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I just LOVE the idea. It would be a great peice in my opinion, and with your permission, I may convert a Steam Golem and a Rotary Fuser into this figure (if I have spare time, gah Finals Week).
There is one thing I would change though. Give it 4 targets and 1 damage. It would be cheaper, and it already has 3 targets so why not make it 4? I mean this thing sounds like it is built to hurrel zillions of armor peircing bullets in the general direction of the target, not actually aiming. The way I see it, this guy isn't all that acurate, but he fires so many bullets it doesn't matter (hence the high attack rating and low damage). Also he is not built for melee combat so he would be barely able to do any damage.
Then again if this guy has two arms... does he realy need both for amunition loading (I got this bit from teh pictures)? How about have one of the arms wielding an ax and give him weapon mastery so he is potentially dangerouse in melee;).
He is an awesome figure nonetheless.
BTW I was looking at your pics (I think they are pretty good) and I was wondering about the Atlantean golems, is there a thread I could go to to read about them:confused:?
Sir, I'm very, very glad you liked my work, even to the point of converting one of your Steam Golems into the Barrager. Good luck on the project, and certainly good luck on your finals! :)
As for your suggestions, while I really do appreciate your insights, I'm afraid I'm going to have to stick with my Barrager as he is.
When I was designing the Barrager, I considered giving him 4 targets, just as you said. But from experience, it's very, very rare to be able to use the 4-target ability, even with 12" range, and I doubt that Nimble would be able to help either. The area of fire just isn't big enough to often enough allow a fig a chance at hitting 4 guys in one go. :(
As for 3 Pierce damage versus 1 Pierce, I wanted the Barrager to at least have some power when dealing with figs with deep dials or durable uniques. While such would force a player to use the multi-target ability as much as he could, it would make the Barrager easy prey for any fig durable enough to take the heat from it. With 3 damage, it at least has a fighting chance against figs with deep enough dials, and also at least has some anti-Unique fighting ability with its Pierce.
Yes, the Barrager does need both arms to load itself. :) While each arm is more than capable of easily lifting the ammo box, it is insufficient for doing so steadily, making proper loading difficult. This is because only one side, or one handle, of the box is properly and firmly grasped, causing the box to dangle from the single arm. Only by holding the box with two arms can the ammo box be properly loaded. Anyway, the ammo box is loaded usually by Rebellion and Dwarven engineers. Only on the field does the Barrager do it by itself.
Weapon Master (and the axe), unfortunately, might influence some players to use the Barrager for melee combat, even if it's not a steady flow of damage. This would also be contrary to its concept as a range attacker. :( Anyway, good point on the 3 damage thing being a little inappropriate, but it's the only way for the Barrager to have a high enough damage for range combat. Anyway, think of the Barrager rotating its torso and whacking guys with its arms and heavy rotary fuser- not strong enough to give it the Sweep SA, but enough to do 3 damage. ;)
Anyway, good luck once again, and I'm pleased that you're delighted with the Barrager. :)
However, WARNING, the posts I put in that thread are extremely wordy and long. :eek:
Here's a summary of the Adamant/Fortress Golem's (I still haven't decided on a name) and Doom Golem's stats.
Adamant/Fortress Golem
Atlantis Guild, 100.097 points
180 degree Front Arc, 0" Range, | Arrow
_1st: 8/12/19De/3Co
_2nd: 8/11/19De/3Co
_3rd: 7/11/18De/3Co
_4th: 7/10/18In/3
_5th: 6/10/17In/3
_6th: 6/_9/17In/3
_7th: 5/_9/16BA/3
_8th: 5/_8/16BA/2
_9th: 4/_8/15BA/2
10th: 4/_7/15__/2
11th: 3/_7/14__/2
De = Defend
Co = Command
In = Invulnerability
BA = Battle Armor
It's a golem with special magestone generators that create protecitve forcefields. Early on, the A/F Golem generates a forcefield that protects those around it (Defend), while it also has Command to support the warriors around it. Once it has taken enough damage, it focuses that forcefield around itself and goes into combat mode, losing Defend and Command, but gaining Inuvlnerability. However, the shield gets shut down once enough damage has been done; the Golem is then forced to rely on its Battle Armor.
The A/F Golem is really a melee fighter whose emphasis is more on lasting power and stability rather than offensive capability. While his 3 damage isn't much, his stats are high and steady enough throughout his dial to keep him intact throughout the game.
Doom Golem
Atlantis Guild, 94.67073 points
180 degree Front Arc, 12" Range, | Arrow
_1st: 10/_9SW/19De/4Co
_2nd: _9/_9SW/19De/4
_3rd: _8/_9SW/19De/4
_4th: _7/11__/18BA/3
_5th: _6/10__/17BA/3
_6th: _5/10__/16BA/3
_7th: _4/_9__/15BA/2
_8th: _3/_9__/15__/2
_9th: _2/_8__/14__/2
10th: _1/_9SW/14__/3
11th: _0/10SW/13__/4
SW = Shockwave
De = Defend
Co = Silver
BA = Battle Armor
Same background as the A/F Golem: same magestone generators capable of producing force fields (Defend). In the Doom Golem's case, those generators have been tuned to also produce a destructive pulse of force (Shockwave) while maintaining a protective barrier around the DG.
Once the DG sustains enough damage, it becomes a straightforward attacker, whether in range or melee combat, with high enough stats to deal large amounts of damage to foes.
However, should the DG ever become too damaged to escape or be saved, its magestone generators activate one more time. This time though, its intent will be to destroy any nearby enemies, even at the cost of itself.
The DG is actually an experiment in combining Shockwave and Defend together: the Defend protects friendly figs in base contact with the DG from the DG's Shockwave. With only a 9 attack combined with a 19 Defense, you'd need to roll 10's to hurt your own figs (a 1 out of 6 chance), while you'd not need to roll as high to hit enemy units. A smart player would thus Formation-surround the DG with cheap troops with BA (giving those little figs a 21 Defense). Spaced properly, no enemy unit, especially those with Ram or Venom, will be able to base the DG. And once those enemy units get close, the DG will be able to SW those troops without much risk of injury to the nearby friendlies. Thus, a DG and a formation of troops around it are capable of mutually protecting each other! :)
Lastly, the last two clicks of the DG has SW as a sort of "self-destruct" mechanism. At those slots, the DG is vulnerable to capture attempts. If you're a daring enough player, use the SW to blast any incoming guys trying to capture the DG. To prevent being captured, just push the DG to dealing more SW's- better to lose 95 points straight while taking down some enemy figs, than risk losing it to destruction or capture. ;)
I love the idea, but 19 defend for teh Atlanteans would be just plain HORRIBLE:D. Almost all of them have battle armor, and that makes 21 defense vs. ranged.
Imagine a Doom Golem walking around with his Blade Golem or Automaton posse... EVIL...
But they sure are great ideas nontheless. I still would like to see the barrager be made into a figure though.
The KI and Dracs have both the Guardian and the Eldritch. :D
But you're right- it's not like they have Blade Golems and Fighting Automatons. ;) Though I'd love to see these golems become real figs, I wonder if it's such a good idea for the AG to be gain Defend 19 for a 21 Defense against range attacks :eek:
Well, Messenger, now that the AG have the Shield Golem, is your strategy for the doom Golem going to change? Or will he continue to serve as is?
BTW, justification for the Barrager's 3 damage... 4 targets is moving the barrel quickly around as it fires, to hit several targets... But if it holds the barrel still towards a target, wham, more bullets than you can handle
You can't put together a Shield Golem + Shockwaver combo/formation. As long as the Shield Golem is in range of the Shockwave, it's Defend will get turned off as per the rules of Shockwave. Thus, everyone, foe or friend, will still get hit. :( The Doom Golem, because it has both Shockwave and Defend, avoids that since it itself doesn't count as a target of its own Shockwave. ;)
Of course, the frightening thought would be Wizkids actually making the Doom Golem (hooray! :D), with players then combining it with the Shield Golem for a chain Defend of 20 (GAH! :eek: )...
Ah. But is that in relation to a) its target or b) itself? ;)
Certainly, I'm playing on a loophole here: Shockwave supposedly and in the conventional sense disregards all SA's on its target- we just have never had a case or precedent of SA's on the Shockwaver itself working simultaneously with Shockwave.
If WK did make the Doom Golem, what's to stop them from using such a combo? :D