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Post by Swampmist on Mar 15, 2017 2:13:44 GMT
into the current 60 dreds hotness? like double the number you need for cephalyx (I think, it's 3 drudge units in current larger ceph lists right?)
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Post by Cryptix on Mar 15, 2017 2:22:45 GMT
I swear, they're going to end up having Dread Rots capped at FA:3 at this rate...
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studderingdave
Junior Strategist
May the Gods have mercy on your soul.
Posts: 114
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Post by studderingdave on Mar 15, 2017 3:00:05 GMT
into the current 60 dreds hotness? like double the number you need for cephalyx (I think, it's 3 drudge units in current larger ceph lists right?) I run max FA on both mind benders and mind slavers. That's 60 bodies. Also 6 more sprays from overlords.
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Post by Swampmist on Mar 15, 2017 3:18:49 GMT
into the current 60 dreds hotness? like double the number you need for cephalyx (I think, it's 3 drudge units in current larger ceph lists right?) I run max FA on both mind benders and mind slavers. That's 60 bodies. Also 6 more sprays from overlords. Sounds like a battle of the meat mountains.
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Post by Cryptix on Mar 15, 2017 4:15:10 GMT
Dreads win on offense with weapon master, making them pow 13.5, but drudges win defensively with a higher arm and in unit recursion.
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Post by Cryptix on Mar 15, 2017 4:16:08 GMT
Wait a minute that's it! Cephalyx mind drudges can RFP - no corpses!
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Post by HereComesTomorrow on Mar 15, 2017 9:58:33 GMT
Someone put a 70 Dread list vs High Reclaimer. It went badly for the Dread Rots.
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Post by forgemaster on Mar 15, 2017 12:28:28 GMT
I swear, they're going to end up having Dread Rots capped at FA:3 at this rate... I hope they don't, but I would rather they do it now than via an errata later after I have bought the models...
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Post by sideshowlucifer on Mar 15, 2017 13:06:52 GMT
There really isn't a trick to beating the faction as a whole. You play against the caster. They have a lot of impressive models that aren't nearly as impressive on the table as you would expect them to be. They have some pretty nice tricks and their tricks are difficult to play around, but ultimately, you decide when those tricks work and which ones. They are a pretty decent addition to the game thus far and kinda play like MKI Skorn did with a lot less staying power.
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Post by sideshowlucifer on Mar 15, 2017 13:10:57 GMT
I swear, they're going to end up having Dread Rots capped at FA:3 at this rate... I doubt it. I think they like how it skews things to cause others to bring enough bodies to deal with them. They are so underwhelming on the table due to their victim stats that I never have many reach melee anyways. They are basicly McThralls with weapon master. If they change anything, I think it would be the loss of weapon master to make the cav more appealing.
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Post by HereComesTomorrow on Mar 15, 2017 19:14:08 GMT
Week 2 update is up.
I continue to wonder if PP is playing the same game we are.
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Post by Swampmist on Mar 15, 2017 19:19:16 GMT
Wraithbane Hollowmen sounds like a good time against Stormwall
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Post by Cryptix on Mar 15, 2017 21:54:51 GMT
Can someone tell me what changes took place? I'm at work.
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Post by HereComesTomorrow on Mar 15, 2017 23:28:48 GMT
Can someone tell me what changes took place? I'm at work. Dreamers gun doesn't work on warbeasts. OW bird gun only works on direct hit. Lost the second line of her feat. Khador change that doesn't matter to us. Rattler picked up Pain Response, went down a point. Cage Rager got animus changed to Wraithbane Rots went to Spd 5 Frightmare lost a point of DEF Gorehound kost Stealth, gained Prowl Max Hollowmen got cheaper by a point. Labyrinth triggers on control area, Pandamonium only effects the unit that issued the order, Ill Omens effects all attack rolls, Shroud gives Stealth. Some other stuff like Bag Man changes and some stuff was reworded to be clearer.
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Post by sideshowlucifer on Mar 15, 2017 23:52:08 GMT
Seems like mostly good changes to me. I don't see the Rots being used any less, just added another turn for them to be killed. They didn't make Witchwood more appealing and they did nothing to help out the Neigh Slayers at all.
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