Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Mar 1, 2016 17:57:03 GMT -6
I don't think I am alone in being unhappy with how Trample works in this game. After some thought, I took a cue from heroscape ability design, and assigned a number after the ability name. So for the elementals, their ability name as it stands would read: "Trample 1" I think of weaker trample abilities, the 1 range would work fine on smaller and cheaper creatures (see example below). But for the elementals, they need a range of 2 spaces to be worthwhile. A range of 3 spaces could be the upper limit, and could be used by large creatures such as giants and the like. As a houserule, we have been testing the elementals as trample 2, and their point cost now seems to be validated a bit more. Here is a better and more thematic example of how trample 1 should be used in my opinion, using a classic creature we all know and love. The 2/2 grizzly bear. Grizzly Bears 45 points (15 per model) Common, 3 squad creatures - Bears 3 life, 1range, 6move, 3power, 3toughness Trample 1 Your thoughts?
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Toshi Umezawa
Apprentice
Posts: 100
Title: Hyozan, Clan Umezawa
Mana: Black
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Post by Toshi Umezawa on Mar 1, 2016 20:33:44 GMT -6
I feel you don't like the Pummelroot Elementals and Rhox Veterans because you don't play them the way I would. If for example I were to play Nissa, Elf Rangers, and Pummelroots I would lure my opponent in with making Nissa, or my Elves look like a good target. Then when my opponent's figure(s) get within 5 Spaces of Nissa I would summon my Pummelroots in a positioning in which they would take the most Engagement attacks if they would leave. Then on my next turn assuming they are still there, I would attack with the Pummelroots. After this I would move Nissa back because of her Sprint. And, if I were to play Gideon, Kor Hookmasters, and Rhoxs I would lure my opponent in making Gideon look like a juicy target. Then when my opponent's figure(s) get within 5 Spaces of Gideon I would summon my Rhox in a positioning in which they would take the most Engagement attacks if they were to leave (also would try to give them + from Battle Formation but that's not as important) and my Kor slightly away from this area (since they have some range) to stop the squad from moving. Then on my next turn, I would attack with the Rhoxs. These guys are not good movers, they are heavy hitters and I usually don't move them after I do this technique. I'm not saying you have to play the way I do. Make it a house rule you can do whatever you enjoy.
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Post by zackzeta on Mar 1, 2016 20:54:09 GMT -6
The problem i usually have is that i rarely ever have enough damage to actually trample it over. i remember i rolled like 8 or 9 on an attack roll and still wasn't able to trample over any damage. i feel the problem is more that you don't get to use the ability to often or it rarely very important.
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Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
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Post by Colorcrayons on Mar 2, 2016 2:01:24 GMT -6
The problem i usually have is that i rarely ever have enough damage to actually trample it over. i remember i rolled like 8 or 9 on an attack roll and still wasn't able to trample over any damage. i feel the problem is more that you don't get to use the ability to often or it rarely very important. Precisely. Much like counterstrike, it rarely does anything. And for 100 points, you want to get a bit more mileage for that expenditure. Both neat abilities, but the efficacy is demonstrably lacking. Especially on a unique squad. So an easy fix seems to be to just extend the range a bit beyond simple adjacency. Still lacking, but at least has some reach, and therefore, a higher threat potential. So I guess I shouldn't label it as a fix, but more of a sugar pill which makes the bitterness easier to swallow. The Pummelroots need more than merely trample to make the perceived disparity in comparable a bit more balanced.
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