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    W2 - Gnoll Raiders - released

    Lord Kai
    Lord Kai


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    Post  Lord Kai Tue Jan 07, 2014 4:19 pm

    FINAL - READY FOR RELEASE


    For Final Editing:  4/21

    GNOLL RAIDERS
    General: VALKRILL
    Species: Gnoll
    Type: Common Squad
    Class: Raiders
    Personality: Wild
    Size: MEDIUM 5

    Points: 55

    Stats
    Life: 1
    Move: 5
    Range: 1
    Attack: 3
    Defense: 4

    Special Powers
    FERAL PACK MOVEMENT
    Before moving, roll the 20-sided die. If you roll a 1-3, you may move 1 Gnoll Raider you control. If you roll 4-9, you may move 2 Gnoll Raiders you control. If you roll 10-15, you may move 3 Gnoll Raiders you control. If your roll 16-19, you may move 6 Gnoll Raiders you control. If you roll a 20, you may move 9 Gnoll Raiders you control. After moving, you may attack with any 3 Gnoll Raiders you control, even Gnoll Raiders that did not move this turn.


    AURA OF CHAOS
    When an opponent rolls the 20-sided die for a figure’s special power, if that figure is adjacent to at least 1 Gnoll Raider you control, your opponent must subtract 1 from that roll.

    ==
    Nomad wrote:Sorry.

    I just missed it. Thanks for catching it. I am sure I would make a hundred mistakes without your eyes.

    Try again?

    W2 - Gnoll Raiders - released GnollRaidersNWHC
    ==
    Gnoll Raiders

    Valkrill’s legion grows as he summons the Gnolls of Eberron to his sinister cause.  The jackal-headed Gnolls, with her dirty yellow fur and their savage countenance and wicked fangs have the perfect temperament for the general of chaos.  The Gnolls are known for their brutal methods and they have terrorized all races with their lust for blood and scavenging ways.  Well-muscled and merciless, the Gnollls are bullies and tyrants from an early age.  They constantly struggle even with each other over food, plunder, and power.  When there is a common purpose, or a common enemy, they can sometimes be rallied by a powerful leader, but they are from controlled – merely directed down a path – weaving destruction in their wake.

    Gnolls are naturally tall and strong, able to wear heavy plate armor and metal shields.  They prefer cleaving weapons such as battle axes, but are just as skilled with spears and their own talons can serve as weapons too.

    Among the tribes there will be a few Gnolls that are share a latent demon heritage.  This demonic taint manifests in battle, when the Gnolls are whipped into their bloodlust.  The taint warps the battlefield, creating a mystical blight of confusion and misfortune for their enemies.


    Dark Rangers

    Hailing from Eberron with the Gnoll Raiders, the Dark Rangers of Droaam are slightly more civilized and cunning than their cousins, though just as ferocious.  The Dark Rangers act as mercenaries, trading their services as scouts, raiders, and assassins for more advanced weapons and armor, and dark delights of food and rare treasures.

    As rangers, they are skilled archers and trackers, and with their keen senses and relentless disposition, they can stalker and slay any prey.  They often follow packs of raiders, who rush into battle with their insidious hyena’s howls and merciless rage.  The Dark Rangers follow, picking off targets that are flushed from their hiding places.  And since the Raiders care little about formations or protecting their flanks, the Rangers take the role of guardians and snipers.


    Le-Orex

    The Gnoll warrior called Le-Orex is a distant descendent of the demon lord of gnolls, Yeenoghu.  As part of the demon bloodline, Le-Orex was blessed with greater intelligence and prowess than his kinsmen.  Rising quickly as a leader, both through brutal bullying and dominance in battle, Le-Orex led the gnolls and daring raids against humans and elves.  He even attacked a wizard’s stronghold, capturing talented weapon-smiths and metalworkers.  Under pain of torture, the smiths created better weapons for Le-Orex’s pack.  He also commanded them to make him a great shield and spiked flail that the demon gods had sent him in a vision.  The weapon and shield were tempered in his blood.  

    Armed with his Claw Shield and Flail, Le-Orex continued his assault on the settlements of Eberron.  His attacks brought more gnolls, but other agents of chaos came to share in the ‘kill’ – orcs, giants, and trolls.  There was no grand plan, not strategy for the humans and elves to counter.  Brute force needed to be met with brute force.  In a grand battle, the Gnolls were pushed back by a great cavalry charge of elves of Valenar.  

    ==
    [quote="Derek S"]
    The Book of Gnoll Raiders

    NWHC WAVE 2- TAUNTING TIDE



    - Rulings and Clarifications -

    _______________________________________



    - Combinations and Synergies -

    Synergy Benefits Offered
    - Dark Ranger : FERAL WAR CRY

    As a Gnoll common squad, the Gnoll Raiders may benefit the Dark Ranger in their FERAL WAR CRY activation and attack bonus.

    Synergy Benefits Received
    - Skull Demon: VALKRILL ATTACK AURA 1

    As a figure that follows Valkrill with a Range of 1, the Gnoll Raiders may benefit from the Skull Demon's VALKRILL ATTACK AURA 1 ability.
    - Le-Orex: Lead the Pack
    As figures with the FERAL PACK MOVEMENT, the Gnoll Raiders may benefit from Le-Orex’s LEAD THE PACK 20-sided die enhancer.

    Synergy Imposed


    -==

    Squad Figures are:

    Aberrations #51 Gnoll (C)
    Dungeons of Dread #31 Gnoll Maruader (C)
    Blood War #46 Demonic Gnoll Priestess (U)

    Hero:
    Legendary Encounters 20035 Gnoll Warrior

    W2 - Gnoll Raiders - released Gnolls


    Last edited by Lord Kai on Mon Jun 02, 2014 8:59 pm; edited 13 times in total
    Nomad
    Nomad


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    Post  Nomad Tue Jan 07, 2014 8:38 pm

    Gnolls sound scary. How is the pricing on these figures?
    Lord Kai
    Lord Kai


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    Post  Lord Kai Tue Jan 07, 2014 8:55 pm


    Pricing isn't too bad .. though you need to shop around a bit. They range around $4 - 6 each on eBay. Miniature Market had some in stock.

    At the high-end, one squads should be (3 x 6) = $18, and three squads = $54. The hero is about $4 more = $58.

    I'll see how they look when they arrive and take some real pics for comparison. I think they'll be around the same size as the Horned Skull Brutes - so we can use the HSB's for play-testing.


    Peace, *Kai



    Lord Kai
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    Post  Lord Kai Wed Jan 08, 2014 2:18 am

    Gnolls v.1

    GNOLL RAIDERS
    General: VALKRILL
    Species: Gnoll
    Type: Common Squad
    Class: Raiders
    Personality: Wild
    Size: MEDIUM 5

    Points: 60

    Stats
    Life: 1
    Move: 5
    Range: 1
    Attack: 4
    Defense: 4

    Special Powers
    FERAL PACK MOVEMENT
    Before moving, roll the 20-sided die to determine how many Gnoll Raiders can move this turn.  If your roll a 1 - 3, one of your Gnoll Raiders may move.  If you roll 4 – 9, move two Gnoll Raiders.  If you roll 10 – 15, move three Gnoll Raiders.  If your roll 16 – 19, move six Gnoll Raiders.  If you roll a 20, move nine Gnoll Raiders.  After moving, you may attack with three Gnoll Raiders. The attacking figures must have either moved this turn or started the turn engaged.

    AURA OF CHAOS
    When an opponent rolls the 20-sided die for a figure’s special power, if that figure is adjacent to at least one Gnoll Raider, your opponent subtracts 1 from the roll.



    Notes:  The Feral Pack power is based on the Gnoll's D&D background which states that while they are fierce warriors they can be disorganized or fight amongst themselves unless they have a strong leader.  I plan to have the Gnoll Hero help boost their Feral Pack movement.

    Cost:  They are sort of like the Marro Drones but only have a d20 to possibly move more figures but not attack.  They have 1 less move but 1 more attack & defense than the Drones.  However the drones always get to move a full squad where the Gnolls might roll low - and not get a full squad activation.


    Last edited by Lord Kai on Wed Jan 08, 2014 8:56 pm; edited 4 times in total
    Lord Kai
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    Post  Lord Kai Wed Jan 08, 2014 3:00 am

    Gnoll Hero v. 1

    LE-OREX
    General: VALKRILL
    Species: Gnoll
    Type: Unique Hero
    Class: Fighter or Brute
    Personality: Terrifying
    Size: MEDIUM 5

    Points: 80

    Stats
    Life: 5
    Move: 6
    Range: 1
    Attack: 5
    Defense: 3

    Special Powers
    LEAD THE PACK
    If there is at least one revealed order marker on this card, you may add 2 to your die roll when you roll for Feral Pack or Wild Pack Movement on any Army card.

    CLAW SHIELD COUNTER ATTACK
    Before rolling defense against an adjacent opponent’s attack, if that attack that does not roll at least 1 skull, instead of rolling defense, roll one white combat die.  If Le-Orex has height advantage, roll two white combat dice.  For each shield you roll, the attacking figure takes one unblockable hit.

    HYENA’S TAUNT
    Opponent’s common figures adjacent to Le-Orex must attack Le-Orex.

    W2 - Gnoll Raiders - released 20035

    Note:  probably needs some word-smithing.  Also I included the option that Le-Orex can boost the Marrden Hound Wild Pack Movement : )

    And I am not sure on Claw Shield.  He might be better with the standard Counter Strike but this way he can counter Special Attacks.  Trying something a little different but it might be cleaner to go with Counter Strike.  I think his points would be higher if he had Counter Strike instead.


    Last edited by Lord Kai on Thu Jan 09, 2014 10:44 pm; edited 1 time in total
    Lord Kai
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    Post  Lord Kai Wed Jan 08, 2014 11:36 pm

    Ideas for Gnoll Hero's CLAW SHIELD:

    Option 1:
    CLAW SHIELD COUNTER ATTACK
    Before rolling defense against an adjacent opponent’s attack, if that attack that does not roll at least 1 skull, instead of rolling defense, roll one white combat die.  If Le-Orex has height advantage, roll two white combat dice.  For each shield you roll, the attacking figure takes one unblockable hit.

    This option will work against Special Attacks.


    Option 2:
    CLAW SHIELD RIPOSTE
    When rolling defense dice against a normal attack from an adjacent figure, count any excess shields.  For each excess shield you may assign one unblockable hit on the attacking figure or an opponent's squad figure that is adjacent to both Le-Orex and the attacking figure.

    I would bump Le-Orex's Defense to 4 with this option.
    Nomad
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    Post  Nomad Thu Jan 09, 2014 9:56 pm

    I like the look of the figure and the powers - really like the boost to the Hounds. I wouldn't mind trying out option 1 for Claw Shield to see how it plays out. I love the Hyena's taunt!

    I can't think of any suggestions yet - I'll keep pondering.
    Lord Kai
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    Post  Lord Kai Sat Jan 11, 2014 4:47 pm

    Gnolls v. 2.0 - Update

    GNOLL RAIDERS
    General: VALKRILL
    Species: Gnoll
    Type: Common Squad
    Class: Raiders
    Personality: Wild
    Size: MEDIUM 5

    Points: 60

    Stats
    Life: 1
    Move: 5
    Range: 1
    Attack: 3
    Defense: 4

    Special Powers
    FERAL PACK MOVEMENT
    Before moving, roll the 20-sided die to determine how many Gnoll Raiders can move this turn. If your roll a 1 - 3, one of your Gnoll Raiders may move. If you roll 4 – 9, move two Gnoll Raiders. If you roll 10 – 15, move three Gnoll Raiders. If your roll 16 – 19, move six Gnoll Raiders. If you roll a 20, move nine Gnoll Raiders. After moving, you may attack with three Gnoll Raiders. The attacking figures must have either moved this turn or started the turn engaged.

    AURA OF CHAOS
    When an opponent rolls the 20-sided die for a figure’s special power, if that figure is adjacent to at least one Gnoll Raider, your opponent subtracts 1 from the roll.



    More balanced at 3/4 for 60-points.
    Lord Kai
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    Post  Lord Kai Sat Jan 11, 2014 4:54 pm

    Gnoll Hero v. 2.0

    LE-OREX
    General: VALKRILL
    Species: Gnoll
    Type: Unique Hero
    Class: Fighter or Brute
    Personality: Terrifying
    Size: MEDIUM 5

    Points: 90

    Stats
    Life: 4
    Move: 6
    Range: 1
    Attack: 5
    Defense: 4

    Special Powers
    LEAD THE PACK
    If there is at least one revealed order marker on this card, you may add 2 to your die roll when you roll for Feral Pack or Wild Pack Movement on any Army card.

    CLAW SHIELD COUNTER ATTACK
    When rolling defense dice against a normal attack from an adjacent figure, count any excess shields.  For each excess shield you may assign one unblockable hit on the attacking figure or an opponent's squad figure that is adjacent to both Le-Orex and the attacking figure.

    HYENA’S TAUNT
    Opponent’s squad figures adjacent to Le-Orex must attack Le-Orex.
    --

    Tweaks to Le-Orex.  Increased to 90 points, bumped Defense from 3 to 4 and changed Claw Shield to a special Counter Strike similar to Tandros' Cleave but on defense.  Also dropping Life from 5 to 4 to try and keep points lower.
    Lord Kai
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    Post  Lord Kai Sun Jan 12, 2014 3:28 pm

    Yay for Miniature Market!  Family Photos are in : )

    Three Full Squads.

    Spoiler:
    Derek S
    Derek S


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    Post  Derek S Sun Jan 12, 2014 3:32 pm

    really like the look of those guys.
    Lord Kai
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    Post  Lord Kai Sun Jan 12, 2014 4:12 pm

    Prices and stock available from Miniature Market.  Looks like there is enough stock for 3 squads for Derek and Nomad .. as I already have 3 (but might want one more).

    Squad Figures are:

    Aberrations #51 Gnoll (C)  $3.50    qty. 12
    Dungeons of Dread #31 Gnoll Maruader (C)  $2.35   qty. 19
    Blood War #46 Demonic Gnoll Priestess (U)  $4.50   qty. 8
    = $10.35 per squad

    Hero:
    Legendary Encounters 20035 Gnoll Warrior

    Not in stock at Miniature Market but around $4.00


    The Hero from Reaper has a wide base and doesn't fit on a medium base.  While a medium figure he should probably be a on large round base.

    --

    There is also a Gnoll Archer that I might make as another Gnoll Hero.

    Archfiends #52 Gnoll Archer (C)  $2.55
    http://www.miniaturemarket.com/archfiends-52-gnoll-archer-c.html#.UtL55mB3tow
    Lord Kai
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    Post  Lord Kai Sun Jan 12, 2014 5:40 pm

    Considering changing Feral Pack from moving Gnoll Raiders to Gnolls. This would allow OM's on the Squad to bring their Hero up into the fray.

    Probably just going to play-test "as is" for now - and see how much the Hero gets into the action.
    Lord Kai
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    Post  Lord Kai Mon Jan 13, 2014 4:38 am

    Continuing to add Gnoll ideas to this thread.


    DARK RANGER
    General: VALKRILL
    Species: Gnoll
    Type: Common Hero
    Class: Ranger
    Personality: Tricky
    Size: MEDIUM 5

    Points: 25

    Stats
    Life: 1
    Move: 6
    Range: 6
    Attack: 3
    Defense: 3

    Special Powers
    FERAL WAR CRY
    After taking a turn with a squad of Gnolls or a unique Gnoll Hero, if at least two Gnolls you control are engaged, you may immediately take a turn with one Dark Ranger you control.  If that Dark Ranger attacks an opponent's figure that is engaged with another Gnoll you control add 1 attack die.


    FLANKING ARCHERS
    After revealing an order marker on a Dark Ranger, and before taking a turn with that Dark Ranger, you may first take a turn with one other Dark Ranger you control.



    W2 - Gnoll Raiders - released GnollArcherjpegresize


    Last edited by Lord Kai on Sat Jan 18, 2014 4:36 am; edited 1 time in total
    Lord Kai
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    Post  Lord Kai Mon Jan 13, 2014 4:52 am

    ARMY IDEAS:
    # 1:
    Gnoll Raiders x4 .... 240
    Dark Rangers x4... 340
    Le-Orex (hero) ... 430
    Marro Warriors ... 480
    Marcu Esenwein ... 500
    = 500 points


    # 2:
    Gnoll Raiders x3 .... 180
    Dark Rangers x4... 280
    Le-Orex (hero) ... 370
    Fen Hydra ... 490
    Isamu ... 500
    = 500 points


    # 3:
    Gnoll Raiders x3 .... 180
    Dark Rangers x4... 280
    Le-Orex (hero) ... 370
    Raelin RotV ... 450
    Marro Warriors ... 500 (or x2 Dark Rangers)
    = 500 points

    Lord Kai
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    Post  Lord Kai Sun Jan 19, 2014 1:38 am


    Breaking these three Army cards into separate threads.

    This thread will be for the Common Squad.
    Lord Kai
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    Post  Lord Kai Sun Jan 19, 2014 1:42 am


    After some play-testing today ... and some bad dice rolls on Feral Pack Movement - we think that they should be dropped to 55-points. They did play well - but went 1-2 .. with their only Win coming mostly from 10th Regiment for range.

    But overall the Gnoll "Army" is coming along nicely!
    Nomad
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    Post  Nomad Sun Jan 19, 2014 12:28 pm

    Great sculpts and great ideas/stats/powers out of the gate.

    I concur with the drop to 55 points. More play testing is warranted.
    Lord Kai
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    Post  Lord Kai Sun Feb 02, 2014 2:11 am

    We had three great play-test games with the GNOLL Army tonight.


    Gnoll Raiders x 4 ... 210
    Le-Orex ... 300
    Dark Ranger x4 ... 400
    = 400

    versus

    Wyvern x2 ... 200
    Rhogar ... 310
    Spiders x2 1/3 ... 400
    = 400

    I was running the Wyverns & Rhogar.  This was a pretty fun match with Rhogar pulling some good healing rolls to keep one of the Wyverns going.  In the end, the swarm of Gnolls was too much for Aquilla's forces and the Hyena Army had a victory!!!


    We switched it up, and I got to take the Gnolls against the 10th Reg

    Gnoll Raiders x 4 ... 220
    Le-Orex ... 310
    Dark Ranger x4 ... 410
    = 410

    versus

    Marcus Decimus ... 100
    10th Reg of Foot x4 ... 400
    = 400


    Nomad threw down the gauntlet and wanted to dust of the Red Coats.  Talk about a challenge for the Gnolls .. but the game was a solid back & forth battle.  I had a lucky 20 on the first roll for the Feral Pack Movement so 9 Gnolls got to pop out of the start zone.  This was a good start for the Gnolls - since they were facing all Range.  Jungle trees + 4 base defense helped the Gnolls to close the gap and after a very, very close game .. the Gnolls pulled out a victory.  My first victory with them Smile The Dark Rangers were very helpful in the victory.

    We went for a rematch on a different map and the 10th Reg was able to Pod-Up and rain down musket and bayonet attacks.  The Gnolls were on their heels (paws?) most of the game, and while Le-Orex was able to get two counter strikes in - the 10th Reg pulled out the victory.

    Overall the Gnolls proved to be super fun and fairly competitive with some luck on the d20 rolls.

    Almost ready to Final Editing : )


    Last edited by Lord Kai on Mon Feb 03, 2014 3:03 am; edited 1 time in total
    Nomad
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    Post  Nomad Sun Feb 02, 2014 1:01 pm

    I too think the Gnoll faction makes a very fun and entertaining army. After 6 games with them, I am thinking they are ready for final editing as well. Rarely is a figure/squad perfect out of the initial concept/stats/powers stage, but I think this is one of those cases.

    I will put up some official form play test reports to address all of the important questions when time permits.
    Nomad
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    Post  Nomad Fri Feb 07, 2014 9:22 pm

    NAME OF THE TEST UNIT: Gnoll Raiders

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

    FUN TEST: Was the unit fun to play? PASS. More fun than one could imagine with such a simple build – but their risk/reward makes them very fun.

    FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying? PASS. Even if you could move 9, you can only attack with 3, so not annoying. When you can only move 1 or 2 . . . then it is very nice for the opponent.

    USAGE TEST: Were all of the powers on this card used, or at least usable? PASS. No issues with the powers.

    STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game? PASS. Yes, another creative design by Lord Kai. Utilizing the Gnoll Rangers with Raiders is perfect and presents questions on attacking who and when.

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

    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 overamplified 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? PASS.

    ARMY TEST 1

    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] PASS.

    Map: Battle 1: Invasion, Battle 2: Invasion, Battle 3: Silence and Solitude.

    Units:

    Army 1: Gnoll Raiders x4, Gnoll Rangers x4, Le-Orex  = 410 points

    VS

    Army 2: Fylorg Spiders x2 1/3, Wyveren x2, Rhogar = 403 points.

    AND

    Army 3: Marcus Gallus, 4th Regiment of Foot x4 = 400 points.

    No detailed round by round comments. Battle 1 featured Damon with the Gnolls v. Kai and the Spiders. The Gnolls pretty much dominated the early match because Damon was able to move more than enough to get up to height on the road with decent 20-sider rolls for the Gnolls. But they had difficultly taking down Rhogar who was able to provide 4-5 healings to a Wyvern. Still, the Gnolls surrounded and finally proved victorious by a fair margin. Battle 2 was Kai with the Gnoll army against Damon and the Redcoats. In a very strategic battle, the Gnolls eventually overwhelmed the Redcoats, but with little to spare. Same two armies in the 3rd battle but on a more pod-up conducive map for the Redcoats. Damon was able to roll well and roll to victory over the Gnolls.


    Final thoughts: As mentioned before, rarely does a unit come ready out of the box. But the Gnoll Rangers seem ready to me. They are fun. They offer new twists. They seem pointed about right. Foregoing the bonding option with Gnoll heroes is a nice change. They are high risk, high reward. Running Rangers with them is a must. 55 points seem about right. If the 20-sider ain’t working, you would think they are 40-50 points. If it is, you might consider them to be 60-70 points. After 4 playtests, I suggest we move to final editing. In fact, I'm moving these guys into the draw as is for Damon and Jacob's monthly tournaments. But, I would be more than happy to do more playtests  Very Happy 


    Last edited by Nomad on Fri Feb 07, 2014 9:41 pm; edited 1 time in total (Reason for editing : Mistyped Raiders for Rangers)
    Lord Kai
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    Post  Lord Kai Sat Feb 08, 2014 8:47 pm

    For Final Editing:

    [i]GNOLL RAIDERS
    General: VALKRILL
    Species: Gnoll
    Type: Common Squad
    Class: Raiders
    Personality: Wild
    Size: MEDIUM 5

    Points: 55

    Stats
    Life: 1
    Move: 5
    Range: 1
    Attack: 3
    Defense: 4

    Special Powers
    FERAL PACK MOVEMENT
    Before moving, roll the 20-sided die. If you roll a 1-3, you may move 1 Gnoll Raider you control. If you roll 4-9, you may move 2 Gnoll Raiders you control. If you roll 10-15, you may move 3 Gnoll Raiders you control. If your roll 16-19, you may move 6 Gnoll Raiders you control. If you roll a 20, you may move 9 Gnoll Raiders you control. After moving, you may attack with any 3 Gnoll Raiders you control, even Gnoll Raiders that did not move this turn.


    AURA OF CHAOS
    When an opponent rolls the 20-sided die for a figure’s special power, if that figure is adjacent to at least 1 Gnoll Raider you control, your opponent must subtract 1 from that roll.

    --
    Thoughts on dropping to 50 points.  When you compare to the Marro Drones - who are 50 points with M6/A3/D3 who always can move/attack with 3 figures ... where the Gnolls are M6/A3/D4 but have a chance to only move with 1 to 2 figures but always attack with 3.  Is the Move 6 better than Defense 4?

    The Aura of Chaos might be worth the extra 5 points though.

    Thoughts?


    Last edited by Lord Kai on Mon Apr 21, 2014 11:26 am; edited 1 time in total
    Nomad
    Nomad


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    Post  Nomad Sun Feb 09, 2014 4:56 pm

    I think play testing might help us to determine 50 v. 55 points.

    I'd rather have defense 4 over move 6. I also compare them to the Drones, which does have a better chance with their 20-sider than the Gnolls. But, Aura of Chaos might be worth 5 points, the Gnolls defense is better, and they have some synergy going on with the Arrow Gnolls.

    Bottom line for me, I don't think it matters if they are 50 or 55 . . . I'm good either way. Derek hasn't had a chance to play with them or see them in action yet, maybe he will have an opinion after he does.
    Derek S
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    Post  Derek S Mon Feb 10, 2014 10:44 pm

    I would like to playtest them before they move to final editing. They have looked real solid out of the gate and haven't seen or thought about them enough to comment.
    Derek S
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    Post  Derek S Mon Feb 10, 2014 11:26 pm

    And they look awesome as a squad. Thank you Kai!

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