Tyranny; the Gift that keeps on Giving.

Here, we are releasing a new set of items for DDM; The Tools of Tyranny. This is an experiment in part, because here we do a theme we've not done before. I'm not talking about items dedicated to a race - we did that with the orcs. Rather, we are releasing a set of items where each can be used by only a single creature.

The fact that each item is so limited does allow us to be somewhat bold. In some cases, we just tried to cost items aggressively. In others, we are off in brand new directions. In fact, you'll notice one item that introduces an open sideboard to the game; the Favored Dracophile card. This is a new mechanic that allows you to register a warband that is purposely missing a creature and some points.

During round one, if the card is used, you can summon a dragon of any type you wish into your warband.
You can check out the enemy warband, then decide what's best for you. Presto. Most play testing focused on the big dragons being added to ~120-130 point warbands, but it could work with smaller dragons too.

Will this make Goblin themed bands playable at Gen Con or the Euros this year? That much is unclear, though some cards may make appearances. But either way, its definitely going to make playing goblins at home a heck of a lot more fun...

We've also got a contest coming up in the next few days, and its related to this set.
But before I post that, let me give you all a few days to digest all of this Gobliny Goodness.
You can find all the cards here.

Best wishes for a Happy New Year, everyone!

tried/dgs

Comments

Darkones's picture
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7 July 2011
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This is a great idea. This way certain outdated miniatures can see play again more often, if more sets like this get released supporting miniatures from older sets. "Call Dragon" is an interesting new ability concept. It will help Goblin warbands "toolbox" a miniature they need to counterplay an opponent's strategy.

John Almack's picture
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28 April 2013
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These look very interesting. As far as creating more sets like this, I would love to see a Yuan-ti/Reptile themed one, specifically one that could be used to make a Reptile Champion.

Justjooaivan's picture
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I totally love the idea of creature specific items. Very cool. Though many of these Goblins and Hobgoblins did need help, goblins as a race sure did not. They were super competitive before and this of course did not make them less so. Expect to see many of these little buggers on the board. I love how Norker accidentally (or perhaps not) became a viable piece too.

Justjooaivan's picture
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And just as goblins were strong enough to start with, so are the YT. If one can make more wishes to our generous Guild Santa, then perhaps make such items for keywords/themes that are currently not competitive.

Oh, and on the Dragon thingy, besides point cost, it ignores any other build limitations (we can for example mix good dragons with evil ones with this power)?

Also Missile Protection Sigil, the "AC and Defense" really should have read "all defenses" for consistency's sake, right?

Bugbear Headreavers, oh my. Scary.

alepulp's picture
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In OE the Blood Ghost Berserker was Tier 1... now I think it is again Smile

tried's picture
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Vanguard of Bane is the Hobgoblin with the LARGE sword found in the Dungeon Command Goblins set.
http://ddmguild.com/downloads/revised/cards/Fall2012Sculpts2.pdf

Justjooaivan's picture
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Dwarves seem quite competitive to me.

Perhaps more love to

Aquatic
Demon
Devil
Giant
Minotaur
Half-Elf
Halfling
Magical Beast
Mind Flayer
Slaad
Tiefling

Many of the above have some great individuals, but really can not be built to theme and be compatible. Especially Giants, Demons and Devils are examples of themes with great sculpts and cool stories but really underwhelming stats.

alepulp's picture
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Would love to have Ulmo back in action

tried's picture
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I don't think Ulmo would get a card per se.
Rather, he would be an indirect beneficiary of another card.

Justjooaivan's picture
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Any takers on my Dragon Question?

tried's picture
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As pointed out above. An evil dragon can explicitly be recruited into a good warband.
This opens up obvious (Dragon Samurai) as well as somewhat less obvious combinations.
But you have to pay the tax (Talon of Tiamat).

It was curious during design to come to the realization that the high priest of one of the lords of hell is not, in fact, evil.

Justjooaivan's picture
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Does Sociopath limit apply? In light of good/evil, one would think not. Talon tax is high in 200, but not so high in 500 (I'm aware 500 is probably not a playtest focus).

DROW's picture
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7 July 2011
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Great stuff! Tankz again!! Wink

Steve

Flaviomds's picture
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Missile Protection Sigil:

Good idea, but i think it's very powerfull for it's cost.
It could have a duration like until the end of next round or adjacent creatures only and +5AC only.

Blade Flurry:

This one is VERY powerfull.
This must be a single use only and will be unbalanced still.
It could afect only the Bladebearer Hobgoblin once.

Reaver Master:

Give a creture that cost only 24pts, speed 7, 65HP and 20dmg a critical for it and others allies is VERY unbalanced!!! If you give crit only to itself it would be very powerfull too!!
The others powers of this creture is enought for its cost.

This item could be more balanced if it give +2 atack and +5dmg against flanked enemies (only to Bugbear Headreaver).

Plase, playtest those itens more and you'll see what I'm talking about.

roblyon's picture
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7 July 2011
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Liking these as well. We don't use the other tools very much at all, but having creature specific tools, especially for some of the older ones, they go right in the sleeve with card and get used each time they're drawn.

Kudos!

Ira's picture
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27 May 2013
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Flaviomds wrote:
Missile Protection Sigil
Good idea, but i think it's very powerfull for it's cost.

The intention of this set is to make powerful items for certain inexpensive, easily available, under-used minis. Yes, it's powerful, but it's completely useless against non-:r: attacks, and it's erasable. This is important counter-tech against Cattie-Brie and other 7th Sigil warbands. Of course, the need for the counter-tech might be more of an argument against 7th Sigil, but that's a different discussion...

Flaviomds wrote:
Blade Flurry:
This one is VERY powerfull.

Yes, it's good, but we have other bodyguard effects in the game. This is a powerful bodyguard ability, but it only works against Melee Attack and Ranged Attack attacks, and only once per round (instead of once per turn), assuming the Bladebearer doesn't move. I agree with you that it's a powerful item, but this meets the design goals: buff otherwise under-used minis, and provide interesting gameplay options to new players.

I also think the rise of bodyguard abilities will see a rise of forced movement abilities, too. For example, the Cattie-Brie + Merchant Guard + Thorgrim warband that won GenCon 2013, and my entry to the Tyranny contest.

Flaviomds wrote:
Reaver Master:
Give a creture that cost only 24pts, speed 7, 65HP and 20dmg a critical for it and others allies is VERY unbalanced!!! If you give crit only to itself it would be very powerfull too!!

I believe you may be right here. I believe the intention of this item is that the Bugbear Headreaver gets criticals, but other creatures in the warband do not. For example:
Creature A is in my opponent's warband.
Creature B and a Bugbear Headreaver are in my warband.
Creature A can't see my Bugbear Headreaver (because the Bugbear Headreaver is on the other side of the map). Therefore, Creature A grants combat advantage to my Bugbear Headreaver.
As currently written, Creature B would get criticals against Creature A, but I don't believe that's the design intent.

I believe the intent is that only the Bugbear Headreaver gets the criticals. I believe it should read:

Reaver Master
For use only with Bugbear Headreaver

Executioner’s Strike: Hits this creature scores against targets that grant this creature combat advantage are critical hits.

Emphasis mine. Hopefully Tried can clarify soon.

Koen's picture
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I don't think the headreaver has combat advantage in your example, it needs to see its target to achieve that. At least, that's how I always understood it, otherwise dragons with line/ blasts and sneak attack are much more interesting.

I do agree with your adaption though, the way it is written now seems too strong.

tried's picture
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The headreaver needs combat advantage, and since the card does not specify the creature gaining the benefit, it is implicit that only the Headreaver gains it. For example, read the description of sneak attack on one of the cards, and tell me if it applies to all creatures on your squad, or only the one with sneak attack. Powerful charge is the same - if an ally could somehow do an immediate attack in the middle of creature A's powerful charge, would the charge benefit apply? I think not. This is one case where I do not believe a card revision is really required, and in fact could be confusing by setting the wrong precedent.

Ira's picture
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27 May 2013
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I see Tried's point. We would need extra text to include all creatures in the warband. By default, the card only applies to the creature itself.

The current text is:

Executioner's Strike: Hits scored against targets that grant this creature combat advantage are critical hits.

Here is an example of Sneak Attack text:
Sneak Attack 5: +5 Damage whenever this creature has combat advantage against target.

For Sneak Attack, we don't need to say "This creature gets +5 Damage..." We can just say "+5 damage."

So, we can leave the text as-is, and realize that it only applies to the Bugbear Headreaver.

Regarding granting combat advantage: good point about being able to see the target!