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Subject: Faction Preview: Humans rss

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Michael Coe
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NOTE: SOME OF THIS CONTENT IS OLD AND HAS CHANGED SINCE THIS POST

These Faction Previews reveal some of the history of the chosen faction, as well as their in-game abilities.

These previews are compiled using prototype files and abilities. They are not the final product and may change.

Humans



In Heroes of Land, Air & Sea, the Humans are quite well rounded with a heavy preference for the plains regions. War buffs, resource manipulation and efficient travel are all tools in the Human's arsenal.



and here's a closer look at their sculpts:



The Humans are mainly about population and resource acquisition with a strong affinity plains regions.

With so many of the Human abilities relying on having units in the plains, you should have a surplus food to keep training more units. Also, the first level of the Tavern allows you to collect a food whenever an army with at least 1 peon enters a plains region. Then the second level of the Barracks allows warriors to occupy rich resource circles in plains regions and collect as if they were peons.

The first level of the University allows you to always be able to take the Tax action, instead of another Capital Action, even if you've already taken it this round. This is a great way to get resources other than food since many of your units may be occupying plains regions.

You can also secure some extra victory points at the end of the game with a level three University, 1 extra point for each plains region you control.



Human Heroes

The three Human Heroes are: Laelither, the Paladin, Prince Orn, the Mage, and Mabel & Mabe, the Swashbuckler.



Laelithar, the Paladin

Laelithar is a leader and a beacon of hope to all those around him. At level one, Laelithar gains +1 war strength if traveling with a peon. This makes him a great bodyguard for a peon on a tower-building quest. At second level, Laelithar boosts friendly armies in all the regions adjacent to him by +1 war strength. This can result is quite the defensive formation. Laelithar's third level ability is to gain 2 victory points for winning a battle in a plains region. This gels very well with the rest of the Human's emphasis on plains regions.

Prince Orn, the Mage


Prince Orn is a conjurer of resources, surely to keep your nation well fed. He can also be a powerful aid in late game spell casting. At level one, Prince Orn can change the resource yield of the region he's in to food. If he's positioned in a mountain or forest with a lot of resource production, this ability can be the back bone of your Kingdom. At level two, Prince Orn increases the resource production of the region he is in, and all surrounding regions, by 1. This includes enemy regions as well though, so keep that in mind when he's traveling abroad. At level three, Prince Orn offers a break through in casting spells, allowing you to cast them at 1/2 their mana cost. This can be a great catch-up mechanism late in the game when you need it most.

Mabel & Mabe, the Swashbuckler


Mabel is the Swashbuckler, Mabe is her monkey. Mabel is an old salt, tough, swift, and full of surprises. At level one, Mabel gains +1 war strength at sea. At level two, she really shines, she can hop ships and take over another player's vessel if she beats it in a sea battle (she must remain alive and on board the vessel to maintain control of it). At level three, she shows her knowledge of sailing by increasing sea vessel's movement speed by 2.


Human Constructs



The Frigate

The Frigate is an opportunistic cannon laden fishing vessel. At level one, it produces 2 food during resource collection if out at sea. At level two, it can blow away single warriors and peons. They die instantly if caught alone in battle with the Frigate. At level three, if the Frigate is empty, it can retreat from battle at no cost and with no victory point loss.

The Leviathan

The Leviathan is a near perfect unit transport. It carries two units but at level one, it allows two peons to travel as 1 unit, so it can potentially transport four peons! At level two, the Leviathan can pass over enemy regions without engaging combat, unlike other air vessels. That way the Leviathan can stay on target and get those peons just where you want them. Finally, at level three, it travels with a +3 movement speed if empty. This way you can get it straight home for another load of soldiers!

In summary, the Humans rule the plains but they able to be flexible with resources. They can maintain a high population and they can move that population safely and efficiently.

You can learn more about OTHER factions that exist in Heroes of Land, Air & Sea by checking out the Kickstarter page here: http://kck.st/2jB5X58.
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Timothy Young
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Good job on these faction back-stories. They're really quite good. Hopefully some of this flavor will cross over into the gameplay.
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Michael Coe
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Thanks, Jacob Burton, the writer has really done a great job. He got involved after the mechanics were written and wrote the stories based on the mechanics of each faction. So the cross over into game play you're looking for is already baked in.
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Timothy Young
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mgcoe wrote:
Thanks, Jacob Burton, the writer has really done a great job. He got involved after the mechanics were written and wrote the stories based on the mechanics of each faction. So the cross over into game play you're looking for is already baked in.


Cool!
 
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Jesse Black
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This one is still probably my favorite looking and playstyle for a faction. Can't wait to see the last 4 factions!
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