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RedFlag
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Post subject: Leprous shambles Posted: Mon Nov 10, 2008 6:13 pm |
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Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
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Are about one point too tough. Either downgrade the instant destroy ability, make ranged units more common, or take a point off their toughness
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MistStlkr
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Post subject: Re: Leprous shambles Posted: Mon Nov 10, 2008 7:14 pm |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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They are a serious pain, but in the end, I don't think they are overpowerful. What I hate is when they attack a battleready unit, it's insta-kill either way. Battleready units are the elites, they should know better that to fight back like that
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RedFlag
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Post subject: Re: Leprous shambles Posted: Mon Nov 10, 2008 7:55 pm |
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Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
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I think that a permanent -1 HP marker on a meleeing unit would be better than an insta kill
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MistStlkr
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Post subject: Re: Leprous shambles Posted: Tue Nov 11, 2008 2:02 am |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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Or take that a step further and have it act like a poison doing 1pt each turn after the melee cumulative with each melee if you attack it again? In the end, the attacker still dies but it lends some credence to the idea that something with higher HP should be able to survive a bit longer.
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VeratilEladamri
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Post subject: Re: Leprous shambles Posted: Tue Nov 11, 2008 7:35 am |
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Joined: Sat Nov 01, 2008 9:09 pm Posts: 104
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I have to agree that Leprous' ability is quite powerful. For a 1d3f card that kills anything that touches it...
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Kremik
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Post subject: Re: Leprous shambles Posted: Tue Nov 11, 2008 8:30 am |
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Joined: Fri Oct 31, 2008 4:51 pm Posts: 18
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Well, it depends. If you have Flamekin or HellCats, you don't care. If all you have are HomeGuards, then you lose two cards to one.
If you have the right cards, the Leprous Shamble si no problem. If you don't, it can be naughty. Still, with its speed, its low damage and so on, it can be most often avoided long enough to be dealt with appropriately.
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RedFlag
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Post subject: Re: Leprous shambles Posted: Thu Nov 13, 2008 7:20 pm |
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Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
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If there were more ranged units that were common it'd be less of an issue. As it is, most of the common ranged units are in sylvan decks.
You telling me a dwarf can't learn how to throw a rock?
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VeratilEladamri
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Post subject: Re: Leprous shambles Posted: Thu Nov 13, 2008 7:23 pm |
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Joined: Sat Nov 01, 2008 9:09 pm Posts: 104
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RedFlag wrote: You telling me a dwarf can't learn how to throw a rock? Or shoot a gun?
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Kremik
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Post subject: Re: Leprous shambles Posted: Fri Nov 14, 2008 7:07 pm |
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Joined: Fri Oct 31, 2008 4:51 pm Posts: 18
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Yup. We want dwarf machinegun teams and dwarves with sniper rifles.
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RedFlag
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Post subject: Re: Leprous shambles Posted: Fri Nov 14, 2008 7:25 pm |
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Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
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VeratilEladamri wrote: RedFlag wrote: You telling me a dwarf can't learn how to throw a rock? Or shoot a gun? Well, the blunderbuss teams aren't all that helpful because they don't seem to show up very often. And they're like a 2 domain card, right? Shambles would be out there potentially from round 1 tearing shit up. Create a card called Pitfall Trap and let it act like an entangle but for mountainfolk and without terrain restrictions
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