by peterpotamus
I used to play Neuroshima Hex a lot last year, and I had quite a few custom army ideas, most of which I didn't go further than the theoretical stage with. I will post some of them today, each in a separate thread. As you will see, they're mostly pretty wonky, so I am only posting them for their speculative value; it would take extensive re-writes and playtesting to make them workable. Some of them, like the nids one, are hilariously op. Anyway, the format is:ARMY NAME
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quantity initiative SOLDIER TILE NAME properties
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quantity MODULE TILE function
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quantity FOUNDATION TILE NAME properties
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quantity ACTION TILE NAME function
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HQ NAME properties
This one is crazy overpowered, although a lucky player could take it out in a single turn. It's based on the Tyranids alien race from 40k.
Tyranids
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x3 2 GAUNTS. Melee
x1 1 TYRANT GUARD. Armour on three sides, melee on two sides. May only be deployed next to the Hive Tyrant, although it may separate during gameplay.
x2 2 WARRIOR. Melee on two sides, gun
x2 2 RIPPER SWARM. Melee on three non-adjacent sides. When an adjacent enemy is destroyed during battle, they may instantly move to its place (one ripper swarm at a time, no more than once per battle).
x1 2 HIVE GUARD. Gun x2, armor on one side
x2 3 RAVENER. Melee on three sides, burrow (may castle with an adjacent enemy unit every turn)
x1 1 TRYGON. Melee on two sides, gun on same two sides, tough, burrow (may castle with an adjacent enemy unit every turn)
x1 2 HARPY. Gun on two sides, melee, mobility, tough
x1 1 VENOMTHROPE. Net on two sides, melee, poison (same as Neojungle)
x1 2 CARNIFEX. Melee x2 on two sides and melee x3 on one side, armor on two sides, tough, push
x1 1 BIOVORE. Melee
x1 1 PYROVORE. Gun x1+melee x2 on the same side. When an enemy unit destroys it with a melee attack, that same enemy unit takes a wound (if destroyed simultaneously by multiple enemies, they all take wounds)
x1 1 ZOANTHROPE. Gun x3, sharpshooter (same as NY)
x1 4 LICTOR. Mobility, melee on three sides
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none
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x2 SPORE MINE. Exactly like a regular mine, however with a few advantages. Spore-mines possess some level of mobility- one of them may be moved each turn (just one! They cannot be further moved with instant actions, or pushed), and this may be used to walk into enemy units and auto-detonate; they can't damage hqs, but if exploding upon one, they poison it. Most importantly, spore mines do not explode when in contact with Tyranid units. The only drawback is that spore mines can only be deployed next to the Biovore or the Harpy, and can't be placed on the board at all if neither unit is present on it.
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x4 MOVE
x5 BATTLE
x3 SHADOW IN THE WARP (same as Smart's Terror)
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HQ: Synapse creatures. The Tyranids don't have a hq, but instead must place one of the two creatures listed below on the board before the game starts, and shuffle the rest of their deck. The remaining synapse creature will come up during gameplay, and is deployed through the use of a mycetic spore- the creature may be placed on a space occupied by an enemy unit, which the enemy player must immediately displace to an adjacent space; if such a space is unavailable, the unit is destroyed, as the mycetic spore smashes it. This can even be done to HQs, destroying them instantly and winning the game for the Tyranids.
If at any moment the Tyranids have neither of the two synapse creatures on the board, they lose the battle. Unless exterminated, at the end of the game the Tyranids win by default, regardless of how many points the enemy hq might have. Essentially, in order to win against the Tyranids, the opposing player must destroy the Hive Tyrant and the Tervigon (or make sure neither is on the board at the beginning of the Tyranid player's turn) before the end of the game.
x1 2 HIVE TYRANT. Melee x2 on two sides, gun, tough, armor on one side. The Hive tyrant grants melee +1 to all adjacent Tyranids.
x1 1 TERVIGON. Melee x3, tough, armor on two sides. All adjacent Gaunts gain mobility.