Post by gobber on Nov 8, 2017 20:05:19 GMT
Black Fleet CID Update 11/8
Unyielding: We are testing a proposed change to Unyielding. Making it apply to all Melee attacks simplifies the rule, makes it intuitive, and makes it a much easier rule for new players to understand. Please note that this change will affect a large number of models, so feel free to test with any and all of them and submit feedback!
Skarre, Admiral of the Black Fleet: Battle reports showed that Skarre was a bit above the curve in terms of survivability. We pulling her back in to see how the games go when she is a little less durable. Lowering defense means things like heavy warjacks or warbeasts charging her will be scary, where as in her current form, they may not be. Lowering boxes will simply reduce the amount of attacks needed to take her down. We didn't like how complicated the interaction of Bulldoze and Flight was for how little flexibility it really gave Skarre, so we removed Bulldoze. To continue addressing the survivability issue with the caster we removed Admonition for a slip-stream like effect: Dark Waves. This gives us a similar thematic feel but changes the functionality quite significantly. Please make sure to test this new spell out and let us know how it feels!
DEF 12.
Damage boxes 26.
Warjack points 25.
Cut Bulldoze.
Replace Admonition with Dark Waves.
Dark Waves 1 Self – – Turn No
When the spellcaster ends its Normal Movement, choose one other non-huge-based friendly Faction model the spellcaster moved within 2˝ of. You can place the chosen model completely within 2˝ of its current location, then Dark Waves expires. A model can be placed as a result of Dark Waves only once per turn. Dark Waves lasts for one turn.
Warwitch Deneghra: We find Deneghra to still be an incredibly powerful caster. Instead of taking further action against her rules, we have decided to remove some of her Warjack points. In many of the common army builds this will force players into a harder choice to fit everything they want into her lists.
Reduce Deneghra’s warjack points to 25.
Wraith Witch Deneghra: We are keeping a close eye on Deneghra 2. We felt being incorporeal for multiple turns in a row simple gave her too much durability. Much like the bulldoze change above, we also did not like the confusion caused by her feat's interaction with Wraith Walker.
Feat does not affect warcasters
Kharybdis: Kharybdis is being pulled into this CID. We feel a reduction in points to 17 and gaining Gunfighter will make this model a desirable choice. Kharybdis has also been added to Slaughterfleet Raiders.
Cost 17. Gain Gunfighter.
Black Ogrun Boarding Party: The efficiency of this unit with Gang was a little too high. We will continue to tweak this unit as the weeks go on, but lowering MAT should help smooth out their power level.
MAT 6.
Black Ogrun Iron Mongers: We see no reason the Iron Mongers should have a different stat line than the rest of the Ogrun.
DEF 13. ARM 15.
Black Ogrun Smog Belchers: The Smog Belchers were outputting damage a little too consistently for what we liked. Coupled with some of the amazing debuffs in the faction, the Smog Belchers shouldn't see a large decrease in power all things considered but will require a little more support to function how they were before.
RAT 5. Ranged weapon POW 13.
Bloodgorgers: We would like to focus the Blood Gorgers towards a more anti-infantry based roll. MAT 7 should make this much more appealing along side the changes to Slaughterborn. Unyielding has new wording to allow it to work more consistently, albeit slightly differently.
MAT 7.
Unyielding change.
Blighted Trollkin Marauders: Marauders are clocking in at quite a high powerlevel. Removing Unyielding will help differentiate them from Blood Gorgers. Removing CRA will slightly lessen the power level of the unit.
Lose Unyielding and CRA.
Revenant Crew of the Atramentous & Revenant Crew Rifleman: We've had our eye on the Revenant Crew for some time. About 5 months ago we made the statment that we would let the players attempt to sort out the high end tournament lists. To allow players to 'tech' for lists and solve the issues found in them with what was currently available to them in the game. We feel that enough time has passed and it has been shown that while some factions can certainly bring lists that can answer Ghost Fleet it is an difficult task. There are many factions that have a very hard time dealing with the many pressures Ghost Fleet can apply. Below we have our first baby step in attempting to releive some of the pressure that Ghost Fleet applies to the game. Reducing the speed of the Revenant Crew will do a few things to reduce the power level of the list. First off, it will make going second against the list easier. Removing 2" off of the first turn run of the crew will give the second player a much easier time advancing up the board. Secondly, its a very clear threat range reduction on both the ranged attacks and the melee charges of the list. Thirdly, it reduces the affectiveness of hanging a single member of the unit at the back of the table by decreasing the range at which returned models can affect the board.
Removing Point-Blank reduces the offensive output of the unit in close combat and specifically makes them utilize debuffs significantly less efficiently.
PLEASE NOTE: One of our goals with this unit is to keep the ability to act the turn they are returned to play. It is a rare rule that we feel really gives this unit a niche and differentiates it from the pack. If it turns out we are not comfortable with the balance of the unit however, this is a road we are willing to explore, but not at this time. Please test these current changes, we are aware of the power level of a rule like that and do not require feedback on it at this time.
SPD 6. (mid-week updated reverted them back to spd6)
Cut Point-Blank.
Satyxis Gunslingers: We found Ghost Shot to be a little too consistent for such a large volume of shots. We also found that the shots were very similar. Removing the bonus to hit on Heart Seeker keeps Black Penny an enticing choice when required, and replacing Ghost Shot with Feedback is not only very thematic but gives an interesting utility option to the unit while further diversifying their options. They were outputting a little too much for their point so it was increased to 8.
Cost 8.
Heart Seeker only affects damage.
Replace Ghost Shot with Feedback.
Scharde Dirge Seers: We have not received very many battle reports with the Dirge Seers. Please continue to test the Dirge Seers and provide additional feedback.
Cost 6.
Axiara Wraithblade: We had missed a faulty duration on Serpent's Grace. It has been fixed.
Serpent's Grace lasts for one round.
General Gerlak Slaughterborn: A slight revamp of this model, Gerlak should be a much more effective piece on the table. No longer being shut down by Tough, Grievous Woulds should go a long way to increasing his consistency. Picking up Weapon Master should also increase his consistency and make him a little easier to play in many situations. Replacing his Leadership ability with Elite Cadre will hopefully entice players into multiple units of Bloodgorgers without having to run Gerlak into awkward spots. We also swapped around Overtake and Berserk on the unit vs the Cadre.
Cost 6.
Unyielding change.
Lose Finisher. Gain Weapon Master and Grievous Wounds.
Replace Leadership with Elite Cadre.
Jussika Bloodtongue: As very powerful attachment, we increased the point cost of Jussika to 5.
Cost 5.
Unyielding change.
Severa Blacktide: Shadowbind was a very powerful tool. Having access to two shots per turn at very high RAT proved to be too much. Replacing it with Ghost Shot should help keep Severa safe behind your lines or terrain. It also combines very well with her chain attack allowing her to dig deep into enemy lines to trigger it in a more advantageous place.
Heart Seeker only affects damage.
Replace Shadow Bind with Ghost Shot.
Hollow Holden: Moving the coin toss to the Maintenance Phase allows the player to plan their turn around what the benefit will be while keeping the randomization component. He is also allowed as a free option in the Bump in the Night theme force.
Poisoned Fate coin toss during Maintenance Phase.
Cryx Theme Force: Scourge of the Broken Coast: We saw the outcry for the overlapping and redundant rule of Pathfinder on many of the Satyxis. We also saw the legitimate point that much of the access to Remove from play effects had been removed from them. This is a new benefit we would like to try out in Scourge of the Broken Coast, hopeful removing both of these issues in one go.
Replace the third benefit with the following:
When a model is destroyed by a melee attack made by a Satyxis model in this army, you can choose to have the destroyed model be removed from play.
Cryx Theme Force: Slaughter Fleet Raiders: Adding Kharybdis, Devil Shadow Mutineers and Axiara Wrathblade will open up the options for this theme force a little more.
Add Kharybdis, Devil Shadow Mutineers, and Axiara Wraithblade to the Army Composition section.
Unyielding: We are testing a proposed change to Unyielding. Making it apply to all Melee attacks simplifies the rule, makes it intuitive, and makes it a much easier rule for new players to understand. Please note that this change will affect a large number of models, so feel free to test with any and all of them and submit feedback!
Skarre, Admiral of the Black Fleet: Battle reports showed that Skarre was a bit above the curve in terms of survivability. We pulling her back in to see how the games go when she is a little less durable. Lowering defense means things like heavy warjacks or warbeasts charging her will be scary, where as in her current form, they may not be. Lowering boxes will simply reduce the amount of attacks needed to take her down. We didn't like how complicated the interaction of Bulldoze and Flight was for how little flexibility it really gave Skarre, so we removed Bulldoze. To continue addressing the survivability issue with the caster we removed Admonition for a slip-stream like effect: Dark Waves. This gives us a similar thematic feel but changes the functionality quite significantly. Please make sure to test this new spell out and let us know how it feels!
DEF 12.
Damage boxes 26.
Warjack points 25.
Cut Bulldoze.
Replace Admonition with Dark Waves.
Dark Waves 1 Self – – Turn No
When the spellcaster ends its Normal Movement, choose one other non-huge-based friendly Faction model the spellcaster moved within 2˝ of. You can place the chosen model completely within 2˝ of its current location, then Dark Waves expires. A model can be placed as a result of Dark Waves only once per turn. Dark Waves lasts for one turn.
Warwitch Deneghra: We find Deneghra to still be an incredibly powerful caster. Instead of taking further action against her rules, we have decided to remove some of her Warjack points. In many of the common army builds this will force players into a harder choice to fit everything they want into her lists.
Reduce Deneghra’s warjack points to 25.
Wraith Witch Deneghra: We are keeping a close eye on Deneghra 2. We felt being incorporeal for multiple turns in a row simple gave her too much durability. Much like the bulldoze change above, we also did not like the confusion caused by her feat's interaction with Wraith Walker.
Feat does not affect warcasters
Kharybdis: Kharybdis is being pulled into this CID. We feel a reduction in points to 17 and gaining Gunfighter will make this model a desirable choice. Kharybdis has also been added to Slaughterfleet Raiders.
Cost 17. Gain Gunfighter.
Black Ogrun Boarding Party: The efficiency of this unit with Gang was a little too high. We will continue to tweak this unit as the weeks go on, but lowering MAT should help smooth out their power level.
MAT 6.
Black Ogrun Iron Mongers: We see no reason the Iron Mongers should have a different stat line than the rest of the Ogrun.
DEF 13. ARM 15.
Black Ogrun Smog Belchers: The Smog Belchers were outputting damage a little too consistently for what we liked. Coupled with some of the amazing debuffs in the faction, the Smog Belchers shouldn't see a large decrease in power all things considered but will require a little more support to function how they were before.
RAT 5. Ranged weapon POW 13.
Bloodgorgers: We would like to focus the Blood Gorgers towards a more anti-infantry based roll. MAT 7 should make this much more appealing along side the changes to Slaughterborn. Unyielding has new wording to allow it to work more consistently, albeit slightly differently.
MAT 7.
Unyielding change.
Blighted Trollkin Marauders: Marauders are clocking in at quite a high powerlevel. Removing Unyielding will help differentiate them from Blood Gorgers. Removing CRA will slightly lessen the power level of the unit.
Lose Unyielding and CRA.
Revenant Crew of the Atramentous & Revenant Crew Rifleman: We've had our eye on the Revenant Crew for some time. About 5 months ago we made the statment that we would let the players attempt to sort out the high end tournament lists. To allow players to 'tech' for lists and solve the issues found in them with what was currently available to them in the game. We feel that enough time has passed and it has been shown that while some factions can certainly bring lists that can answer Ghost Fleet it is an difficult task. There are many factions that have a very hard time dealing with the many pressures Ghost Fleet can apply. Below we have our first baby step in attempting to releive some of the pressure that Ghost Fleet applies to the game. Reducing the speed of the Revenant Crew will do a few things to reduce the power level of the list. First off, it will make going second against the list easier. Removing 2" off of the first turn run of the crew will give the second player a much easier time advancing up the board. Secondly, its a very clear threat range reduction on both the ranged attacks and the melee charges of the list. Thirdly, it reduces the affectiveness of hanging a single member of the unit at the back of the table by decreasing the range at which returned models can affect the board.
Removing Point-Blank reduces the offensive output of the unit in close combat and specifically makes them utilize debuffs significantly less efficiently.
PLEASE NOTE: One of our goals with this unit is to keep the ability to act the turn they are returned to play. It is a rare rule that we feel really gives this unit a niche and differentiates it from the pack. If it turns out we are not comfortable with the balance of the unit however, this is a road we are willing to explore, but not at this time. Please test these current changes, we are aware of the power level of a rule like that and do not require feedback on it at this time.
SPD 6. (mid-week updated reverted them back to spd6)
Cut Point-Blank.
Satyxis Gunslingers: We found Ghost Shot to be a little too consistent for such a large volume of shots. We also found that the shots were very similar. Removing the bonus to hit on Heart Seeker keeps Black Penny an enticing choice when required, and replacing Ghost Shot with Feedback is not only very thematic but gives an interesting utility option to the unit while further diversifying their options. They were outputting a little too much for their point so it was increased to 8.
Cost 8.
Heart Seeker only affects damage.
Replace Ghost Shot with Feedback.
Scharde Dirge Seers: We have not received very many battle reports with the Dirge Seers. Please continue to test the Dirge Seers and provide additional feedback.
Cost 6.
Axiara Wraithblade: We had missed a faulty duration on Serpent's Grace. It has been fixed.
Serpent's Grace lasts for one round.
General Gerlak Slaughterborn: A slight revamp of this model, Gerlak should be a much more effective piece on the table. No longer being shut down by Tough, Grievous Woulds should go a long way to increasing his consistency. Picking up Weapon Master should also increase his consistency and make him a little easier to play in many situations. Replacing his Leadership ability with Elite Cadre will hopefully entice players into multiple units of Bloodgorgers without having to run Gerlak into awkward spots. We also swapped around Overtake and Berserk on the unit vs the Cadre.
Cost 6.
Unyielding change.
Lose Finisher. Gain Weapon Master and Grievous Wounds.
Replace Leadership with Elite Cadre.
Jussika Bloodtongue: As very powerful attachment, we increased the point cost of Jussika to 5.
Cost 5.
Unyielding change.
Severa Blacktide: Shadowbind was a very powerful tool. Having access to two shots per turn at very high RAT proved to be too much. Replacing it with Ghost Shot should help keep Severa safe behind your lines or terrain. It also combines very well with her chain attack allowing her to dig deep into enemy lines to trigger it in a more advantageous place.
Heart Seeker only affects damage.
Replace Shadow Bind with Ghost Shot.
Hollow Holden: Moving the coin toss to the Maintenance Phase allows the player to plan their turn around what the benefit will be while keeping the randomization component. He is also allowed as a free option in the Bump in the Night theme force.
Poisoned Fate coin toss during Maintenance Phase.
Cryx Theme Force: Scourge of the Broken Coast: We saw the outcry for the overlapping and redundant rule of Pathfinder on many of the Satyxis. We also saw the legitimate point that much of the access to Remove from play effects had been removed from them. This is a new benefit we would like to try out in Scourge of the Broken Coast, hopeful removing both of these issues in one go.
Replace the third benefit with the following:
When a model is destroyed by a melee attack made by a Satyxis model in this army, you can choose to have the destroyed model be removed from play.
Cryx Theme Force: Slaughter Fleet Raiders: Adding Kharybdis, Devil Shadow Mutineers and Axiara Wrathblade will open up the options for this theme force a little more.
Add Kharybdis, Devil Shadow Mutineers, and Axiara Wraithblade to the Army Composition section.