I have several points of contention around how feora is currently designed.
Copy paste a previous post I made, with some more thoughts;
Heh. Feora2.
So, the list that I tried I'll copy below, to save people the pain of playing;
War Room Army
Protectorate of Menoth - F2 - Judy
Theme: The Creator's Might
3 / 3 Free Cards 75 / 75 Army
Feora, Protector of the Flame - WJ: +28
- Hierophant - PC: 3
- Judicator - PC: 36 (Battlegroup Points Used: 28)
- Hand of Judgment - PC: 18
- Templar - PC: 15
- Vigilant - PC: 9
- Castigator - PC: 12
The Covenant of Menoth - PC: 4
Vassal of Menoth - PC: 0
Vassal of Menoth - PC: 0
Wrack (The Creator's Might) - 3 Wracks: 0
Choir of Menoth - Leader & 5 Grunts: 6
THEME: The Creator's Might
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GENERATED : 07/09/2017 19:55:07
BUILD ID : 2040.17-05-19
I ran this three times in a tournament and really struggled with it. I find stress testing lists/casters in local tournaments an effective way of gauging their effectiveness.
WARNING NEGATIVE THOUGHTS INBOUND
Righty ho then. The design spec of the list is centred around troop removal and creating continuous fire in an effort to fuel Feora's feat turn, as well as providing heavy warjack skew. Unfortunately the list failed in a few key aspects;
Constant focus drain: Feora WILL need to upkeep both escort and firestarter on her target 'jack if she wants to get any value out of her battlegroup at all. The vassals mitigate this somewhat, but they're also vulnerable low-def, low-arm solos who are easily sniped away. The three wracks obviously provide a focus each per turn, but they always need to be within 12" to be a benefit, and Feora2, to be effective, needs to be heading deep up field.
Not much either ranged or melee output: Simple really, not a lot of models in the army, not a lot of output.
Fire is fickle: it seems I'm thinking about and writing a lot about fire at the moment. It either kills what it touches immediately or doesn't damage it enough to honestly matter. One of the little issues Feora has is that her fire output isn't that high. She has a RAT5 spray (i.e. the lower end of effective shooting, meaning she needs to boost to reliably hit most models), and righteous flames also relies on enemies wandering to within 2" of Feora. I'm only going to briefly mention her spell Cleansing Fire that causes continuous fire on a critical hit because it annoys me too much.
Feora has a cluster of interesting rules and a really strong sense of design - she's clearly very flavoursome and interesting. Believe it or not, I want to play her, but not as she is right now.
How I would change her;
Her focus is lacking, and she really struggles to keep her 12" bubble wrapped around where it needs to be. She has a tendency to push forward into the enemy, and that 12" control often isn't enough to keep her warjacks in tow as well as the enemy in front of her to keep them on fire. She is a clear case for me where an extra point of focus could make all the difference honestly.
Her feat is odd. I've said above how fickle fire is. The more I've thought about it, the more I'm convinced that Feora 1 and 2 should actually have their feats mixed together somehow. A pulse of fire happens, then Feora moves it around. Obviously it couldn't be within 12" to get the pulse as I think both together in full would be way too strong.
Her spell list, combined with her feat, seems to imply a spell assassination, seeing as she has two nukes and the ability to collect lots of focus.
I think design wise she's interesting, and if there was a concerted community effort we could probably crack her, but right now generally everything she wants to do can probably be done easier elsewhere.