kuarnix
Junior Strategist
Posts: 145
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Post by kuarnix on Apr 5, 2017 20:22:40 GMT
Got way, way better in this edition. I finally played them and holy cow, they kick butt.
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npe
Junior Strategist
Posts: 221
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Post by npe on Apr 5, 2017 23:08:57 GMT
Got way, way better in this edition. I finally played them and holy cow, they kick butt. Could you go into more detail? These sorts of experiences are great to hear.
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on Apr 6, 2017 2:22:16 GMT
They're great if you can deliver them. They're the ideal unit. Amazing with some our casters that can deliver them and mediocre with the rest.
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kuarnix
Junior Strategist
Posts: 145
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Post by kuarnix on Apr 6, 2017 6:56:59 GMT
Got way, way better in this edition. I finally played them and holy cow, they kick butt. Could you go into more detail? These sorts of experiences are great to hear. Mostly just super fast, and very accurate because of the boosted attack rolls on the charge, with a huge attack output. If you can pick up a soul from an impact attack, you are liable to get two boosted attack and damage rolls with your weapons. They just really scythe through stuff, especially if you can stick a debuff. Stands out since most of the other stuff in Cryx that hits comparably is pretty slow.
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Post by Gamingdevil on Apr 6, 2017 7:35:32 GMT
Didn't they just get +1 SPD, -1 ARM, and boosted charge attack rolls instead of +2? Based on that I would say they came out slightly ahead, but not way, way better. Actually, since Darragh no longer gives them Incorporeal, and they now have to spend a Soul for it, which then only lasts for a turn, I would actually call them slightly worse. They're speed is definitely awesome though.
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Post by tiberius on Apr 6, 2017 12:09:28 GMT
I do feel the changes that were made to light/heavy cavalry were an improvement overall. I always had trouble making the soul hunters work in MKII, as they just died way too easily. Probably user error, as I always seemed to end up facing off against high armor spam, and watching my expensive unit get decimated without contributing much. But I have had good luck with them the last time I used them too, taking out a max unit of medium based multi-wound infantry (menoth cinerators?) pretty much all in one go.
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Post by wseraphim on Apr 6, 2017 13:30:54 GMT
They are best with ghostly/parasite caster, or stealth distributing caster if you want them being safe. Very rarely opponent wipes out entire unit, and even a lonely Soulhunter is already dangerous.
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Post by Cryptix on Apr 6, 2017 18:56:27 GMT
I'm thinking of using two max units with shade3. Thoughts?
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kuarnix
Junior Strategist
Posts: 145
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Post by kuarnix on Apr 6, 2017 23:58:42 GMT
They also gained impact attacks, which can be a big deal. They also benefit from slightly lower defense all around on infantry. But their speed is very nice. Yeah sure you aren't doing incorporeal shenanigans with Wraithe, but you also don't have to pay to bring him either if you were bringing him specifically for that. If you do, you end up with 15" threat on the unit, which is pretty good.
Maybe 'way way better' is an exaggeration... I found Bane Riders to be better than them in most cases in the MK2 for my purposes, but their positions have definitely switched. They feel really strong. Even if all you are seeing is big boosted guns, you've got a 20" run to engage range.
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Post by Gamingdevil on Apr 7, 2017 6:35:44 GMT
They also gained impact attacks, which can be a big deal. They also benefit from slightly lower defense all around on infantry. But their speed is very nice. Yeah sure you aren't doing incorporeal shenanigans with Wraithe, but you also don't have to pay to bring him either if you were bringing him specifically for that. If you do, you end up with 15" threat on the unit, which is pretty good. Maybe 'way way better' is an exaggeration... I found Bane Riders to be better than them in most cases in the MK2 for my purposes, but their positions have definitely switched. They feel really strong. Even if all you are seeing is big boosted guns, you've got a 20" run to engage range. Well, to be fair, that's because Bane Riders got way way worse. Actually, I think Impact Attacks didn't really benefit them, since you have to contact for it to trigger, instead of being able to stay at half inch. Also, in MK2, mount attacks couldn't be boosted, but you could still get the +2 to hit from cavalry charge, so you had a MAT 8, POW 10 attack, which has a high chance of killing infantry, then you could use the soul to boost your remaining attacks to hit. Which in my opinion was slightly better against high DEF infantry, to which the impact attacks won't do much.
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Post by jest on Apr 7, 2017 13:28:18 GMT
They also gained impact attacks, which can be a big deal. They also benefit from slightly lower defense all around on infantry. But their speed is very nice. Yeah sure you aren't doing incorporeal shenanigans with Wraithe, but you also don't have to pay to bring him either if you were bringing him specifically for that. If you do, you end up with 15" threat on the unit, which is pretty good. Maybe 'way way better' is an exaggeration... I found Bane Riders to be better than them in most cases in the MK2 for my purposes, but their positions have definitely switched. They feel really strong. Even if all you are seeing is big boosted guns, you've got a 20" run to engage range. Well, to be fair, that's because Bane Riders got way way worse. Actually, I think Impact Attacks didn't really benefit them, since you have to contact for it to trigger, instead of being able to stay at half inch. Also, in MK2, mount attacks couldn't be boosted, but you could still get the +2 to hit from cavalry charge, so you had a MAT 8, POW 10 attack, which has a high chance of killing infantry, then you could use the soul to boost your remaining attacks to hit. Which in my opinion was slightly better against high DEF infantry, to which the impact attacks won't do much. Isn't the benefit of impact attacks also the fact that they can't get gunked up by small-based infantry as long as they can kill the models in the way? Sorry if I am misunderstanding I've never played with cavalry nor did I play MK2.
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Post by Gamingdevil on Apr 7, 2017 13:59:24 GMT
Well, to be fair, that's because Bane Riders got way way worse. Actually, I think Impact Attacks didn't really benefit them, since you have to contact for it to trigger, instead of being able to stay at half inch. Also, in MK2, mount attacks couldn't be boosted, but you could still get the +2 to hit from cavalry charge, so you had a MAT 8, POW 10 attack, which has a high chance of killing infantry, then you could use the soul to boost your remaining attacks to hit. Which in my opinion was slightly better against high DEF infantry, to which the impact attacks won't do much. Isn't the benefit of impact attacks also the fact that they can't get gunked up by small-based infantry as long as they can kill the models in the way? Sorry if I am misunderstanding I've never played with cavalry nor did I play MK2. You need to move at least 3" to get impact attacks, so it doesn't really help against jammers. Sure, it helps against screens, but that used to be what Incorporeal was for Though, you're right, if they had to lose Incorporeal, it's better that they gained Impact Attacks than if they hadn't.
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