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Post by Blargaliscious on Jun 24, 2018 14:50:57 GMT
Blarg walks up to the microphone and taps it a couple of times, creating a little feedback squelch. "Is this thing on?"
Blarg then looks back at the control panel where Fenris is standing. Fenris has raised one of his Fell Blades above his head, ready to come down in a mighty, smashing chop. Just as he is about to bring down the blade he stops, stoops down, squints at the control panel, and then looks back up to give a thumbs up with a big toothy smile.
"Thanks dude." Blarg then mutters under his breath as he turns to address the crowd: "If I have to buy one more roll of electrical tape..."
<<< --- >>>
You guys saw that the Steelheads are getting 3x field guns and a magic solo, right? I'm super stoked about this because I have 30 Halberdiers painted up, and I've been waiting on painting the riflemen and the cavalry until the cav were restored to something worth taking. I'm hoping that they get the CID treatment.
BUT, the Kommander in me is worried, because those field guns mean that all of the other Warmachine factions will soon have access to Steelhead versions of WG Mortars and WG Field Guns. And I don't think that the Volley Gun will be to good for the Legion of Steel and the Armored Corps Korps. Granted, we'd only be looking at one of them in a non-Merc force, but that is still one more that a lot of factions have ever had any access to getting.
The "good" news is that soon we will be able to make WW2 Soviet-style artillery lines! (OK, maybe not.) No, the good news is that it looks like the Steelhead Arcanist (listed as a solo) will pass out Magic weapon ability to nearby Steelheads. Which means Valachev and his Zephyred Steelhead friends, and their Arcanist friend, will be able to make short work of all sorts of Incorporeal irritants.
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Post by borderprince on Jun 24, 2018 15:23:15 GMT
One of the big issues in the CID for Steelheads will be balancing the artillery with Damiano, especially Moneyshot. That is likely to lead to them being slightly underpowered for their cost without Damiano, and so in faction lists.
And an artillery piece with Zephyr might be interesting, albeit far too expensive an option.
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Post by The Snark Knight on Jun 24, 2018 17:36:24 GMT
No, the good news is that it looks like the Steelhead Arcanist (listed as a solo) will pass out Magic weapon ability to nearby Steelheads. Which means Valachev and his Zephyred Steelhead friends, and their Arcanist friend, will be able to make short work of all sorts of Incorporeal irritants. That seems like a pretty expensive package, but I'll definitely be interested to see how the finished version stacks up against Aiyana and Holt.
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Post by tesoe on Jun 24, 2018 19:42:47 GMT
I love Steelheads. So I'm super stoked in general. It does make me pine for MKII and running them under Butcher1 though.
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Post by auraco on Jun 24, 2018 21:08:18 GMT
The fact that they are giving out ways to get magic weapons like that gives me hope that we might also get some ways to get magic weapons, greylord adjunct maybe. Otherwise if the steelhead arcanist is on the cheap side, taking halbardiers and the arcanist should still come up to under 15 points, so if we take minimal battlegroup it might still be possible to get all the free stuff and still take halbardiers with an arcanist. If you want to go super weird too you could go with steelhead rifleman with valachev and the arcanist in legion of steel and have a unit that shoots and magic weapons at the same time. No way to maximise points here, but I could see this not being bad. Also Zephyr on Valachev is probably very good on steelhead rifleman. For a caster like Irusk or Zerkova1 it might actually not be that bad.
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Post by bearstronaut on Jun 25, 2018 15:13:01 GMT
The Steelhead Cannon could be really cute with Irusk2.
The Steelhead Halberdiers+Valachev+Arcanist package seems a little pricey for a situational answer to incorp. Magical melee weapons are much more limited than magical guns, so as much as I hate bringing A+H I think I would still rather take them.
I'll be standing with auraco and hope that the Adjunct will have Sigil of Power.
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Post by tesoe on Jun 25, 2018 18:45:29 GMT
The Steelhead Halberdiers+Valachev+Arcanist package seems a little pricey for a situational answer to incorp. Magical melee weapons are much more limited than magical guns, so as much as I hate bringing A+H I think I would still rather take them. Can we have a moment of silence in memory of MKII Butcher1 with Halberdiers.
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Post by sand20go on Jun 25, 2018 18:49:20 GMT
The Steelhead Halberdiers+Valachev+Arcanist package seems a little pricey for a situational answer to incorp. Magical melee weapons are much more limited than magical guns, so as much as I hate bringing A+H I think I would still rather take them. Can we have a moment of silence in memory of MKII Butcher1 with Halberdiers.Or th Or the best net list ever created (but I think never played) - Sorsha2 with Halbs and Cav under feat. Figure out the damage spikes you could get.....
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Post by tesoe on Jun 25, 2018 22:08:26 GMT
Can we have a moment of silence in memory of MKII Butcher1 with Halberdiers.Or th Or the best net list ever created (but I think never played) - Sorsha2 with Halbs and Cav under feat. Figure out the damage spikes you could get..... Here's to MKII Steelhead Cav. Quite possibly the most powerful cav unit the game has ever seen!
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Post by gobber on Jun 25, 2018 23:59:15 GMT
One of the big issues in the CID for Steelheads will be balancing the artillery with Damiano, especially Moneyshot. That is likely to lead to them being slightly underpowered for their cost without Damiano, and so in faction lists. The easiest way to eliminate this problem would be a steelhead company leader solo with paymaster:money shot.
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Post by onijet01 on Jun 26, 2018 7:03:08 GMT
One of the big issues in the CID for Steelheads will be balancing the artillery with Damiano, especially Moneyshot. That is likely to lead to them being slightly underpowered for their cost without Damiano, and so in faction lists. The easiest way to eliminate this problem would be a steelhead company leader solo with paymaster:money shot. Its also leveraging them with Damianos two other paymaster abilities not just money shot. Both Battle Maneuvers on a Deadeye boosted Artillery is a huge threat. Aiming with a mortar like weapon then repositioning 3 to 5 inches to contest zone corners is a powerful tool. True money shots +2 damage and hit are good but im suprised only one person saw the option of reposition as a potwntial problem. Add to that any covering fire ability and moving back is also a huge advantage.
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Post by gobber on Jun 26, 2018 12:50:17 GMT
The easiest way to eliminate this problem would be a steelhead company leader solo with paymaster:money shot. Its also leveraging them with Damianos two other paymaster abilities not just money shot. Both Battle Maneuvers on a Deadeye boosted Artillery is a huge threat. Aiming with a mortar like weapon then repositioning 3 to 5 inches to contest zone corners is a powerful tool. True money shots +2 damage and hit are good but im suprised only one person saw the option of reposition as a potwntial problem. Add to that any covering fire ability and moving back is also a huge advantage. Damiano only has two paymaster abilities. I love razorback crews so I'm familiar with the advantages of repositioning artillery but this in no way strikes me as a problematic. If damiano being the only one to give them reposition is the issue this can again be rectified by spreading the paymaster love.
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Post by sand20go on Jun 26, 2018 19:15:56 GMT
Given that they want to sell more Steelhead models I would have to assume that the STEELHEAD caster will be going through CID as well and so assuming that Paymaster and moneyshot will create limits on Design space probably is an assumption that should not be held strongly to.
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