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Neuroshima Hex! 3.0» Forums » Variants

Subject: New army: Super Muntant Killer Bunnies (alpha testing stage) rss

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Rustan Håkansson
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Super Muntant Killer Bunnies

Hot on the heels of the successes of the Dancer (http://www.boardgamegeek.com/thread/427098) and Vermelius (http://www.boardgamegeek.com/thread/427696) (both with tiles and under development now), here comes another new army for Neuroshima Hex.

Fluffy text!

Special rules:

Attack of the Gargantuan bunny:
On your turn you can skip the option to place any tiles and instead make the HQ eat one unit next to it. That unit is killed. Your HQ must move to that hex, and takes one wound. You may eat your own units, but HQs and modules may not be eaten.

The source of the scourge:
All units (not modules) must be placed in contact with the HQ. If there are no empty hexes next to the HQ, no units may be placed. Units can not use mobility the turn they were placed. Netting the HQ does not affect this ability.


Tiles:

1 x Gargantuan bunny
Ini 0; 6 CC Pow1 attacks

7 x Angry bunny
Ini 1; 1 CC Pow1 attack
Mobility

3 x Monster bunny
Ini 2; 1 CC Pow1 attack + Net
Mobility

3 x Killer Rabbit of Caerbannog
Ini 3; 2 CC Pow2 attacks, next to each other
Mobility

5 x Carrot
Module, 1 connector, connected unit gains +1 CC power

5 x Apple
Module, 1 connector, connected unit gains +1 Initiative

5 x Bunny kick
Push instant tile

5 x Battle

1 x Manic red-eyed stare
Sniper instant tile
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Michal Herda
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Re: New army: Super Muntant Killer Bunnies
I TOTALLY APPROVE

How to retheme? I doubt super mutant killer bunnies are going to fit Neuroshima well even after slight retheming, but you know, the army is awesome even without that.

I'll work on the tiles and playtest it ASAP.
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Michal Herda
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Re: New army: Super Muntant Killer Bunnies
Here you are: the cutest, the fluffiest and the pinkest army for Neuroshima Hex: Super Mutant Killer Bunnies (alpha).
http://michallus.nshex.com/Bunnies.pdf

Netters do not have mobility, since five mobile nets in an army is way too much.
Oh, and I changed the hex border to a cuter one.

Who is brave enough to playtest them?
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Rustan Håkansson
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Re: New army: Super Muntant Killer Bunnies
Very cute! Especially the backs.

About the design: the hex border is very good, but covers a bit much of the tile interior, so it is difficult to see the attack symbols. Is it possible to make the borders narrower?

Yeah, 5 mobile nets won't work. I really want all units to have mobility, but the problem is they can't really kill a hq if the nets are removed. The bunnies will just die after dealing one round of attacks, by the hq attacks. Without mobility, the ini 2 bunnies will be stuck to the HQ, and the army will be even less able to kill another HQ. Adding the nets was a bad quickfix, another solution is needed.

Perhaps removing the nets and adding mobility to the ini 2 bunny, making the ini 3 bunny only have attacks to the front, and making all the bunnies immune to 1 cc wound from HQ attacks per battle.

Any other suggestion?
 
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Michal Herda
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Re: New army: Super Muntant Killer Bunnies
Aww, come on, it's cute.

Remember that your HQ can move, too. You may eat something including your own bunny in that case, and then just move closer to the enemy HQ.
 
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Rustan Håkansson
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Re: New army: Super Muntant Killer Bunnies
Ok, ok. I guess there is little problem if you play on the normal board and place the hq in the middle, or next to the middle and moves on to the middle. I've printed current version, will test.
 
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Michal Herda
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Re: New army: Super Muntant Killer Bunnies
I demand an imn-game photo.
 
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Steve Holden
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Re: New army: Super Muntant Killer Bunnies
It's pink, perfect!

Here's a manic bunny red eye you can use for the center of the sniper tile if you want


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Michal Herda
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Re: New army: Super Muntant Killer Bunnies
It's kind of small. Too small for me.
 
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Steve Holden
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Re: New army: Super Muntant Killer Bunnies
You're right, wasn't thinking about that.
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Rustan Håkansson
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Re: New army: Super Muntant Killer Bunnies
Tested:


First game, against Hegemony: Loss 0-16
Bunny HQ was pushed to the side and netted, had trouble getting out.

Second game, againste Hegemony: Win 8-6
Got out some bunnies, had HQ in the middle

Third game, against Outpost: Win 14-7
Massive bunny army on the board, dominance

Fourth game, against Outpost: Loss 0-12
Got 7 damage to Bunny HQ in a single battle (image). I forgot to eat away the HQ when it was in danger, forgot it could eat its own...


The army is unstable. It really wants to be in the middle and have quite a lot of open ground. 5 units that must be placed next to HQ and cannot move are too many.

Suggestions for changes:

Reduce monster bunnies from 5 to 3.
Reduce angry bunnies from 10 to 7.
Add 5 x Bunny kick: Push

Change Attack of the Gargantuan bunny to:
On your turn you can skip the option to place any tiles and instead make the HQ eat one unit next to it. That unit is killed. Your HQ must move to that hex, and takes one wound. You may eat your own units, but HQs and modules may not be eaten.
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Michal Herda
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Re: New army: Super Muntant Killer Bunnies
I hope that you were playing it in the way that net on the HQ doesn't prevent bunnies from spawning.

Skip the option to play any tiles... so you can just hold two good board tiles on your hand and eat anyways?

I'll reprepare the tiles in about an hour.
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Michal Herda
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Re: New army: Super Muntant Killer Bunnies
Done, file reuploaded with tile-amount fixes.
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Rustan Håkansson
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Re: New army: Super Muntant Killer Bunnies
MichallusTG wrote:
I hope that you were playing it in the way that net on the HQ doesn't prevent bunnies from spawning.

Yes.

MichallusTG wrote:

Skip the option to play any tiles... so you can just hold two good board tiles on your hand and eat anyways?

Yes. This makes that option a bit more powerful. I think it needs it, and I think it suits the army that the monster hq is stomping around
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T. A. G.
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https://boardgamegeek.com/filepage/127873/

Re-uploaded the tiles file!
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