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Post by creamster on Feb 1, 2018 0:33:49 GMT
Hi all,
Just highlighting that Feb releases have sneaked into warroom. Most of it looks unchanged from CID with the exception that croak trappers thankfully had their cost reduced to 3 and gained CRA. Actually look like a decent unit choice now.
Also I never noticed bring out your dead rules on the cauldron. I originally thought they could only get corpses from the activated ability.
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Post by Gaston on Feb 1, 2018 1:57:10 GMT
They also nerfed the net back to quake...
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Post by mydnight on Feb 1, 2018 2:27:44 GMT
Trappers are near useless now. Max rat 7 (you're never aiming at range 4) for hitting the target directly. Gremlin swarm, croak hunter, heck even the husk is better at 3 points.
On that note, anyone found any good use for husks?
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Post by Azahul on Feb 1, 2018 2:49:52 GMT
Trappers are near useless now. Max rat 7 (you're never aiming at range 4) for hitting the target directly. Gremlin swarm, croak hunter, heck even the husk is better at 3 points. Just bring a Splatter Boar. Obvious tech On that note, anyone found any good use for husks? I'm psyched I've got ideas for them with almost every pig Warlock.
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Post by macdaddy on Feb 1, 2018 3:31:09 GMT
They also nerfed the net back to quake... Ugh...why? At range 4 speed 6 and a pitifully easy to kill statline, what was wrong with drifting Knockdown AOE’s? I guess it was one of those things minions had to sacrifice because everyone can take them in Theme now.
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Post by mydnight on Feb 1, 2018 4:38:05 GMT
They also nerfed the net back to quake... Ugh...why? At range 4 speed 6 and a pitifully easy to kill statline, what was wrong with drifting Knockdown AOE’s? I guess it was one of those things minions had to sacrifice because everyone can take them in Theme now. The main issue was knocking down friendlies with feign death.
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Post by gobber on Feb 1, 2018 4:49:47 GMT
They also nerfed the net back to quake... Ugh...why? At range 4 speed 6 and a pitifully easy to kill statline, what was wrong with drifting Knockdown AOE’s? I guess it was one of those things minions had to sacrifice because everyone can take them in Theme now. Pretty sure the answer to that is preventing feign death abuse since quake requires an enemy. Old trappers could knock down an entire unit of chosen that could rise back up, and prevent any chance at ranged assassinations on anamag. It's otherwise a pretty rare ability in hordes (Valka, pig commandos, gudrun, valka, rorsh, presumably Rorsh2 would get it as well?); it does keep feign death open as an option for them for the other factions though. Scenario rules does mean the trappers' unit status is a notable advantage over their 3pt competitors in battlegroup lists. Having an alternative to swamp gobbers for that role is quite nice to have; they'll see some use because of that.
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Post by albertairish on Feb 1, 2018 5:03:02 GMT
Trappers are near useless now. Max rat 7 (you're never aiming at range 4) for hitting the target directly. Gremlin swarm, croak hunter, heck even the husk is better at 3 points. On that note, anyone found any good use for husks? I'm going to try 2 Husks in my Maelok list. ARM 18/20 seems much better for triggering Hyper Aggressive and the spray, and if I can run one into their mid- or back-line with Incorporeal on feat turn it'll make me giggle.
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Hjard
Junior Strategist
Posts: 123
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Post by Hjard on Feb 1, 2018 6:50:11 GMT
A difference between Trappers and the various 3pt solos: They are a unit. Which means they are a very cheap option to score circle zones. Sure, the Bellows Crew can do the same, but you can't always afford to have them run off and score a zone, as you usually need the cloud. They can also only be in one zone, so having another option does not hurt. Trappers also gain value in the later game. They will never be able to contribute to the first strike with their small range, but keep them back to score zones the first rounds, use them to knock down stuff in the later rounds when the enemy is sitting on you / you on him anyway.
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Post by mydnight on Feb 1, 2018 8:38:41 GMT
A difference between Trappers and the various 3pt solos: They are a unit. Which means they are a very cheap option to score circle zones. Sure, the Bellows Crew can do the same, but you can't always afford to have them run off and score a zone, as you usually need the cloud. They can also only be in one zone, so having another option does not hurt. Trappers also gain value in the later game. They will never be able to contribute to the first strike with their small range, but keep them back to score zones the first rounds, use them to knock down stuff in the later rounds when the enemy is sitting on you / you on him anyway. The problem is later in the game most things will be engaged, and they can no longer scatter knockdown. Unless you mean much later, when there's barely anything left on the board Husks at arm 20 are great but difficult to achieve if they ambush. I guess with maelok they are worth putting on the frontline.
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Post by creamster on Feb 1, 2018 20:08:48 GMT
Husks I would only ambush if there are flags and the enemy list contains solos to hold them. Without rfp it's difficult for them to kill a husk without it spraying acid or exploding. I always have issues with solos like Nicia holding flags and the husk trades amazingly.
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Post by gobber on Feb 2, 2018 1:16:32 GMT
Husks I would only ambush if there are flags and the enemy list contains solos to hold them. Without rfp it's difficult for them to kill a husk without it spraying acid or exploding. I always have issues with solos like Nicia holding flags and the husk trades amazingly. Even if you can't kill them with the blast, self-rfp being able to prevent the nicia's/raider captains/totem hunters of the world from sprinting away (and using the cloud to block line of sight) is certainly neat tech too.
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Post by albertairish on Feb 2, 2018 14:55:41 GMT
Tried out Husks with Maelok last night, and it was a bit of a mixed bag. Both got one-shoted (Typhon spray, Nyss Swordsman charge), but each took out a few infantry with them and blocked some advancement.
The cloud remaining on my turn, however, was an issue in that it blocked LOS for my charges. I can bring a Mist Speaker to help with that a little, but it seems like a fairly big problem and may make the Husks more trouble than they're worth.
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Post by Gaston on Feb 2, 2018 15:36:59 GMT
Tried out Husks with Maelok last night, and it was a bit of a mixed bag. Both got one-shoted (Typhon spray, Nyss Swordsman charge), but each took out a few infantry with them and blocked some advancement. The cloud remaining on my turn, however, was an issue in that it blocked LOS for my charges. I can bring a Mist Speaker to help with that a little, but it seems like a fairly big problem and may make the Husks more trouble than they're worth. The cloud is definitely something you need to have a plan for and one of the reasons I don't like them with Maelok. The other is that they are anti-infantry and infantry is already a list strength for him. It is a bit odd, because you would think they would synergize with him quite well. I think they mainly find places in beast heavy lists however, where the extra clearing is more appreciated and the cloud effect easier to overcome.
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Post by gdead909 on Feb 2, 2018 22:50:11 GMT
I like them in my JJ list since it runs doublr croaks and they dont care about the corrosion.
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