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Post by mindwormjim on Aug 20, 2017 5:09:14 GMT
So I find myself somewhat disappointed by Circle's cavalry options. They're not, strictly speaking, bad models. Wolf Riders can put out decent damage against hard targets (particularly if an ARM debuff is involved) and Mist Riders kill can potentially kill entire units from relative safety. However, in my experience the low accuracy and Pow on both units makes them unreliable. Not to mention their being flimsy and with a hefty price tag (although the cost is not unwarranted, as both unit's threat range are considerable).
So, I don't know. Talk to me about them. How do you use them? What kind of lists do you use them in?
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Post by Forsaken on Aug 20, 2017 13:23:32 GMT
I haven't used either but it may be worth noting there are a couple of non-caster buffs for the mist riders that may help their short comings. I am refering to each of our huge bases.
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Post by macdaddy on Aug 20, 2017 13:30:33 GMT
Do you like spending 80+ dollars for 5 models? Do you like lots of small metal parts? Do you like paying a premium in points for speed but having disappointing offensive output? Do you like wolves and Goats?
Then Circle...calvary are for you!
Seriously though mist riders are just blah....20 points for 5 squishy models that mulch low arm infantry...woo frikin hoo.....they should be a toolbox calvary unit, instead they are chain lightning on a stick. you could take a min unit for flanking, and zone clearing but I haven't tried out a min unit yet. (I don't own them but I proxy them because I like to make sure my investments are worthwhile lol) Its a shame because I do genuinely love the models and blacklcads in general. Don't get me started on Magic ability 6...
Wolf riders are only ever worth it IMO in the Devourers host theme. UNA 2 runs them pretty well and so Does Baldur 1 protecting them on the approach and making them immune to AOE's which can still hurt them. My issue is they just don't hit that hard. If they had gang like blood weavers or prey like the bloodtrackers they would be a lot better. I feel like you are paying a premium for a really high speed but then once they hit the lines they just do not do much and have victim defensive stats.
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Post by Dave G on Aug 21, 2017 13:49:31 GMT
I've only tried wolf riders with Baldur1 and Druid's in the previous pre-theme force world. In a world where I gave them +2 strength buff and a knocked down model they still barely killed Sloan on few (1 or 2, it's been a while) focus.
Perhaps with Hand of Fate or Morv2 re-rolls they can get to a relatively consistent damage output. Even then, I don't feel like the three riders you can get on a heavy actually does terribly much. Especially with the assult rules as I currently understand them.
Perhaps SR 2017 will give them a better place by having wider zones, deeper flags to contest, and more terrain to use. SR 2017 might also give them time/meta changes that allow them to get around the flank better and threaten support/casters more easily.
I do have a full unit of them in my That theme I'm hoping to play this weekend, so will have some newer/applicable play experience to relate.
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Post by ForEver_Blight on Aug 21, 2017 14:28:11 GMT
Do you like spending 80+ dollars for 5 models? Do you like lots of small metal parts? Do you like paying a premium in points for speed but having disappointing offensive output? Do you like wolves and Goats? Then Circle...calvary are for you! Seriously though mist riders are just blah....20 points for 5 squishy models that mulch low arm infantry...woo frikin hoo.....they should be a toolbox calvary unit, instead they are chain lightning on a stick. you could take a min unit for flanking, and zone clearing but I haven't tried out a min unit yet. (I don't own them but I proxy them because I like to make sure my investments are worthwhile lol) Its a shame because I do genuinely love the models and blacklcads in general. Don't get me started on Magic ability 6... Wolf riders are only ever worth it IMO in the Devourers host theme. UNA 2 runs them pretty well and so Does Baldur 1 protecting them on the approach and making them immune to AOE's which can still hurt them. My issue is they just don't hit that hard. If they had gang like blood weavers or prey like the bloodtrackers they would be a lot better. I feel like you are paying a premium for a really high speed but then once they hit the lines they just do not do much and have victim defensive stats. Some one else who watches bricky! Fulcrum can help the mist riders. I imagine there is some fun to be had interacting with the Storm Raptor. But they specifically need some more utility. They're worse at being a cloud wall that standard druids. They have a good gun but are terrible to hit and can't aim. They are also the lightest armor of any "heavy" cav. They need to have more tactical ability since they are clearly not meant to hit like heavy cav. Some sort of disruption would be nice. Why they don't have prowl I do not know. I guess goats are too noisy to be stealth'd. Wolf riders, again, need something. Prey would probably be exactly what they need but that's already on the blood trackers. Dunno why they had to lose it. That said my wife loves using them a super speedy road block. It irks me but she finds success with it. I don't recommend it. Circle just has too many anti-infantry options. They all do the same job in nearly the same way. They really need a CiD to get some diversification.
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Post by jisidro on Aug 21, 2017 14:40:54 GMT
A 20pt unit interacting with a 36+ models is half your army... and none of the options is a high performing choice to begin with...
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