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Thread: Cliff Ogre Faction

  1. #1
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    Talking Cliff Ogre Faction

    In the high mountains above all other races in Itharia dwell the Cliff Ogres. These lumbering behemoths have only recently come in contact with the other races of Itharia. They were content among the cliffs where they fought and ate on their own terms; however this would end when the newest chief would “bite off more than he could chew”. This most recent Cliff Ogre leader, Bolgar Stone-Eater the Tyrant, earned his name by consuming a Summoning Stone he had found in a crater of a recently fallen meteor. Interpreting this event as providence, or simply as a shiny meal, Bolgar was affected greatly by the Summoning Stone’s power once it reached his gullet. He began to see visions of vast amounts of Ogres coming under his rule and sweeping the land in an orgy of bloodshed and feasting.

    The Cliff Ogres have now become the scourge of the many edible races. In fact the Cliff Ogre’s appetite is the main drive that spurs on an act of war. A Cliff Ogre is not very picky when it comes to his food and in fact will eat anything down to the rocks on the mountain. His large gullet and intestinal rocks allows him to eat almost anything, and if he would happen to miss his cavernous mouth, a great greasy, scraggly beard will catch any leftovers. Whether it is slow-roasted Vargath chops, Cave Goblin stew, or Dwarves cooked whole while inside their armor to create a crispy delight, there is no end to an ogre’s creativity when it comes to food.

    The only other thing that can distract a Cliff Ogre from a meal is a good fight. Cliff Ogres love to fight, and take great pride in their ability to quite literally “beat their enemies down to make their bread”. A Cliff Ogre army arrayed for battle is quite a sight, but before one would even see the army one would feel the trample of their thunderous footsteps, the bellowing of their war horns, and the smell of their filthy bodies. Most armies that can withstand the smell look upon such an army and flee in terror. Hundreds of very large and fat Ogres decked out in obsidian armor mined from volcanic mountains and wielding whatever blunt instrument that could be found is quite the intimidating sight. Lumbering even above the Ogres are the Stonetusk Bears which are huge, white-furred beasts with giant tusks that were tamed and ridden into battle. If Bolgar was ever able to rally all the Cliff Ogres to his banner then the world of Itharia could very well be consumed.


    The Cliff Ogres are a custom faction I created. I really like the idea of an elite army in Summoner Wars. The Swamp Orcs come close to this but even they have issues. I also find something funny about an army that genuinely wants to eat and just fight, not caring as much about the other things. I think this army is pretty fun to play. I would love to get some feedback on the units and characters I created.

    Bolgar Deck:

    Bolgar Stone-Eater, the Tyrant – Summoner
    Gorgort the Aboniable – Champion
    Fezzigut the Morbidly Obese – Champion
    Sugg Bonebreaker – Champion
    Bruiser – Common
    Bellower – Common
    Crusher – Common
    Events:
    Call of the Mountain – 1
    Snare -2
    Shadow of the Mountain – 3
    Bribe – 2
    Great Feast – 1
    Trap Cards - 5

    Setup:
    A - Bruiser
    B - Bellower
    C - Crusher
    X X X X X X
    X X X X W C
    X X X A X B
    X X X X S X

    Trap Card Rules

    Rulebook Entry for Trap Cards
    Trap Cards are not shuffled into your deck. Instead, each player that has Trap Cards listed on his Summoner’s Reference Card starts the game with that many Trap Cards cards in a Trap Card Pile off of the Battlefield. Whenever a card instructs a player to place a Trap Card, remove a Trap Card from that player’s Trap Card Pile and place it as directed. Trap Cards have the following additional rules:

    1. Life: Trap Cards have no life. They cannot be destroyed.

    2. Placement: Trap Cards can be placed on any space on your side of the Battlefield. A Trap Card can be placed on a space where a Unit already exists, place the Trap Card under the existing Unit. However, you can never place a Trap Card on a space where another Trap Card or a Wall (not including a Vine Wall) already exists. A Unit may be summoned onto a space containing a Trap Card.

    3. Movement: Units can move or be placed onto a space containing a Trap Card. When a Unit moves onto a space containing a Trap Card, that Unit receives 1 Wound Marker. When a Unit moves off of a space containing a Trap Card, roll a die. On a result of 3 or lower, that Unit receives 1 Wound Marker and cannot move off of the Trap Card space. On a Result of 4 or higher, that Unit moves normally. A Unit may use a Special Ability to move through a Unit that is on a Trap Card.

    4. Attacking: A Trap Card cannot be attacked. Simply ignore it for purposes of a target of an attack. Trap Cards do not block line of sight. It also does not block line of sight for a Unit on top of it.
    5. Destroying: A Trap Card may not be Destroyed

    Some Special Abilities, such as Blerg’s Adapt ability, refer to cards that are placed underneath them and impact them in some unique way. For the sake of interpreting the rules surrounding such abilities, Trap Cards are NOT considered to be a card under those Units. Remember that a Unit on a Trap Card space is considered adjacent to that Trap Card, even though they are sharing a space.


    Bios and stats:

    Bolgar Stone-Eater, the Tyrant – Summoner of the Cliff Ogres
    Sword Symbol
    Attack: 4
    Life: 8

    Lucky Gullet Stone – Once per player turn, you may reroll 1 rolled die. You must keep the result of the rerolled die.

    FAQ – One per player turn means that you can do it once on your turn, and once on your opponent’s turn. If there are more than 2 players then you can do it once during each of their turns.

    Gorgort the Abominable – Champion
    Sword Symbol
    Attack: 3
    Life: 6
    Cost: 7

    Frost Aura – Any Unit that attacks this Champion while adjacent rolls 1 less die when attacking.

    Sluggish - When Gorgort is attacked, instead of rolling the dice, count the number of dice that would be rolled. Place that number of Wound Markers on Gorgort.

    Fezzigut the Morbidly Obese – Champion
    Sword Symbol
    Attack: 3
    Life: 6
    Cost: 6

    Hungry – At the end of your turn, if Fezzigut did not destroy a card, put 1 Wound Marker on this card.

    Digestive Healing – If Fezzigut destroys a card, remove 1 Wound Marker from this card.

    Sugg Bonebreaker – Champion
    Bow Symbol
    Attack: 2
    Life: 5
    Cost: 5

    Ensare – After moving, you may roll 1 die. On a 5+, take a Trap Card from the Trap Pile and place it on a space within 2 spaces of Sugg. Any Unit in the same space takes 1 Wound Marker.

    Bait - After moving, you may roll 1 die. On a 5+ you may move 1 enemy Unit that is within 3 spaces up to 2 spaces away.

    FAQ – If, when you are using Bait, you move a Unit onto a Trap Card, remember that that Unit receives 1 Wound Marker!

    Bruiser – Common
    Sword Symbol
    Attack: 2
    Life: 2
    Cost: 2

    Throw Rock – If this Bruiser is adjacent to a wall, you may place 1 Wound Marker on that wall to give this Bruiser the Bow Symbol for the rest of the turn. You must attack a Unit during your Attack Phase.

    Bellower – Common
    Sword Symbol
    Attack: 2
    Life: 3
    Cost: 3

    Bellow – If an enemy Unit within 3 spaces of this Bellower attacks a friendly Cliff Ogre Unit you control, that Unit only gets hit on a die roll of 4+. Bellow does not affect this Bellower.

    FAQ - Bellowers are not affected by each other, this is because they are always trying to outdo each other and hardly have the time to be inspired by anyone else's bellow than their own.

    Crusher – Common
    Sword Symbol
    Attack: 3
    Life: 3
    Cost: 4

    Ironskin – When this Unit is attacked, it takes no more than 1 Wound Marker from a single attack.

    Events:

    Call of the Mountain (1) – If you have fewer Units on the battlefield than your opponent, count the number of walls with 4 or more starting life points in play. For each wall you may take a card from your discard pile and place it on your magic pile.

    Snare (2) – When you play this card, take a Trap Card from your Trap Pile and place it on a space on your side of the Battlefield, except on a Wall (but not including a Vine Wall). If a Unit is already on that space place the Trap Card underneath the Unit.

    FAQ – Remember that if you place the Trap Card on a space with a Unit on it, that Unit takes 1 Wound Marker.

    Shadow of the Mountain (3)- Instead of playing this card during your Event Phase, you may play this card when a Cliff Ogre Common Unit would receive 1or more Wound Markers. Ignore all Wound Markers that Unit just received

    Bribe (2) – You may take control of an enemy Common Unit that costs 2 or less.

    Great Feast (1) – Until the end of your turn, whenever a Cliff Ogre Unit places 1 wound marker on a card, you may remove 1 wound marker from the attacking Cliff Ogre Unit’s card.

    FAQ – If a CO Unit would put 2 wounds on a card, then that CO would remove 2 wound markers from its card.
    Last edited by gamjuven; 10-04-2011 at 04:16 PM.

  2. #2
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    So this is the legendary Mountain Orcs we been hearing and wanting?

    I totally dig the whole trap idea, nice expansion to what we already have as Vinewall. I would say it would be best to only allow trap to be place under unit, not both wall and vinewall... just for confusion and future sake. Also is the trap suppose to hurt your own unit as well?

    Anyways, here is my quick thought:

    Bolgar
    I like the simplicity of this summoner ability, very clean, very game altering, fun stuff, I really do like this ability... His spec is little high I think though 4/8 is even bigger than Grognack himself and can re-roll.... ouch

    Gorgort
    Not sure if this need sluggish, having two ability is a cool mechanic I suppose but not as clean. Frost Aura is a clever anti-melee-crowd ability

    Fezzigut
    Again, I think both the ability can be just label as one and put it into just one sentence, otherwise nifty ability.

    Sugg
    Seem to be the backbone champion here with it's trap ability, I like it, I do wish the laying trap don't need to roll otherwise it might not last long enough on the battlefield to place anything with it's average life.

    Bruiser
    I very much like this common, very thematic. Balance too I might say.

    Bellower
    Does it's own ability protect himself? Did it mean other non-bellower friendly unit? If not it might be little strong? Not sure about my balancing on this one, in one hand it is a 3 cost common, in the other it's huge radius on protecting everything you own is pretty powerful.

    Crusher
    Simple and nice, just the way I like it as common unit... pain in the butt to get rid off for sure (more reason why Bellower might be little too powerful)

    ---

    Call of the Mountain
    Nice twist on CUE card, sort of punish enemy for laying too many walls too early. Good design. Sort of same magic net as Magic Drain and has the limitation of Summoning Surge where it need a thick discard pile so early game will yield nothing.

    Snare
    I would love to see this card at 3x since aside from your sole champion, seem to need more ways to lay trap.

    Shadow of the Mountain
    Cool bait card, works with the trap-py and the tough to kill theme you already established. Good that only works on common.

    Bribe
    This one here, I feel it should not exist, it is out of theme (bender-ish) and not to mention it is super broken... even bender need the unit to be on their side (and pay the cost), this one here, I can just Bride PE's blaze stepped warrior and kill Prince Elien in one turn. Should not exist...

    Great Feast
    Good one-of card, and the fact I laughed when I thought "so, if I attack a wall with my orges, I eat the rocks too?" Yeah totally worth the imagination on how these orge will eat anything. Great theme.
    Last edited by Sauam; 09-15-2011 at 08:28 PM.

  3. #3
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    Thanks for all the feedback Sauam! I think you are correct in your suggestions. I was trying to think of more ways to give them CUE and magic helpers since they are so expensive. But yeah having another snare and taking off the bribes is probably good. I'll toy around with it. Yeah the Bellower is not supposed to help himself, I will have to edit that. Gorgort I just worry about him being too good so that's why I put sluggish. May not need it. Against ranged armies he'd be very easy to kill.

  4. #4
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    This all looks very thought out and very fun too!
    I'm curious how the balance works out as everyone is so tough! I suppose everyone is very expensive though, but a lot of bang for your magic there... from just a read-through it looks like it's a good thing that there is only one call of the mountain because to much magic in these guys hands would be terribly destructive. This is the first custom faction I want to print and play! Good job.

  5. #5
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    I remembered why I cannot have another Snare. I do not want it possible to occupy 6 spaces in a line on the map with snares. I don't want 1 life unit armies to automatically lose because there is a line of snares in their way. It is still difficult, but nigh impossible if someone were able to do this. So I can't add any more snares. I still have to figure out what to do with bribe. It may be too powerful still.

  6. #6
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    yeah... Bribe is still way too strong and just ill-fitting in here... if anyone would bribes people, is the Cloaks (yes I really think Cloaks are borderline evil )

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