2,1. 1. 0. 2,1. in his 4 attempts. He used his base attack twice.

    Map: [Stroll in the park or Stone bridges- 1 rotv 2 tj]
    Units: Army 1: [Cyprien, Sonya, Iskra, Retchets, Tomb skeletons x3, Jean de Ascalon,] VS Army 2: [KoW x3, Finn, Thorgrimm, Eldgrimm, Ellassar] Blunder on my part, should have been Tombs x2 and Suduma but I pulled the figures wrong. Knights had an advantage by 80ish points before starting

    This is the same report for Jean de Ascalon.

    Jean de Ascalon hogs the X marker throughout, and takes 2 other order markers in the 1st 2 rounds. This leads to Iskra being able to summon the Retchets, but they are too afraid to get into the Knights zone they opt to go for 2 glyphs (attack +1 and unique attack +1.) The 3rd tries to get Eldgrim who had the belt of strength glyph, and this backfires as the retchet goes down to Eldgrimm. Cyp loves the 2 glyphs and Jean's bonus and goes on a rampage (I forget how fun he can be). The Knights and Finn put 2 wounds on him and Ellassar put 2 on him, but at this point Cyp is full life. Finn and several knights are vampired before the multi-turn squad becomes too much. The Knights & co get the Retchets and take over the glyphs. The very next round the Airborne drop (enhanced by Finn and Eldgrimm and the 2 attack glyphs, but they roll horribly with their 6 to 8 dice managing to only kill Jean, put 2 wounds on Iskra, kill Cyp, and 1 Tomb skeletons. Cyprien didn't fare much better over the 2 rounds this took with his attack or chilling touch. Ultimately the Tomb skeletons and Iskra got the last 3 Airborne. The Skeletons get Thorgrimm and 2 KoW before falling to Ellassar and his height, glyph boosted attack. Full life Ellassar and 2 Kow remain.


    Final Thoughts. I like Ellessar and think he is done. The only change I could see is upping his life to 4 but that isn't a big deal.
    Nomad
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    Post  Nomad Wed Feb 05, 2014 8:52 pm

    Thanks for the playtest!

    He is meant to be filler but it sounds like he did a little something in your battle.

    He is very straight forward and might be done. I'll give him some tests as well and see if he warrants a bump to 4 in life.
    Derek S
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    Post  Derek S Mon Feb 10, 2014 11:25 pm

    I will try and get a playtest or two more with him as well.
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    Post  Derek S Tue Feb 18, 2014 1:00 pm

    Got a playtest in with Ellassar over the weekend. He didn't do a whole lot- I never put an order marker on him until the wolves were down to it. I wouldn't mind adding a life to this guy and could still see him at the same points, but am good either way. A very cool filler unit with some potential to do damage.
    Nomad
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    Post  Nomad Sun Mar 02, 2014 9:52 am

    We got a play test in with Ellessar yesterday in a 3-way battle. I had Sentinelsx3, Ellesar, Tyrian, and Marcu. Marcu took out the Otonashi to end the game. It was a pretty fun match.

    I took five turns with Ellessar, bringing him out intentionally in round 2 to see what he could do. On all five attacks, I used his special and rolled 1 skull out of 2 dice each time. Ellessar only managed to kill a Ninja of the Northern Wind, so he didn't earn his points worth. By trying to get him into the action, I used OMs on him that should have gone to Sentinels.

    After the test, and after reviewing the stats for Sonya, Theracus, Siiv, Marcu, Arkmer, Brave Arrow, etc., I am in agreement with Derek to bump his life to 4. This shouldn't change his points at all. OP updated.

    If there are no objections, I'm going to put this guy into final editing.
    Derek S
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    Post  Derek S Sun Mar 02, 2014 10:30 am

    Sounds good for final editing.
    Lord Kai
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    Post  Lord Kai Sun Mar 02, 2014 3:35 pm

    He probably needs the 4 Life to be more playable but that is the same Life Total for Sylvarris.  

    Do you want to keep him at 40-points, or would you like him to be buffed up more to say 60 points and increase some other stats or his Special?
    Nomad
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    Post  Nomad Sun Mar 02, 2014 3:53 pm

    He looks pretty similar to Syvarris with the same stats, except Ellessar has one less range on his normal attack.

    Syvarris gets a double attack of 4, often 5 with height. Ellessar get one attack of 3, 4 with height. Ellessar does have the opportunity to get multiple attacks of 2 at a range of 6. A second shot of 2 should occur 1 out of every 4 attacks, three shots should occur 1 out of every 16 attacks.

    So, is there a 60 point difference between the two figures? Maybe not.

    I really want to keep the points at 40. In an elf build, I felt like that was number that was needed to round at some armies for various army totals. I also think Jandar could use a decent filler, since most of Jandar's heroes are 80 points.

    I think it would be best to drop his life back down to 3. He does have the ranged attack that the others in the 40 point range that I compared him do not have. OP updated.

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