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Post by regabond on Oct 27, 2017 19:06:52 GMT
Actually there is one ability that got reworked fundamentally and isn't covered in the rules. Exemplar errant minifeat fundamentally I suppose. But it still functions the same. There's no upkeep spells is the only difference and the timing for when the effect ends is inline with other rules for COI.
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Post by W0lfBane on Oct 27, 2017 21:35:25 GMT
Actually there is one ability that got reworked fundamentally and isn't covered in the rules. Exemplar errant minifeat fundamentally I suppose. But it still functions the same. There's no upkeep spells is the only difference and the timing for when the effect ends is inline with other rules for COI. I thought it stripped all animi in your command even if they are not on a member of the unit. I may have missread
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Post by regabond on Oct 30, 2017 14:14:57 GMT
fundamentally I suppose. But it still functions the same. There's no upkeep spells is the only difference and the timing for when the effect ends is inline with other rules for COI. I thought it stripped all animi in your command even if they are not on a member of the unit. I may have missread Good catch! I didn't see the extra part about them stripping animi in their command range as well. That's a much more useful ability now.
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Post by W0lfBane on Oct 30, 2017 15:09:59 GMT
I thought it stripped all animi in your command even if they are not on a member of the unit. I may have missread Good catch! I didn't see the extra part about them stripping animi in their command range as well. That's a much more useful ability now. You should double check. I think it only strips animi on models in the unit on command. I'm pretty sure i was wrong.
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Post by Aries on Nov 6, 2017 22:13:58 GMT
Played my first game today. The lists: *Acosta-6 *Ragman-4 *Alexia1-10 *Orin Midwinter-5 Hand Size: 3 *Houseguard Thane-4 *Houseguard Riflemen-9 *Stormfall Archers-9 *Ghost Sniper-3 Hand Size: 5 Not the best experience on my side, so the post will be a bit salty, but I try to make my opinion as objective as I can. We played Scenario 2, which I find very similar to WM scenarios. You have to control objectives/flags, and it also created a no terrain zone in the center of the map. Not the best setup against a gunline. I made the first mistake at deployment, as I deployed my group like any other melee force in WM, and got blasted by 3 stormfall aoe-s in the first turn. On top of that I tried a trick utilizing the alternating activations with Acosta to stand near cover sitting on a DEF19 (actually 21 as the shooter is 8+" away) and waiting for someone to shoot me. As soon as the attack is missed I would dodge forward and rush into the gunline. (I cannot made a proper charge on my turn as the gunline was sitting just beyond reach) But my opponent managed to hit him with an unboosted CRA shot, damaged all of his 10 boxes, (he was my commander) and I wasn't lucky with the casualty roll too. ¬_¬ The third bummer was that I found out just before the match that when Alexia replaces a Risen for a Thrall warrior, the latter still counts as activated, so I can't rush forward with the Risen as much as I do in the standard WM. After Acosta has fallen, I only rolled 5 or 6 on casualty rolls, so I can't made any serious harm on the enemy group, but my opponent tearing his hair as he couldn't kill Orin/Ragman with 6-8 shots. Anyway, most of the negative stuff I mentioned were caused by bad decisions, not the game itself. Actually, I pretty much liked the command cards system, it was a good idea to refresh the hands in every turn, so you won't stay there with the same cards waiting half of the match for the right time to use them. I can confirm that the bigger hand size gives you some advantage, as there are pretty powerful cards in the deck, but not something that you can't overcome. Although I usually got cards that were worthless in the current situation, my opponent made some pretty exciting, and unexpected combos, like giving almost everybody autowound, that was quite lethal with the lots of POW10 shots he had. After all, there are two things I still doesn't like in this game as much as I disliked them in normal WM: (1 Absolute gunline lists, seriously, they aren't fun, as was the Tau was in 40k, or Cygnar hunterspam in WM. The match's outcome became very predictable: you shoot your enemy to pieces, or get killed if anything can get into melee, and a lot of things can get here into melee quite quickly if you don't have the no terrain zone in the middle of the map like we had. Or just lose because the scenario wants you to move away from the deployement zone. The problem was not in the ranged units, but I think if you want a list that is interesting to use, lean towards a combined arms approach. Not to mention in CoI, it's not worth to ambush a far-sitting gunline, as the number of ambushing models (yes, not units but models) were limited to 1 or 2. (2 That's just a subjective opinion, but Scenario 2 is plain and boring. Every other scenario sounds entertaining, where you have to chase something, but that's just the standard tiptoeing the flag scenario from the standard WM.
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