chuggyg
Junior Strategist
Posts: 474
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Post by chuggyg on Mar 18, 2018 14:35:17 GMT
The AFG also becomes really terrible really quickly if you can run something to engage it.
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Post by macdaddy on Mar 18, 2018 16:57:33 GMT
The AFG also becomes really terrible really quickly if you can run something to engage it. The Ret player can probably remove whatever you run to engage with....
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Post by jisidro on Mar 19, 2018 10:18:05 GMT
Not claiming to be a Warmachine Savant or anything but when a model is put to testing with a choice between gaining boosts (boosts it can hoard) and not moving and happily changes over a false cry that it and it's mate (AFG and StormS) could not get to scenarios into something that is free to move around gaining boosts while getting no price change is incredible. The AFG had the same trajectory. It started as something became twice what it was but costs the same... Both make it very hard for anything else to get into the ranged game as they are both self-sufficient put out ranged damage like a warjack but are harder to kill due to defensive measures and cause no strain on a warcaster's resources. But hey, neither is trampling the opposition so I don't think we'll see changes in them... A question to you guys especially oncomingstorm , what is the essence blast interaction on Mordikaar?
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Post by macdaddy on Mar 19, 2018 13:47:59 GMT
jisidroRun 5+ archidons to within spray range of caster: Rile to full. Mordikar actuvates: Essence blast through arcidon, He can Reeve the 3 Fury now. Rinse repeat. It works even though it rfps’s because of the order things happen. Basically you get up to 5 or more MA7 Pow 15 sprays on a caster, with the ability to boost 4 Times. It’s also basically impossible to hide from.
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Post by jisidro on Mar 19, 2018 14:14:42 GMT
jisidro Run 5+ archidons to within spray range of caster: Rile to full. Mordikar actuvates: Essence blast through arcidon, He can Reeve the 3 Fury now. Rinse repeat. It works even though it rfps’s because of the order things happen. Basically you get up to 5 or more MA7 Pow 15 sprays on a caster, with the ability to boost 4 Times. It’s also basically impossible to hide from. Nice trick and the rules are very clear about allowing it... You can reave when a beast is removed from play, guess the wording changed into MK3. Why boost 4 times and not 7? He gets the cost back when the Archi is removed from play.
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Post by macdaddy on Mar 19, 2018 15:05:55 GMT
Nice trick and the rules are very clear about allowing it... You can reave when a beast is removed from play, guess the wording changed into MK3. Why boost 4 times and not 7? He gets the cost back when the Archi is removed from play. Some maths: Archidons are only fury 3, so you can only boost 4 times because you never get back more than the cost of the spell and always need 3 fury to cast it. So cast essence blast, go down to 4 fury, boost, go down to 3 fury, reeve, back to 6 fury, cast again, go down to 3 fury boost, go down to 2 fury, reeve back to 5, cast again, go down to 2 fury, boost, go down to 1 fury, reeve, back up to 4 Cast again, go down to 1 fury, boost, go down to 0 fury, reeve, back up to 3 fury. You can no longer boost the essence blast after the 4th boost because you have to keep paying the cost of the spell.
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Post by jisidro on Mar 19, 2018 15:37:03 GMT
Brain back, sorry... It's a very good trick even if you don't go all out on it. Could be preferable to a piece trade... Are 10 Archidons a thing?
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Post by macdaddy on Mar 19, 2018 15:55:02 GMT
Brain back, sorry... It's a very good trick even if you don't go all out on it. Could be preferable to a piece trade... Are 10 Archidons a thing? depends on the meta. I have not seen in locally but have seen some bat reps online with them. Arcane assist has a good example of it on their youtube channel. It really gets gross when you send in the enraged archidon into a heavy, kill it or the the crap out of it, and then essence blast it to finish off the heavy or kill something else. There is all kinds of jank you can pull with it. You can also use it on derp turtles which is hilarious. Because Pow 20 essence blast after pumping an opponent full of Reiver shots and possible a club tail is just mean
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Post by oncomingstorm on Mar 19, 2018 16:21:23 GMT
Brain back, sorry... It's a very good trick even if you don't go all out on it. Could be preferable to a piece trade... Are 10 Archidons a thing? They are. It's a surprisingly decent piece trading list, especially since you can bully the enemy caster something fierce (added bonus: it rolls Nemo3 HARD). The assassination threat is manageable in Hordes, due to the way fury transfers work, so long as you don't get your caster KD'd (watch out for the Crit Pitch KD, though), but in Warmachine, it's very hard to stop. 10 Archidons may also be a list that has play with Jalaam, albeit more conventionally. He does a lot for them.
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Post by elshinare on Mar 19, 2018 17:05:17 GMT
So, how should they fix druids before and after the change?
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Post by oncomingstorm on Mar 19, 2018 17:32:28 GMT
So, how should they fix druids before and after the change? One of the following: - AD - clouds remain place after they die - swap wind strike for force bolt - Magic ability 7 OR swap wind strike for force bolt Regain anti-magic, lose pulse of the earth clouds can be placed within 1", become 4" AOEs. Either way, reword the immunity ability so instead of granting immunity, it just reads: if a model in this unit would take damage from an attack with damage type (fire/lightning/cold) it takes no damage instead. done. Or rather, ready for testing, because I think there's a non-negligible chance one or both of those would be over the top. But definitely worth testing, IMO.
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Post by macdaddy on Mar 19, 2018 18:01:24 GMT
So, how should they fix druids before and after the change? MA 7. Def 14, Mat 6, replace wind strike with force bolt, and I would actually consider them again
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