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Post by oncomingstorm on Jun 14, 2017 21:41:26 GMT
I think lances are merely 'very good' now. Laddermore nerf won't stop me taking her but might have me bringing a firefly more than I currently do. She just hits so damn hard and is so hard to kill. Rest of the changes are good except for the blockhouse. With only 2 trenches it doesn't cover enough ground for its points now, imo. I'm not convinced they're where they need to be, still, but I'm fully onboard with testing this change thoroughly before calling for further nerfs. I like that they refocused their role on armor-cracking, rather than just turning them into another Cygnaran Infantry Blender (TM).
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Post by welshhoppo on Jun 14, 2017 21:44:33 GMT
They are still better than Uhlans, and they cost the same.
It's good that Cygnar does now have a dedicated armour cracking melee unit and it allows the Tempest Blazers room to grow.
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Post by Rowdy Dragon on Jun 14, 2017 21:44:36 GMT
But will they stop being double spammed in the Lightning theme now?
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Post by oncomingstorm on Jun 14, 2017 21:51:31 GMT
They are still better than Uhlans, and they cost the same. It's good that Cygnar does now have a dedicated armour cracking melee unit and it allows the Tempest Blazers room to grow. That's kind of why I'm not certain they're at the level they should be. Uhlans are fine (I'm firmly convinced they don't get played mostly because of the lance rule being a complete and utter POS) and it seems a bit anomalous for Cygnar's cavalry to be straight up better in terms of defensive stats and damage output (though I recognize the cost of bringing a Jr. should be factored in.)
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Post by Stormsmith Dropout on Jun 14, 2017 21:52:02 GMT
But will they stop being double spammed in the Lightning theme now? I think Stormblades will be seen accompanying them more often. If people are bringing double lances, they'll need more bodies than they used to for attrition. And if Stormguard get a buff sometime (not asking for further CID, someone else needs a turn), then Storm Division could be really diverse.
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Post by Aegis on Jun 14, 2017 21:59:53 GMT
But will they stop being double spammed in the Lightning theme now? I think Stormblades will be seen accompanying them more often. If people are bringing double lances, they'll need more bodies than they used to for attrition. And if Stormguard get a buff sometime (not asking for further CID, someone else needs a turn), then Storm Division could be really diverse. About Stormguards, in today's facebook video, someone asked for their vision on them. Pagani said that they know that they are in a bad spot, and plan to make them into a cid sometime in future (not now). Their idea is to futher enhancing their role as "defensive storm knights", and so they'll likely add some kind of defensive rules to them. I would say just about time! It's since MK3 that I suggested/hoped for something like that. I can't wait to see that CID happening (but I understand that Cygnar got a lot more than deserved space lately, and other factions need their share of love too before). That said, still can't wait.
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Post by oncomingstorm on Jun 14, 2017 22:02:10 GMT
Honestly, the inclusion of Storm Lances in the CID cycle has more or less dispersed my salt over Cygnar getting CID priority over factions that are in dire need of help (Trolls and Circle, mostly.) This change will hopefully open up much more faction diversity in Cygnar, which I'm glad to see.
But yeah, still looking forward to Circle's turn!
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Post by droopingpuppy on Jun 15, 2017 3:31:53 GMT
They are still better than Uhlans, and they cost the same. It's good that Cygnar does now have a dedicated armour cracking melee unit and it allows the Tempest Blazers room to grow. That's why I don't understand PP's idea on cavalry. Why only Storm Lances is useful and many others are simply crap?
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Post by Cryptix on Jun 15, 2017 3:36:11 GMT
Because Stormlances don't suffer from Lance, one of, if not the, most complained about rules in the game. There should be a benefit for charging, not a disadvantage for not.
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Post by gunmageintraining on Jun 15, 2017 3:59:46 GMT
I'm still not really seeing the role for commandos. I still think they need to be reworked into an Ambush unit, though I admit, ambushers packing spray weapons would devastate infantry.
Everything else is fine I guess. I have no opinion on the Stormlances really... but Laddermore is pretty neutered. Her Veteran Leader status is nice, but it's hardly needed for most storm knight units, mat 7 is plenty enough by and large and having a cavalry leader for infantry storm knights is problematic. Stormlances themselves don't need her at all so she's somewhat superfluous.
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Post by danfromchicago on Jun 15, 2017 17:47:11 GMT
Pretty sure Maddox digs the buff
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Post by Stormsmith Dropout on Jun 15, 2017 18:06:16 GMT
Pretty sure Maddox digs the buff If Maddox is attacking something, then things have gone horribly wrong.
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Post by octaviusmaximus on Jun 15, 2017 21:33:27 GMT
Storm lances gain +1 mat on non charge turns and Mount attacks/impact attacks. It's not nothing.
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Post by Stormsmith Dropout on Jun 18, 2017 3:13:29 GMT
So, because I got bored, I decided to do a stat layout of the Trencher Long Gunner's damage rolls with the CA reroll. It's actually a pretty interesting effect on the rolls of 2 dice. So, if you keep all rolls of 7+, but reroll rolls of 2-6, you get this:
2: 1.2% 3: 2.3% 4: 3.5% 5: 4.6% 6: 5.8% 7: 23.6% 8: 19.7% 9: 15.7% 10: 11.8% 11: 7.9% 12: 3.9%
I ran a sim, and the average result is ~8. So, the chance of a less than average roll is way lower than normal, and the chance of getting an average to good roll has seriously increased. Pretty darn useful for them.
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Post by oncomingstorm on Jun 19, 2017 20:39:05 GMT
Final update:
Siege2 changes from dev talk formally added to CID document. High Ground cannot be placed over enemy models.
Minute Man(!) gains extended control range.
Blockhouse deployment goes to a static 16" rather than 6" past deployment zone.
Initial thoughts: - high ground seems abusable as long as you can generate a hill under a colossal, structure, or BE to give it arcing fire on demand. - Minute Man change is unexpected and awesome. - I dislike the Blockhouse change - the Trenches can now consistently reach the midline of the table, and it takes away the synergy with Gravediggers +1 to the starting roll. - If the blockhouse gets a static 16" deployment, it should gain the predeployment rule from Mk2 collosals (and so should all structures.) Violates suspension of disbelief ALLLLL over the place otherwise.
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