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Post by Aegis on Jul 9, 2017 23:45:05 GMT
The only "buff" Stormblades need is to get rid of that stupid officier bubble that nerfs the whole unit if the officier is RFP (and, in general, the rule that made RFP officiers not being able to be replaced is dumb).
Otherwise, they are fine.
Base Gun Mages are a bit overcosted (1 less point would be totally fair, expecially comparing them with Thorns that cost 2 less points and actually have a better output). The UA should also be totally redone.
B13 need to get some utility back. Cygnar has more than enough quality medium-pow shooting, if they do only that they won't find space.
Precursors would really need Sacred Ward instead of Spell Ward, and maybe also a Solo that speeds them up (like Desperate Pace or something), otherwise as single-wound shield wall unit they are really too slow and too fragile.
Stormguards need to become the defensive Stormblades, so something that helps them not getting shooted out of the board like flies would be great. Force Barrier (+2 DEF against shooting and immune to blast) would be perfect, and thematically it makes sense, expecially for Silverlines (They emit a barrier that can repel a man or a jack, but they don't repel mortar shots?).
Long Gunners are just too bad even after CID, expecially compared with the trencher versions. I don't know what can be done at this point, despite maybe reducing their point cost even more...
Sword Knights need a better UA.
Also, Precursors, Long gunners and all Gun Mages need a decent playable theme that includes them, otherwise all those models will just take dust forever.
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Post by octaviusmaximus on Jul 9, 2017 23:56:05 GMT
Yeah, the Units to compare to Assault Kommandos and Errants are probably Trencher Infantry, and they are good. Trenchers are good because of their support functionality though - you bring them for the smoke screen. Kommandos have gas grenades so I can see that somewhat, but Errants are supposed to do damage and tarpit/attrition. Uhhh no? Trenchers bring smoke and are sweet at shooting and are hard to move if played correctly and also have pretty good melee when necessary. You *can* bring Trenchers for smoke, but it isn't all that they do.
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Post by pangurban on Jul 9, 2017 23:58:20 GMT
Trenchers are good because of their support functionality though - you bring them for the smoke screen. Kommandos have gas grenades so I can see that somewhat, but Errants are supposed to do damage and tarpit/attrition. Uhhh no? Trenchers bring smoke and are sweet at shooting and are hard to move if played correctly and also have pretty good melee when necessary. You *can* bring Trenchers for smoke, but it isn't all that they do. Sure, though I've never seen them used without smoke being the core of their functionality. The point is that you can't bring Errants for something similar.
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Post by octaviusmaximus on Jul 10, 2017 0:04:57 GMT
Uhhh no? Trenchers bring smoke and are sweet at shooting and are hard to move if played correctly and also have pretty good melee when necessary. You *can* bring Trenchers for smoke, but it isn't all that they do. Sure, though I've never seen them used without smoke being the core of their functionality. The point is that you can't bring Errants for something similar. You'll certainly be seeing Trenchers for more than smoke with Gravediggers.
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Post by Stormsmith Dropout on Jul 10, 2017 0:05:45 GMT
Trenchers are great because they always have something productive to contribute. They can smoke wall, shoot stuff (even hurt high arm with CRA), use dig in to be a hard to remove front line unit, and even charge in a pinch.
Along with that, they're very durable. 13/13 is not great, but with either concealment or cover on the approach and tough, they're sturdy infantry.
I'd call them Cygnar's second best infantry. They don't wreck anything. But they are durable and consistently useful.
Their CA is a bit wonky. The mini feat is just kinda wierd. But that's the only real complaint. Trench infantry are some of the best design I've seen in WMH.
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Post by octaviusmaximus on Jul 10, 2017 0:27:52 GMT
Trenchers are great because they always have something productive to contribute. They can smoke wall, shoot stuff (even hurt high arm with CRA), use dig in to be a hard to remove front line unit, and even charge in a pinch. Along with that, they're very durable. 13/13 is not great, but with either concealment or cover on the approach and tough, they're sturdy infantry. I'd call them Cygnar's second best infantry. They don't wreck anything. But they are durable and consistently useful. Their CA is a bit wonky. The mini feat is just kinda wierd. But that's the only real complaint. Trench infantry are some of the best design I've seen in WMH. I wish their minifeat was Team Effort.
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Post by Korianneder on Jul 10, 2017 1:22:14 GMT
Bad Convergence infantry: Anything that isn't Optifex Directive. Even the semi decent ones are bad because I can't use them in theme.
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Post by gobber on Jul 10, 2017 3:16:54 GMT
Minion time! 2 categories: Rework: Bog Trog Ambushers Bone Grinders (I personally hope they lose dismember and get cheaper) Lynus & Edrea Blythe and Bull (make blythe useful too?)
Slight Buffs/give them a CA: Croaks Slaughterhousers Boomhowlers Commandos
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Post by grabsnikk on Jul 10, 2017 3:38:14 GMT
Practically all of the Troll infantry units are pretty garbage with the exception of Fire Eaters, Fennblades and the Krielstone and Dhunian Knot.
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Post by W0lfBane on Jul 10, 2017 3:41:00 GMT
DELIVERERS like definately them.
Like the protectorate heavy infantry just really want to have 8 boxes and they'll be fine if just still under the curve.
But delivers boy that's a unit that was redesigned while drunk.
I kind of hope they don't fix them causer then I'd actually have to buy the unit. And I'm kind of happy with my nearly fully owned faction as is.
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Post by greytemplar on Jul 10, 2017 5:21:45 GMT
What Kossites should have is Prey. That way they could remain with their awful mat/rat and justify their point cost.
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Post by gobber on Jul 10, 2017 5:23:58 GMT
Practically all of the Troll infantry units are pretty garbage with the exception of Fire Eaters, Fennblades and the Krielstone and Dhunian Knot. Unled Kriel Warriors and Sluggers are also pretty solid. Warders and Scattergunners (in new theme) see okay enough to have a niche.
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Post by greytemplar on Jul 10, 2017 5:25:47 GMT
DELIVERERS like definately them. Like the protectorate heavy infantry just really want to have 8 boxes and they'll be fine if just still under the curve. But delivers boy that's a unit that was redesigned while drunk. I kind of hope they don't fix them causer then I'd actually have to buy the unit. And I'm kind of happy with my nearly fully owned faction as is. They weren't even really redesigned. It was a lazy job of "lets swap this really confusing 'not-CRA' rule for basic CRA. Oh, a 10 man cra with pow10 guns and range 16 is too OP. Lets make them pow8!" All without considering that without they literally become useless at what they are ostensibly supposed to do(carpet bomb infantry), and can only do 1 thing well. Shoot a single laser beam of death into a heavy. Which makes no sense for supposedly inaccurate rockets.
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Post by Rowdy Dragon on Jul 10, 2017 5:31:23 GMT
Demo cores, bombardiers, assault ks, kossites, are the actually bad khadoran ones
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on Jul 10, 2017 6:19:18 GMT
The Great Skorne Errata dealt with most of our issues. All that's left is the Cataphract Arcuarii. Same problems as the Black Ogruns, (though they're basically superior in every way). They're low durability medium infantry who do a thing nobody cares about, and probably never will. Maybe they could be fixed with a UA or Solo. Hell even a snipe caster.
P.S. The catapult used to be on this list but the emergence of auto knockdown on the Animantarax and the promise of buildings to come gave it some life. Unboostable inaccurate is really miserable.
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