Post by davycannonhound on Sept 23, 2017 18:11:47 GMT
lormahordes.freeforums.net/thread/5403/help-me-test-models
So, I've done this thread before, back when the Privateer Press forums were actually usable. I'm feeling really creative again, and have a better understanding of the game than I did before, so I wanted to give it another shot. Plus, I love making creative threads and doing theorizing stuff, just too much fun, so here I am.
I'm going to go over what I think their general purpose is supposed to be, their current stats and whether or not I think they fit that role, their competitors, and so on. I will provide a fix version, and, if I have an idea, a "revamp" version. PLEASE give feedback and suggestions on all of my ideas. I look forward to integrating people's ideas and criticisms. (note, my seperation of purpose, competition, and faults kinda got turned into one catagory).
Piece viewing #1
Blighted Ogrun Warmongers:
Stats- SPD 5, STR 9, MAT 6, RAT 3, DEF 12, ARM 16, CMD 7, HP 5
Abilities - Tough, Berserk, Powerful Charge
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 9/15 (leader and 3 grunts, leader and 5 grunts)
Warmonger Warchief:
Stats - 5, STR 9, MAT 8, RAT 3, DEF 12, ARM 17, CMD 9, HP 8
Abilities - Tough, Berserk, Blood Drinker, Powerful Charge, Leadership [Blighted Ogrun] - While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker, Veteran Leader [Blighted Ogrun] - While in this model's command range, other friendly Blighted Ogrun models gain +1 to attack rolls.
Purpose - Warmongers are frontline bruisers. Berserk lets them (theoretically) mow down infantry, with the cost of accidentally hitting each other at some point. Powerful charge makes their first attack fairly accurate, afterwards being relatively lackluster. The Warmonger Warchief solo fixes this by making them MAT 7 instead of MAT 6, however it is quite the point investment.
Competition - Warmongers suffer from being outclassed by their brothers, the Warspears. Against their prey target, Warspears hit a little bit harder, in addition to having pathfinder on the charge (something Warmongers lack). Warspears are also able to shoot on the way up, unlike Warmongers. Once they get into melee, they hit a little bit harder if on their prey target than the Warmongers do. Both Warmongers and Warspears are prone to getting shot off the board on the way up (though they do ignore blast damage), but as said earlier, Warspears have the advantage of being able to shoot on the way up.
Their other competition comes from the Swordsmen. Swordsmen are weapon masters, meaning their damage is absolutely absurd, even at low power. Also, they're fairly accurate on their own, and their UA cranks them up to 11. Unlike the Warmongers and Warspears however, they are scared of blast damage. So, there is that.
Faults - So, their biggest fault is mainly being out-done by other units. The biggest concern is the fact that their ranged counterpart is better in melee than they are. Also, shooting is arguably more of a threat to them, since they can't attack while they are moving up into melee to do their primary job. So, the most important fix is their personal deliverability. This could be easily accomplished by buffing their armor. By comparing the models, Warmongers (visually) CLEARLY have more armor than the warspears, yet their stats are exactly the same. I think an HP buff would suit them best. Buffing armor would put them at Carnviean levels, which I believe is a no, however the transition from 5 to 8 HP should give them a little more survivability. Whether the Warmonger Warchief goes up in HP as well is up to debate. It would make sense, however 10 HP may be a bit much. I will go ahead and apply it to the fix version, however. The other route is buffing armor by 1 or 2 points.
Fix V1
Blighted Ogrun Warmongers:
Stats- SPD 5, STR 9, MAT 6, RAT 3, DEF 12, ARM 16, CMD 7, HP 8
Abilities - Tough, Berserk, Powerful Charge
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 9/15 (leader and 3 grunts, leader and 5 grunts)
Warmonger Warchief:
Stats - 5, STR 9, MAT 8, RAT 3, DEF 12, ARM 17, CMD 9, HP 10
Abilities - Tough, Berserk, Blood Drinker, Powerful Charge, Leadership [Blighted Ogrun] - While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker, Veteran Leader [Blighted Ogrun] - While in this model's command range, other friendly Blighted Ogrun models gain +1 to attack rolls.
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 6
Fix V2
Ogrun Warmongers:
Stats- SPD 5, STR 9, MAT 6, RAT 3, DEF 12, ARM 17, CMD 7, HP 5
Abilities - Tough, Berserk, Powerful Charge
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 9/15 (leader and 3 grunts, leader and 5 grunts)
Warmonger Warchief:
Stats - 5, STR 9, MAT 8, RAT 3, DEF 12, ARM 18, CMD 9, HP 8
Abilities - Tough, Berserk, Blood Drinker, Powerful Charge, Leadership [Blighted Ogrun] - While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker., Veteran Leader [Blighted Ogrun] - While in this model's command range, other friendly Blighted Ogrun models gain +1 to attack rolls.
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 6
Now, for my personal vision...
Since Ogrun are bigger and musclier than the Nyss, I would like to see them be Warbeast/Warjack hunters. For this, a complete revamp is required. Instead of belaboring about it, I will simply write up a card version.
Revamp V1
Blighted Ogrun Warmongers:
Stats- SPD 5, STR 9, MAT 6, RAT 3, DEF 12, ARM 17, CMD 7, HP 5
Abilities - Tough, Stagger
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 9/15 (leader and 3 grunts, leader and 5 grunts)
Warmonger Warchief:
Stats - SPD 5, STR 9, MAT 8, RAT 3, DEF 12, ARM 18, CMD 9, HP 8
Abilities - Tough, Stagger, Blood Drinker, Leadership [Blighted Ogrun] - While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker., Veteran Leader [Blighted Ogrun] - While in this model's command range, other friendly Blighted Ogrun models gain +1 to attack rolls.
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 6
Revamp Purpose - Warmongers are now a warbeast/warjack hunting unit. Stagger is extremely important in this endeavor. Suddenly, that warbeast/warjack is now buying attacks, and buying attacks only. Boosts are a luxury. I had thought about giving critical armor pierce from a visual perspective. Just looking at their weapon, if a warmonger were to charge with their warcleaver with the intent to stab… Yeah, you get the picture. That ability would more fluff than anything else, and honestly might be too powerful. Keep in mind my version does absolutely nothing for their survivability, only buffs their offensive capablities. They still suffer delivery problems, in my version.
Piece Viewing #2
Shredder
Stats - SPD 6, STR 5, RAT 3, DEF 13, ARM 13, CMD 2, FURY 2, HP 13
Abilites.- Eyeless Sight, Soulless, Adelphophagy - When this model frenzies, it immediately charges the nearest Shredder, friendly or enemy. If this model cannot charge the nearest Shredder, it frienzies normally. Flank - When this model makes a melee attack against an enemy model in the melee range of another Friendly Faction warbeast model, this model gains +2 to attack rolls and gains an additional die on damage die., Snacking - When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points.
Animus - Scurry: The spellcaster gains Relentless Charge. Scurry lasts for one turn. (A model with Relentless Charge gains Pathfinder while advancing as a part of a charge.)
Weapons - Bite: RNG 0.5, POW 5, P+S 10
PC - 4
Purpose/Faults - The shredder is easily the most powerful of the three lesser warbeasts. Its pack more of a punch than it has any business doing so thanks to flank. It works well as a finisher, as well as an un-jammer. So, for all the praise, why is it here? Well, theres the issue of its animus. The animus is largely useless, and is extremely situational. I won’t go into competitors, because each of its “competitors” do their own things (this will apply for the next two pieces as well). Instead, I will move onto my fix.
Fix V1 (updated)
Shredder
Stats - SPD 6, STR 5, RAT 3, DEF 13, ARM 13, CMD 2, FURY 2, HP 13
Abilites.- Eyeless Sight, Soulless, Adelphophagy, - When this model frenzies, it immediately charges the nearest Shredder, friendly or enemy. If this model cannot charge the nearest Shredder, it frienzies normally., Flank - When this model makes a melee attack against an enemy model in the melee range of another Friendly Faction warbeast model, this model gains +2 to attack rolls and gains an additional die on damage die., Snacking - When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points., Relentless Charge
Animus - Rabid: The spellcaster gains Shred. (Shred - If this model hits, you get a free attack against the same target.)
Weapons - Bite: RNG 0.5, POW 5, P+S 10
PC - 5
Fix Purpose - The only thing that needs changing is the animus. Keeping the relentless charge aspect, the shredder also picks up berserk - a very fitting ability considering its fluff and Adelphophagy rule.
Stinger
Stats - SPD 6, STR 5, MAT 5, RAT 4, DEF 13, ARM 13, CMD 6, FURY 2, HP 13
Abilities - Assault, Eyeless Sight, Soulless, Critical Poison
Animus - Counterblast: When an enemy model advances in the spellcaster’s command range, the spellcaster can make one basic melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
Weapons - Flame Spitter: RNG SP6, ROF 1, POW 10; Barbed Stinger: RNG 1, POW 5, P+S 10
PC - 4
Purpose/Faults - The stinger is presented as essentially a ranged shredder. Except its stats don’t really reflect that. Sure, its got a spray, which ignores some defensive buffs, but its only rat 4. And its mat is higher than its rat. Its animus is decent, however without dig in counterblast doesn’t really do a whole lot in terms of being a “trap”. As such, I won’t go for a fix version, and will instead go for a revamp version.
Revamp V1 (updated)
Stinger
Stats - SPD 6, STR 5, MAT 4, RAT 5, DEF 13, ARM 13, CMD 6, FURY 2, HP 13
Abilities - Eyeless Sight, Soulless
Animus - Defensive Reaction: The spellcaster gains Covering Fire. (Place a wall template anywhere completely within this weapon's RNG and this model's LOS, ignoring intervening models. A model entering or ending its activation in a template suffers a damage roll with POW equal to the POW of this weapon. The template remains in play for one round. If this model is destroyed or removed from play, immediately remove the template from play.)
Weapons - Flame Spitter: RNG 8, ROF 2, POW 10; Tail Strike: RNG 1, POW 3, P+S 8
PC - 5
Revamp Purpose - The stinger is a ranged annoyance model. Thanks to its animus, it can be an annoyance with covering fire. It isn’t especially high damage, however its out of turn, so what more could you want? Due to the nature of covering fire, it will not be able to use its initials and animus at the same time.
Harrier
Stats - SPD 7, STR 5, MAT 5, RAT 5, DEF 13, ARM 13, CMD 2, FURY 2, HP 13
Abilities - Eyeless Sight, Flight, Soulless, Annoyance
Animus - Elusive: The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2” immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Weapons - Talon: RNG 0.5, POW 4, P+S 9
PC - 3
Purpose/Faults - The Harrier is essentially meant to be a solo hunter. However, it is also a tiny def buff for your other models (while its around, anyway). In addition, its animus is useful for most of Legion’s warlocks. Not bad for 3 pts. So, why put it here then? Well, it needs a little help in the solo hunting department. Also, its annoyance feels very misplaced, so that will be changed as well. My version will be a half-fix, half revamp.
Re-fix V1
Harrier
Stats - SPD 7, STR 5, MAT 5, RAT 3, DEF 14, ARM 12, CMD 2, FURY 2, HP 13
Abilities - Eyeless Sight, Flight, Soulless, Extended Control Range
Animus - Elusive: The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2” immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Weapons - Talon x2: RNG 0.5, POW 4, P+S 9
PC - 3
Re-fix Purpose - This version simply reinforces the solo-hunting role. While it does lose some tech from annoyance, Extended Control Range is a good trade, I believe. It retains Elusive for it's controlling warlock. In addition, for Elusive to be more of a threat on the model itself, it gained a point of defense (in exchange for a point of armor). Happy Hunting!
Piece Viewing #3
Blight Wasps
Stats - SPD 7, STR 4, MAT 5, RAT 1, DEF 13, ARM 11, CMD 6, FURY *, HP 5
Abilities - Flight, Eyeless Sight, Soulless, Hunting Pack, Critical Poison
Animus - Hornet’s Nest: When a model in target friendly Faction warbeast pack destroys an enemy model with a basic melee attack during its Combat Action, after the attack is resolved it can advance up to 1” and make an additional melee attack. Hornet’s Nest lasts for one turn.
Weapons - Stinger: RNG 0.5, POW 4, P+S 8
PC - 8
Purpose/Faults - Blight Wasps are infantry mulchers. With a significant push, they absolutely chew through pretty much any and all single-wound units. However, that push involves both an accuracy buff AND a damage buff. This hardly makes them worth their while outside of army-wide buffs of one or both (eAbby and eThagrosh). In addition, getting them up the field is nigh impossible due to their horrible defensive stats.
Competition - For 8 points you can have a Raek (much more survivable, more accurate, higher damage, movement shenanigans), a Naga Nightlurker (animus bot, with untyped gun), two strider deathstalkers (ranged infantry mulchers - not as many bodies), two forsaken (excellent fury management and magical bomb), two shredders (flanks away!), or a Nephilim Bloodseer (lots of support).
Fix (updated)
Blight Wasps
Stats - SPD 8, STR 4, MAT 5, RAT 1, DEF 13, ARM 11, CMD 6, FURY *, HP 5
Abilities - Flight, Eyeless Sight, Soulless, Hunting Pack, Critical Poison
Animus - Hornet’s Nest: When a model in target friendly Faction warbeast pack destroys an enemy model with a basic melee attack during its Combat Action, after the attack is resolved it can advance up to 1” and make an additional melee attack. Hornet’s Nest lasts for one turn.
Weapons - Stinger: RNG 1, POW 4, P+S 8
PC - 8
Fix Purpose - This fix does two things - it makes hunting pack more viable with a slightly longer melee range. Hunting pack is a mat and pow fixer all on its own, however their tiny melee range makes it impossible to trigger on more than one target. The second thing is a speed buff. I could have given them a defensive buff for delivery, however a speed buff felt more appropriate. If I were to exchange the speed buff for a defense buff, I would probably make them DEF 15.
Piece Viewing #4
Blighted Nyss Legionnaires
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 15, CMD 8
Abilities - Vengeance, Wall of Steel, Combined Melee Attack
Weapons - Great Sword: RNG 2, POW 4, P+S 10
PC - 9/15 (leader and 5 grunts, leader and 9 grunts)
Captain Farilor and Standard Bearer
(Farilor)
Stats - SPD 5, STR 6, MAT 7, RAT 4, DEF 12, ARM 15, CMD 8, HP 5
Abilites - Combined Melee Attack, Weapon Master, Vengeance, Wall of Steel, Cleave, Iron Zeal
Weapons - Great Sword: RNG 2, POW 4, P+S 10
(Standard Bearer)
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 15, CMD 8
Abilities - Take Up, Standard Bearer, Vengeance, Wall of Steel
PC - 5
Purpose/Faults - Blighted Nyss Legionnaires are quite obvious a defensive unit. Their counterpart the Blighted Nyss Swordsmen aren’t too survivable, but they can deal quite a bit of damage. So, if Blighted Nyss Swordsmen can dish out damage, Legionnaires can absorb it right (at least by Legion standards)? Well, no. Even with Wall of Steel running, they’re only armor 17. Farilor offers Iron Zeal for one round, which bumps them up to armor 20 and offers immunity to knockdown and stationary. Armor 20 isn’t bad, but on a single wound unit its more like armor 16. In addition, Iron Zeal is all Farilor gives to the Legionnaires. He doesn’t have any tactics or grants. The standard bearer that comes with him is essentially dead weight, as Legionnaires DONT want to spread out due to wall of steel. Vengeance is also out of place on Legionaires, as it gives them more offense than defense. Another re-fix is incoming for these guys.
Re-fix (updated V2)
Blighted Nyss Legionnaires
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 15, CMD 8
Abilities - Defensive Strike, Wall of Steel, Blade Shield
Weapons - Great Sword: RNG 2, POW 4, P+S 10
PC - 9/15 (leader and 5 grunts, leader and 9 grunts)
Captain Farilor and Standard Bearer
(Farilor)
Stats - SPD 5, STR 6, MAT 7, RAT 4, DEF 12, ARM 15, CMD 8, HP 5
Abilities - Blade Shield, Weapon Master, Defensive Strike, Wall of Steel, Tough, Iron Zeal, Tactics: Tough, Grant: Counter Charge
Weapons - RNG 2, POW 4, P+S 10
(Standard Bearer)
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 15, CMD 8
Abilities - Take Up, Standard Bearer, Wall of Steel
PC - 6
Legionnaire Spearmen
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 16, CMD 8
Abilities - Rapid Strike, Set Defense, Sustained Attack
Weapons - Spear: RNG 2, POW 6, P+S 12
PC - 2
FA - 3
Re-fix purpose: Based off of excellent feedback, legionnaires are now more defensive rather than just straight up armor. Blade shield and Defensive strike (suggested by chillychinaman) sygnergize well together. To HauRukh's point, legionnaires are supposed to be defensive, but that doesn't necessarily mean armor. In the fluff, they are body guards. As such, countercharge makes them excellent body guards for all your other pieces. However, a 10 man countercharge may be a bit much, so countercharge is a grant from Farilor for balancing purposes. In addition, Farilor has tactics: tough for a little more annoyance. I also had the idea of a weapon attachment for the legionnaires. Any feedback on it would be greatly appreciated on them, so let me know! I really only put about 5 minutes of thought into it.
Piece Viewing #5 (as suggested by Chillychinamon)
Zuriel
Stats - SPD 6, STR 11, MAT 7, RAT 6, DEF 13, ARM 17, CMD 6
Abilites - Assault, Eyeless Sight, Flight, Precision Strike, Combo Strike, Continuous Fire, Quick Work
Animus - Elusive: The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Weapons - Dragon Breath: RNG SP8, ROF 1, POW 12; War Blade x2: RNG 2, POW 5, P+S 16
PC - 18
Revamp
Zuriel
Stats - SPD 6, STR 11, MAT 8, RAT 5, DEF 13, ARM 17, CMD 6
Abilites - Eyeless Sight, Flight, Precision Strike, Combo Strike, Continuous Fire, Kill Shot, Dual Attack
Animus - Elusive: The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Weapons - Dragon Breath: RNG SP8, ROF 1, POW 12; War Blade x2: RNG 2, POW 5, P+S 16
So, I've done this thread before, back when the Privateer Press forums were actually usable. I'm feeling really creative again, and have a better understanding of the game than I did before, so I wanted to give it another shot. Plus, I love making creative threads and doing theorizing stuff, just too much fun, so here I am.
I'm going to go over what I think their general purpose is supposed to be, their current stats and whether or not I think they fit that role, their competitors, and so on. I will provide a fix version, and, if I have an idea, a "revamp" version. PLEASE give feedback and suggestions on all of my ideas. I look forward to integrating people's ideas and criticisms. (note, my seperation of purpose, competition, and faults kinda got turned into one catagory).
Piece viewing #1
Blighted Ogrun Warmongers:
Stats- SPD 5, STR 9, MAT 6, RAT 3, DEF 12, ARM 16, CMD 7, HP 5
Abilities - Tough, Berserk, Powerful Charge
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 9/15 (leader and 3 grunts, leader and 5 grunts)
Warmonger Warchief:
Stats - 5, STR 9, MAT 8, RAT 3, DEF 12, ARM 17, CMD 9, HP 8
Abilities - Tough, Berserk, Blood Drinker, Powerful Charge, Leadership [Blighted Ogrun] - While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker, Veteran Leader [Blighted Ogrun] - While in this model's command range, other friendly Blighted Ogrun models gain +1 to attack rolls.
Purpose - Warmongers are frontline bruisers. Berserk lets them (theoretically) mow down infantry, with the cost of accidentally hitting each other at some point. Powerful charge makes their first attack fairly accurate, afterwards being relatively lackluster. The Warmonger Warchief solo fixes this by making them MAT 7 instead of MAT 6, however it is quite the point investment.
Competition - Warmongers suffer from being outclassed by their brothers, the Warspears. Against their prey target, Warspears hit a little bit harder, in addition to having pathfinder on the charge (something Warmongers lack). Warspears are also able to shoot on the way up, unlike Warmongers. Once they get into melee, they hit a little bit harder if on their prey target than the Warmongers do. Both Warmongers and Warspears are prone to getting shot off the board on the way up (though they do ignore blast damage), but as said earlier, Warspears have the advantage of being able to shoot on the way up.
Their other competition comes from the Swordsmen. Swordsmen are weapon masters, meaning their damage is absolutely absurd, even at low power. Also, they're fairly accurate on their own, and their UA cranks them up to 11. Unlike the Warmongers and Warspears however, they are scared of blast damage. So, there is that.
Faults - So, their biggest fault is mainly being out-done by other units. The biggest concern is the fact that their ranged counterpart is better in melee than they are. Also, shooting is arguably more of a threat to them, since they can't attack while they are moving up into melee to do their primary job. So, the most important fix is their personal deliverability. This could be easily accomplished by buffing their armor. By comparing the models, Warmongers (visually) CLEARLY have more armor than the warspears, yet their stats are exactly the same. I think an HP buff would suit them best. Buffing armor would put them at Carnviean levels, which I believe is a no, however the transition from 5 to 8 HP should give them a little more survivability. Whether the Warmonger Warchief goes up in HP as well is up to debate. It would make sense, however 10 HP may be a bit much. I will go ahead and apply it to the fix version, however. The other route is buffing armor by 1 or 2 points.
Fix V1
Blighted Ogrun Warmongers:
Stats- SPD 5, STR 9, MAT 6, RAT 3, DEF 12, ARM 16, CMD 7, HP 8
Abilities - Tough, Berserk, Powerful Charge
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 9/15 (leader and 3 grunts, leader and 5 grunts)
Warmonger Warchief:
Stats - 5, STR 9, MAT 8, RAT 3, DEF 12, ARM 17, CMD 9, HP 10
Abilities - Tough, Berserk, Blood Drinker, Powerful Charge, Leadership [Blighted Ogrun] - While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker, Veteran Leader [Blighted Ogrun] - While in this model's command range, other friendly Blighted Ogrun models gain +1 to attack rolls.
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 6
Fix V2
Ogrun Warmongers:
Stats- SPD 5, STR 9, MAT 6, RAT 3, DEF 12, ARM 17, CMD 7, HP 5
Abilities - Tough, Berserk, Powerful Charge
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 9/15 (leader and 3 grunts, leader and 5 grunts)
Warmonger Warchief:
Stats - 5, STR 9, MAT 8, RAT 3, DEF 12, ARM 18, CMD 9, HP 8
Abilities - Tough, Berserk, Blood Drinker, Powerful Charge, Leadership [Blighted Ogrun] - While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker., Veteran Leader [Blighted Ogrun] - While in this model's command range, other friendly Blighted Ogrun models gain +1 to attack rolls.
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 6
Now, for my personal vision...
Since Ogrun are bigger and musclier than the Nyss, I would like to see them be Warbeast/Warjack hunters. For this, a complete revamp is required. Instead of belaboring about it, I will simply write up a card version.
Revamp V1
Blighted Ogrun Warmongers:
Stats- SPD 5, STR 9, MAT 6, RAT 3, DEF 12, ARM 17, CMD 7, HP 5
Abilities - Tough, Stagger
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 9/15 (leader and 3 grunts, leader and 5 grunts)
Warmonger Warchief:
Stats - SPD 5, STR 9, MAT 8, RAT 3, DEF 12, ARM 18, CMD 9, HP 8
Abilities - Tough, Stagger, Blood Drinker, Leadership [Blighted Ogrun] - While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker., Veteran Leader [Blighted Ogrun] - While in this model's command range, other friendly Blighted Ogrun models gain +1 to attack rolls.
Weapons - War Cleaver: RNG 2, POW 5, P+S 14
PC - 6
Revamp Purpose - Warmongers are now a warbeast/warjack hunting unit. Stagger is extremely important in this endeavor. Suddenly, that warbeast/warjack is now buying attacks, and buying attacks only. Boosts are a luxury. I had thought about giving critical armor pierce from a visual perspective. Just looking at their weapon, if a warmonger were to charge with their warcleaver with the intent to stab… Yeah, you get the picture. That ability would more fluff than anything else, and honestly might be too powerful. Keep in mind my version does absolutely nothing for their survivability, only buffs their offensive capablities. They still suffer delivery problems, in my version.
Piece Viewing #2
Shredder
Stats - SPD 6, STR 5, RAT 3, DEF 13, ARM 13, CMD 2, FURY 2, HP 13
Abilites.- Eyeless Sight, Soulless, Adelphophagy - When this model frenzies, it immediately charges the nearest Shredder, friendly or enemy. If this model cannot charge the nearest Shredder, it frienzies normally. Flank - When this model makes a melee attack against an enemy model in the melee range of another Friendly Faction warbeast model, this model gains +2 to attack rolls and gains an additional die on damage die., Snacking - When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points.
Animus - Scurry: The spellcaster gains Relentless Charge. Scurry lasts for one turn. (A model with Relentless Charge gains Pathfinder while advancing as a part of a charge.)
Weapons - Bite: RNG 0.5, POW 5, P+S 10
PC - 4
Purpose/Faults - The shredder is easily the most powerful of the three lesser warbeasts. Its pack more of a punch than it has any business doing so thanks to flank. It works well as a finisher, as well as an un-jammer. So, for all the praise, why is it here? Well, theres the issue of its animus. The animus is largely useless, and is extremely situational. I won’t go into competitors, because each of its “competitors” do their own things (this will apply for the next two pieces as well). Instead, I will move onto my fix.
Fix V1 (updated)
Shredder
Stats - SPD 6, STR 5, RAT 3, DEF 13, ARM 13, CMD 2, FURY 2, HP 13
Abilites.- Eyeless Sight, Soulless, Adelphophagy, - When this model frenzies, it immediately charges the nearest Shredder, friendly or enemy. If this model cannot charge the nearest Shredder, it frienzies normally., Flank - When this model makes a melee attack against an enemy model in the melee range of another Friendly Faction warbeast model, this model gains +2 to attack rolls and gains an additional die on damage die., Snacking - When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points., Relentless Charge
Animus - Rabid: The spellcaster gains Shred. (Shred - If this model hits, you get a free attack against the same target.)
Weapons - Bite: RNG 0.5, POW 5, P+S 10
PC - 5
Fix Purpose - The only thing that needs changing is the animus. Keeping the relentless charge aspect, the shredder also picks up berserk - a very fitting ability considering its fluff and Adelphophagy rule.
Stinger
Stats - SPD 6, STR 5, MAT 5, RAT 4, DEF 13, ARM 13, CMD 6, FURY 2, HP 13
Abilities - Assault, Eyeless Sight, Soulless, Critical Poison
Animus - Counterblast: When an enemy model advances in the spellcaster’s command range, the spellcaster can make one basic melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
Weapons - Flame Spitter: RNG SP6, ROF 1, POW 10; Barbed Stinger: RNG 1, POW 5, P+S 10
PC - 4
Purpose/Faults - The stinger is presented as essentially a ranged shredder. Except its stats don’t really reflect that. Sure, its got a spray, which ignores some defensive buffs, but its only rat 4. And its mat is higher than its rat. Its animus is decent, however without dig in counterblast doesn’t really do a whole lot in terms of being a “trap”. As such, I won’t go for a fix version, and will instead go for a revamp version.
Revamp V1 (updated)
Stinger
Stats - SPD 6, STR 5, MAT 4, RAT 5, DEF 13, ARM 13, CMD 6, FURY 2, HP 13
Abilities - Eyeless Sight, Soulless
Animus - Defensive Reaction: The spellcaster gains Covering Fire. (Place a wall template anywhere completely within this weapon's RNG and this model's LOS, ignoring intervening models. A model entering or ending its activation in a template suffers a damage roll with POW equal to the POW of this weapon. The template remains in play for one round. If this model is destroyed or removed from play, immediately remove the template from play.)
Weapons - Flame Spitter: RNG 8, ROF 2, POW 10; Tail Strike: RNG 1, POW 3, P+S 8
PC - 5
Revamp Purpose - The stinger is a ranged annoyance model. Thanks to its animus, it can be an annoyance with covering fire. It isn’t especially high damage, however its out of turn, so what more could you want? Due to the nature of covering fire, it will not be able to use its initials and animus at the same time.
Harrier
Stats - SPD 7, STR 5, MAT 5, RAT 5, DEF 13, ARM 13, CMD 2, FURY 2, HP 13
Abilities - Eyeless Sight, Flight, Soulless, Annoyance
Animus - Elusive: The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2” immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Weapons - Talon: RNG 0.5, POW 4, P+S 9
PC - 3
Purpose/Faults - The Harrier is essentially meant to be a solo hunter. However, it is also a tiny def buff for your other models (while its around, anyway). In addition, its animus is useful for most of Legion’s warlocks. Not bad for 3 pts. So, why put it here then? Well, it needs a little help in the solo hunting department. Also, its annoyance feels very misplaced, so that will be changed as well. My version will be a half-fix, half revamp.
Re-fix V1
Harrier
Stats - SPD 7, STR 5, MAT 5, RAT 3, DEF 14, ARM 12, CMD 2, FURY 2, HP 13
Abilities - Eyeless Sight, Flight, Soulless, Extended Control Range
Animus - Elusive: The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2” immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Weapons - Talon x2: RNG 0.5, POW 4, P+S 9
PC - 3
Re-fix Purpose - This version simply reinforces the solo-hunting role. While it does lose some tech from annoyance, Extended Control Range is a good trade, I believe. It retains Elusive for it's controlling warlock. In addition, for Elusive to be more of a threat on the model itself, it gained a point of defense (in exchange for a point of armor). Happy Hunting!
Piece Viewing #3
Blight Wasps
Stats - SPD 7, STR 4, MAT 5, RAT 1, DEF 13, ARM 11, CMD 6, FURY *, HP 5
Abilities - Flight, Eyeless Sight, Soulless, Hunting Pack, Critical Poison
Animus - Hornet’s Nest: When a model in target friendly Faction warbeast pack destroys an enemy model with a basic melee attack during its Combat Action, after the attack is resolved it can advance up to 1” and make an additional melee attack. Hornet’s Nest lasts for one turn.
Weapons - Stinger: RNG 0.5, POW 4, P+S 8
PC - 8
Purpose/Faults - Blight Wasps are infantry mulchers. With a significant push, they absolutely chew through pretty much any and all single-wound units. However, that push involves both an accuracy buff AND a damage buff. This hardly makes them worth their while outside of army-wide buffs of one or both (eAbby and eThagrosh). In addition, getting them up the field is nigh impossible due to their horrible defensive stats.
Competition - For 8 points you can have a Raek (much more survivable, more accurate, higher damage, movement shenanigans), a Naga Nightlurker (animus bot, with untyped gun), two strider deathstalkers (ranged infantry mulchers - not as many bodies), two forsaken (excellent fury management and magical bomb), two shredders (flanks away!), or a Nephilim Bloodseer (lots of support).
Fix (updated)
Blight Wasps
Stats - SPD 8, STR 4, MAT 5, RAT 1, DEF 13, ARM 11, CMD 6, FURY *, HP 5
Abilities - Flight, Eyeless Sight, Soulless, Hunting Pack, Critical Poison
Animus - Hornet’s Nest: When a model in target friendly Faction warbeast pack destroys an enemy model with a basic melee attack during its Combat Action, after the attack is resolved it can advance up to 1” and make an additional melee attack. Hornet’s Nest lasts for one turn.
Weapons - Stinger: RNG 1, POW 4, P+S 8
PC - 8
Fix Purpose - This fix does two things - it makes hunting pack more viable with a slightly longer melee range. Hunting pack is a mat and pow fixer all on its own, however their tiny melee range makes it impossible to trigger on more than one target. The second thing is a speed buff. I could have given them a defensive buff for delivery, however a speed buff felt more appropriate. If I were to exchange the speed buff for a defense buff, I would probably make them DEF 15.
Piece Viewing #4
Blighted Nyss Legionnaires
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 15, CMD 8
Abilities - Vengeance, Wall of Steel, Combined Melee Attack
Weapons - Great Sword: RNG 2, POW 4, P+S 10
PC - 9/15 (leader and 5 grunts, leader and 9 grunts)
Captain Farilor and Standard Bearer
(Farilor)
Stats - SPD 5, STR 6, MAT 7, RAT 4, DEF 12, ARM 15, CMD 8, HP 5
Abilites - Combined Melee Attack, Weapon Master, Vengeance, Wall of Steel, Cleave, Iron Zeal
Weapons - Great Sword: RNG 2, POW 4, P+S 10
(Standard Bearer)
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 15, CMD 8
Abilities - Take Up, Standard Bearer, Vengeance, Wall of Steel
PC - 5
Purpose/Faults - Blighted Nyss Legionnaires are quite obvious a defensive unit. Their counterpart the Blighted Nyss Swordsmen aren’t too survivable, but they can deal quite a bit of damage. So, if Blighted Nyss Swordsmen can dish out damage, Legionnaires can absorb it right (at least by Legion standards)? Well, no. Even with Wall of Steel running, they’re only armor 17. Farilor offers Iron Zeal for one round, which bumps them up to armor 20 and offers immunity to knockdown and stationary. Armor 20 isn’t bad, but on a single wound unit its more like armor 16. In addition, Iron Zeal is all Farilor gives to the Legionnaires. He doesn’t have any tactics or grants. The standard bearer that comes with him is essentially dead weight, as Legionnaires DONT want to spread out due to wall of steel. Vengeance is also out of place on Legionaires, as it gives them more offense than defense. Another re-fix is incoming for these guys.
Re-fix (updated V2)
Blighted Nyss Legionnaires
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 15, CMD 8
Abilities - Defensive Strike, Wall of Steel, Blade Shield
Weapons - Great Sword: RNG 2, POW 4, P+S 10
PC - 9/15 (leader and 5 grunts, leader and 9 grunts)
Captain Farilor and Standard Bearer
(Farilor)
Stats - SPD 5, STR 6, MAT 7, RAT 4, DEF 12, ARM 15, CMD 8, HP 5
Abilities - Blade Shield, Weapon Master, Defensive Strike, Wall of Steel, Tough, Iron Zeal, Tactics: Tough, Grant: Counter Charge
Weapons - RNG 2, POW 4, P+S 10
(Standard Bearer)
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 15, CMD 8
Abilities - Take Up, Standard Bearer, Wall of Steel
PC - 6
Legionnaire Spearmen
Stats - SPD 5, STR 6, MAT 6, RAT 4, DEF 12, ARM 16, CMD 8
Abilities - Rapid Strike, Set Defense, Sustained Attack
Weapons - Spear: RNG 2, POW 6, P+S 12
PC - 2
FA - 3
Re-fix purpose: Based off of excellent feedback, legionnaires are now more defensive rather than just straight up armor. Blade shield and Defensive strike (suggested by chillychinaman) sygnergize well together. To HauRukh's point, legionnaires are supposed to be defensive, but that doesn't necessarily mean armor. In the fluff, they are body guards. As such, countercharge makes them excellent body guards for all your other pieces. However, a 10 man countercharge may be a bit much, so countercharge is a grant from Farilor for balancing purposes. In addition, Farilor has tactics: tough for a little more annoyance. I also had the idea of a weapon attachment for the legionnaires. Any feedback on it would be greatly appreciated on them, so let me know! I really only put about 5 minutes of thought into it.
Piece Viewing #5 (as suggested by Chillychinamon)
Zuriel
Stats - SPD 6, STR 11, MAT 7, RAT 6, DEF 13, ARM 17, CMD 6
Abilites - Assault, Eyeless Sight, Flight, Precision Strike, Combo Strike, Continuous Fire, Quick Work
Animus - Elusive: The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Weapons - Dragon Breath: RNG SP8, ROF 1, POW 12; War Blade x2: RNG 2, POW 5, P+S 16
PC - 18
Revamp
Zuriel
Stats - SPD 6, STR 11, MAT 8, RAT 5, DEF 13, ARM 17, CMD 6
Abilites - Eyeless Sight, Flight, Precision Strike, Combo Strike, Continuous Fire, Kill Shot, Dual Attack
Animus - Elusive: The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Weapons - Dragon Breath: RNG SP8, ROF 1, POW 12; War Blade x2: RNG 2, POW 5, P+S 16