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Post by bloodhawk on Jul 16, 2018 15:32:49 GMT
Wow so much salt here. (Begins to dig in the salt mine) Male tharns always have heart eater. Its more than just a rule taken into account from pp, it is core to the tharn culture. Ill be back after i research models a bit more, usually complaints come down to not u understanding the models in question. But i hold back judgment until i have data. Not sure how this discussion is salty. We have an entire theme, 5 units + solos, who all have the exact same role, killing infantry. As PP stated in their MkIII goals they wanted to diversify roles of models and units to not have as much overlap. Clearly Circle didn't get that treatment. As to my comment which certainly could have been construed negatively, Bloodtrackers had repo3 throughout all of MkII. They now have a much less useful ability which disallows them from performing their function of skirmishing properly. By all means, if you can think of a logical reason for bloodtrackers not to have repo3, let me know . IMO, in a game where virtually every faction has tons of repo it makes very little sense for Circle's most iconic skirmishing unit to not have it. If they never had it, fine, but they always had it prior to MkIII, and should continue to.
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pobos
Baby's First Wargame
Posts: 4
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Post by pobos on Jul 16, 2018 17:57:02 GMT
I'm not an expert on tharn but, from a character design perspective, tharns should be great hunters using the devourer's gifts in their favor. Males are strong and powerful, taking down what they hunt through brute force. The females are agile and sneak. I believe they must hunt in packs, injuring and weakening their hunt until it falls. In my opinion, ravagers should be the ones who do the most damage against larger targets (look at the size of the bones they uses to make a tharn crown), and the female bloodtrackers and perhaps the wolf riders should cause cumulative debuffs, similar to the greylords unit: each hit a little DEF or ARM penalty and if it hit X times it causes some other effect. Bloodpacks are on the fluff, the firsts to arriving in the hunt. Maybe some bonus to hit and damage a target that has no damage boxes checked. This is all for when they hunt medium or larger bases. The bloodweavers I have no idea what they should do. Maybe they prey the weaks to boost the others?
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Post by onijet01 on Jul 18, 2018 2:33:04 GMT
Challenger please recheck your data as a poster. Tharn Bloodpack do not have hog-wild. Please stop using non supported sides for data.
... back to the labs for more research ...
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Post by paradox on Jul 18, 2018 2:57:45 GMT
Challenger please recheck your data as a poster. Tharn Bloodpack do not have hog-wild. Please stop using non supported sides for data. ... back to the labs for more research ... Please check the previewed CID blood pack.
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Post by Forsaken on Jul 19, 2018 0:48:00 GMT
If female Tharn are pack hunters what if instead of gang/prey they had something like synergy or a melee concentrated fire? This would be like a pack of wolves encircling it's prey had tearing in to them.
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Post by streetpizza on Jul 19, 2018 1:02:07 GMT
If female Tharn are pack hunters what if instead of gang/prey they had something like synergy or a melee concentrated fire? This would be like a pack of wolves encircling it's prey had tearing in to them. I love the concept but that's one more thing to track. Nice thing about gang/prey is you either have it or you don't. You don't have to track how many models in the unit have hit during that activation.
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Post by macdaddy on Jul 20, 2018 16:49:56 GMT
If female Tharn are pack hunters what if instead of gang/prey they had something like synergy or a melee concentrated fire? This would be like a pack of wolves encircling it's prey had tearing in to them. I love the concept but that's one more thing to track. Nice thing about gang/prey is you either have it or you don't. You don't have to track how many models in the unit have hit during that activation. Yeah as cool and thematic as it would be, it could become a Pain in the butt really quickly to track down. I thing gang and prey are thematic enough and they work fine IME. If the wolf riders gained prey they would be pretty darn great as fast Flankers to contrast the skirmishing of the Trackers
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Post by elshinare on Jul 20, 2018 18:18:48 GMT
If female Tharn are pack hunters what if instead of gang/prey they had something like synergy or a melee concentrated fire? This would be like a pack of wolves encircling it's prey had tearing in to them. I love the concept but that's one more thing to track. Nice thing about gang/prey is you either have it or you don't. You don't have to track how many models in the unit have hit during that activation. except that the stoneward and woldstalkers actually have this in Concentrated Fire
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Post by Forsaken on Jul 21, 2018 1:20:12 GMT
I love the concept but that's one more thing to track. Nice thing about gang/prey is you either have it or you don't. You don't have to track how many models in the unit have hit during that activation. except that the stoneward and woldstalkers actually have this in Concentrated Fire That is were I got the idea from but since there is no theme overlap and also NObody is taking them even in there theme, I figured minimal issue.
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Post by challenger on Jul 21, 2018 5:53:33 GMT
Challenger please recheck your data as a poster. Tharn Bloodpack do not have hog-wild. Please stop using non supported sides for data. ... back to the labs for more research ... Privateer Press has officially said they have Hog Wild, +1 ARM, and RNG 12 on their bows as a preview of the changes. I would suggest that you should be the one rechecking your data, and please, don't "use non supported sides"
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Post by jisidro on Jul 26, 2018 8:47:41 GMT
Challenger please recheck your data as a poster. Tharn Bloodpack do not have hog-wild. Please stop using non supported sides for data. ... back to the labs for more research ... Privateer Press has officially said they have Hog Wild, +1 ARM, and RNG 12 on their bows as a preview of the changes. I would suggest that you should be the one rechecking your data, and please, don't "use non supported sides" PP talked about current test iteration, perhaps initial CID version. Testing will say more.
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Post by wolfchild on Aug 1, 2018 22:44:59 GMT
The suggested changes aren’t necessarily what they’ll actually try in CID. Nothing is fixed, just as the stats/rules of final week of CID don’t necessarily represent the final rules once the minis n rules get updated. Don’t get all uppity about what’s been quoted, even by PP Devs, as they admit themselves that anything can change. Furthermore, the CID will come when it comes, n they’ve said multiple times that CID timings are based on production timings, not purely on what needs to be corrected. Pagani’s presence during Circle CID would of course be preferable for balance and thematics, but as others have said, babies wait for no man. ‘Family/real life should always come b4 toy soldiers’. Personally I’d rather wait til Pagani is back, rather than fumble thru without him. PP admitted that they screwed up by leaking too much too early about our CID. Since there’s only a few new minis in it (as declared to date), I really don’t see any reason why it needs to start in August. I wonder how long they plan for the 1 model CID they’re just starting..... there’ll need to be another one or 2+ if we expects Pagani back in time tho
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Post by mcdermott on Aug 1, 2018 23:28:29 GMT
PS13 is not “low” melee power. Moderate, sure. But it’s not low. As to bloodtrackers, I find they are pretty goid at downing harder targets. Good use of Prey and buffs or debuffs easily sees them throwing PS13WM shots. And though they are short ranged, they are also fast, letting you get in a solid number of shots. So I do not really see too much of an issue between bloodtrackers and ravagers. Bloodpack might still struggle vs trackers, though, because they can lag in output and volume. We’ll have to see if hinted CID changes help this. IMO, bloodweavers are more a specialist unit. They dont really excel at killing, but offer utility. Whether its worthwhile is debateable. Wolf riders probably fall in with bloodpack in that the trackers probably offer a better solution. Where bloodpack have more range and treewalker, trackers have greater numbers and can hit harder. Where wolf riders have greater speed, trackers again have numbers and piwer, and better defensive stats and abilities. Both blood pack and wolf riders are kinda samey as well. Id really focus in on the roles of these units and how they square with trackers, more than anything else. PS 13 is high melee power for an infantry unit. Use them with one of the 3 curse of shadows casters you have.
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