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Post by dychotomy on Jun 7, 2017 20:49:13 GMT
I realize this is probably a pipe dream, but if Watchers were arcnodes would that be enough to put them on the table? Would giving circle durable arcnodes break the faction?
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Post by ispyypsi on Jun 8, 2017 10:02:00 GMT
insert code here Break it for who? I probably would still take the trees. They should shift into armor and then count as a stone to increase our threat vectors since we are supposed to be mobile.
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Post by streetpizza on Jun 8, 2017 12:55:18 GMT
insert code here Break it for who? I probably would still take the trees. They should shift into armor and then count as a stone to increase our threat vectors since we are supposed to be mobile. That would be a damn cool feature. PP needs to hire this man immediately.
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Post by ForEver_Blight on Jun 8, 2017 15:25:45 GMT
insert code here Break it for who? I probably would still take the trees. They should shift into armor and then count as a stone to increase our threat vectors since we are supposed to be mobile. Really? are you really supposed to be mobile? Are you assuming your faction identity? /sarcasm I get the above crap so much I just wanted to throw it back... If we're talking unrealistic dreams then sure. But Woldwatchers aren't terrible, for their point cost they are stupidly hard to remove pieces. Have one towing a zone behind a wall/obstacle/forest and you have to dedicate a ton of resources to remove it. I think if anything they could use something like the canker worm. When ever another construct dies near them they can take over the weapon. Suddenly you can have a wold guardian die and the watcher picks up the high pow ram and goes to town hitting heavies and still turning them into forests. Or a woldwyrd dies and the watcher gets a better RoF and again, still turns things into trees. That'd be my "wish"
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Post by jisidro on Jun 8, 2017 17:09:19 GMT
ARM 21 is not stupid hard to remove, you AUTO-HIT against them in melee (no misses to consider), no relevant defensive bonuses because DEF 5 against magic/ranged.
With Arc Node it would play for sure, not everywhere but it would.
Problem with them is that they are fury sinks. They are 10/17 base, which is a really bad stat line, so they need/want to spend 1 Fury to get +4 ARM... that means that you have 1 boost to use and next turn you are consuming 1 Fury at least... With Shield Guard and the animus he is our Devout-like guy. Without it he gets a cosy spot with all the other Shelf Druids we have.
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Post by ispyypsi on Jun 8, 2017 17:15:00 GMT
ARM 21 is not stupid hard to remove, you AUTO-HIT against them in melee (no misses to consider), no relevant defensive bonuses because DEF 5 against magic/ranged. With Arc Node it would play for sure, not everywhere but it would. Problem with them is that they are fury sinks. They are 10/17 base, which is a really bad stat line, so they need/want to spend 1 Fury to get +4 ARM... that means that you have 1 boost to use and next turn you are consuming 1 Fury at least... With Shield Guard and the animus he is our Devout-like guy. Without it he gets a cosy spot with all the other Shelf Druids we have. But my shelf, its so full and pretty. The shelf faction comes together!
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Post by streetpizza on Jun 8, 2017 17:17:49 GMT
Without it THEY gets a cosy spot with all the other Shelf Druids we have. Fixed that for you ... a lot of us have 6 to 8 of the buggers. Thanks Bradigus ...
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Post by ForEver_Blight on Jun 8, 2017 17:44:24 GMT
because def 10 was hard to hit on average...
10/17 for a cheap light is not that bad. Arm21 is still hard to take out with infantry. Even a Carnivean is dice off 3 and dice off 5 on initials. They aren't just going to magically disappear to a few pow 10 guns.
I do not see arc node making them better. Trees are still cheaper and you're not going to start taking 4+ of them for that one change.
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Post by jisidro on Jun 8, 2017 22:28:34 GMT
Without it THEY gets a cosy spot with all the other Shelf Druids we have. Fixed that for you ... a lot of us have 6 to 8 of the buggers. Thanks Bradigus ... If you ever need 14 to 16 talk to me...
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Post by streetpizza on Jun 9, 2017 3:40:37 GMT
Fixed that for you ... a lot of us have 6 to 8 of the buggers. Thanks Bradigus ... If you ever need 14 to 16 talk to me... I give you 1$ ... you give watchers yes?
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Post by jisidro on Jun 9, 2017 10:05:34 GMT
If you ever need 14 to 16 talk to me... I give you 1$ ... you give watchers yes?
I'll do you a favor and i'll take yours for the same price, yes?
Useless buggers... Unfortunately I think PP has a vested interest in using CID to promote new models instead of fixing those that already sold their share.
I'm not holding my breath to see Watchers, Scarsfells, Mad Dogs, Doom Reavers back in action. I was even surprised to see a Bane CID...
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Post by ispyypsi on Jun 10, 2017 6:11:46 GMT
Man picture what a game with 14 watchers who could act as shifting stones would be like?
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Post by subversive on Jun 11, 2017 0:41:03 GMT
Man picture what a game with 14 watchers who could act as shifting stones would be like? It would go back to the good old days of clocking myself because I had so many potential vectors to consider.
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Post by Snowmelter on Jun 13, 2017 18:27:45 GMT
A faster Arc node would be nice. But what I realy want of them is a better ranged attack. POW 14. Stay at Rat 5. You can boost only hit or damage, otherwise you sacrifice the modell. So POW 14 would not be too much. Also the range of 10 is a true limitation. POW 14 would not make it overpowered.
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Post by bakemono on Jun 15, 2017 11:31:12 GMT
Yeah, the yard gnomes needs a lot of work to hit the table. Making them Arc Nodes w/Long Leash might make me consider them with the current stat line, but little else. Being Arc Nodes alone isn't enough for me to take them over the Gallows Grove because their forward flexibility doesn't overcome tight points. With Long Leash and Arc Nodes, I could see using them.
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