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Post by macdaddy on Mar 27, 2017 18:35:49 GMT
I want to use these guys so bad. But at 18 points I can never get any use out of them. Un-boostable Rat 6 Pow 13's have never gotten me much. And they die pretty horribly to most things. Any advice on how to enable them? My best results were with Wurmwood. They killed some troll champions with shooting on Feat Turn and Finished them off with assaulting charges later but then mostly died to Borka 1 Getting physical with them. (Granted I didn't make a single tough check.)
My issue is they just seem like this highly overpriced paperweight that takes up table space but doesn't help your army at all. Any help with How to make them work?
If no help than what do you think they need? I'm co voiced a point drop alone isn't enough as they don't do much at all as it is.
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Post by bilbostomper on Mar 27, 2017 18:42:21 GMT
Really, this isn't meant as being overly negative, but I don't think they are worth the effort required to fixing them. They are a melee unit which trades in some of its melee prowess for some unimpressive ranged weapon. That's like giving Doom Reavers military rifles - the problem is that the concept is stupid.
Much better to spend the effort on improving the other Tharn units, who are all quite close to working well.
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Post by macdaddy on Mar 27, 2017 19:11:29 GMT
Really, this isn't meant as being overly negative, but I don't think they are worth the effort required to fixing them. They are a melee unit which trades in some of its melee prowess for some unimpressive ranged weapon. That's like giving Doom Reavers military rifles - the problem is that the concept is stupid. Much better to spend the effort on improving the other Tharn units, who are all quite close to working well. Well thats depressing lol I think that ravagers and blood-weavers are actually good they just have a lack of targets (I will say I think ravagers should have +1 Pow or Brutal Charge) I think the wolf riders are just overpriced. You can at least make the other tharn choices work, people are having success with the theme as well. Bloodtrackers are awesome. I just was wondering if anyone had any hope of fixing them. As far as conceptually I actually like the idea of the Male hunter tharn running down prey the old fashioned way (if you've ever played far cry primal thats what I imagine but with big monster guys) I also like the models. But thats just my humble opinion
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Post by bilbostomper on Mar 27, 2017 19:19:13 GMT
Really, to me they are like Savage Orc Big 'Uns with bows (which is a thing that existed). You have a unit that does one thing, and one thing only, and then you make a version that tries to do the opposite. I get that they are probably the unit most in need of help, but I'd be very happy if we fixed Blood Pack after we've fixed everything else.
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Post by ForEver_Blight on Mar 27, 2017 19:24:18 GMT
Krueger 1 I believe fixes what I see as their main problem - reach. With Lightning tendrils they can assault and actually engage more than one target to kill and use heart tokens. but the e-leap can then ruin that too. It's a mixed bag. They are very much anti-infantry but everything in Circle is good at that. so play them for the look of the model and the thematic aspect. Otherwise they will be sub par for a while. Pray for CID.
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Post by streetpizza on Mar 28, 2017 13:45:02 GMT
Hand of fate from Una2 gives them "some" play. There are better options to put that on but if you want them to see the table I'd probably start there. Having Hutchuck in the list can also up the pow on their bows to 15 vs jacks which is pretty good.
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Post by jisidro on Mar 28, 2017 14:59:12 GMT
They have huge issues which I believe are, for now, insurmountable:
- ARM 14 + 5 wounds = 19+ kills. That's death to POW 10s. - Removing Assault&Battery for Assault and then reducing their range to 10 (I bet this was the sequence of events) made them even worse. No CRA for a big hit doesn't help. - Heart Taker has too many restrictions. Their boost collection abilities doesn't apply to their main attack. Really? - Veteran Leader of the White Mane doesn't apply to them. Why not? It's a médium based male tharn? Sub-themes of themes are feasible?
After this, you can use them while blocking LOS, so Baldur1 and Wurmwood could make them work but that won't make them an average unit.
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Post by macdaddy on Mar 29, 2017 15:57:36 GMT
*sigh* oh well. I gues Ill just have to keep them shelved and hoping for an errata.
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