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Post by onijet01 on Aug 26, 2018 1:49:53 GMT
So friend and i were just joking about this but i wanted to put it into the forum anyway. As the theme idea is worth talking about. The idea was sparked because of widomakers and ghost snipers.
Its just a 3 man unit but i dont know points for it. Sloan's Heros Longgunner character unit leader and two grunts
Stats same as longgunners Weapons same as longgunners
Abilities Duel shot Deadly shot
Just dont know what points would be fair.
Also its fun to throw iut random ideas as i like building models or unit themes into some rp games i play
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Post by droopingpuppy on Aug 27, 2018 0:41:52 GMT
In this case, 7 to 8 would be suit.
Each one has a Ghost Sniper's damage output, are have victim stat, and not the solo.
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Post by darkangeldentist on Aug 28, 2018 12:00:47 GMT
Thanks for sharing, I also think it's fun putting ideas out there and at the very least it can generate some discussion if you're lucky. Just to clarify, I'm assuming that deadly shot here is an attack type and not a special attack so they get to fire 2 deadly shots a turn.
I'm not sure what points would be suitable for that unit though because of how unpredictable their table presence would be. Much like long gunners themselves, in the right circumstances they have the potential to deal 18 damage to a target regardless of armour. In the wrong situation they'll do nothing because they either can't shoot at anything or die before they can because of victim stats and no survival tech.
8pts would be the minimum I think you can assign to a 3 strong unit but with casters who can dial up their ability to shoot (snipe casters, Haley1) they would be worth quite a lot more. Around 9-10pts if not more. (Ideal scenario with Haley1 they could be dealing 27 damage in a turn.)
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Post by onijet01 on Aug 28, 2018 12:19:32 GMT
Thanks for sharing, I also think it's fun putting ideas out there and at the very least it can generate some discussion if you're lucky. Just to clarify, I'm assuming that deadly shot here is an attack type and not a special attack so they get to fire 2 deadly shots a turn. I'm not sure what points would be suitable for that unit though because of how unpredictable their table presence would be. Much like long gunners themselves, in the right circumstances they have the potential to deal 18 damage to a target regardless of armour. In the wrong situation they'll do nothing because they either can't shoot at anything or die before they can because of victim stats and no survival tech. 8pts would be the minimum I think you can assign to a 3 strong unit but with casters who can dial up their ability to shoot (snipe casters, Haley1) they would be worth quite a lot more. Around 9-10pts if not more. (Ideal scenario with Haley1 they could be dealing 27 damage in a turn.) That was correct as an intended damage type, i was looking into originally saying 9 pts for the unit. Due to that weakness you can lose a 3 man activation completely vs spells like frost grip (stationary), blinding light (no shooting), effects that hit units like blind and so on. In the regaurds a ghost snipper is a solo at 3pts but if you take two you almost aleays can get a shot off vs a unit being dropped by a single spell forn a turn
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Post by darkangeldentist on Aug 28, 2018 14:21:57 GMT
That was correct as an intended damage type, i was looking into originally saying 9 pts for the unit. Due to that weakness you can lose a 3 man activation completely vs spells like frost grip (stationary), blinding light (no shooting), effects that hit units like blind and so on. In the regaurds a ghost snipper is a solo at 3pts but if you take two you almost aleays can get a shot off vs a unit being dropped by a single spell forn a turn Thanks for clarifying. The thing about comparing to a ghost sniper though is they only ever shoot once per turn whereas these guys potentially shoot twice. The vulnerability to spells is something to consider but given their stats they are much more likely to be killed by something rather than disabled by a non-lethal spell of some kind. It's worth remembering that Cygnar also has the gun-mage rifleman who also has deadly shot with a range 14". A rather different set of other abilities admittedly and costs 4pts but again, only one shot per turn. That is what makes it difficult for me to assess what cost would be appropriate. All the sniper solos have better base stats and some form of protective mechanism (swift hunter, reposition, etc...) so these guys are strictly inferior and should be cheaper as a result. (Not to mention being a unit as opposed to individual solos.) However they have twice the potential output model for model and like other solos are designed to operate far from the enemy and therefore are harder to get to.
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Post by onijet01 on Aug 28, 2018 14:41:14 GMT
Thats why i was thinking of having them cost similar to 3 point solos each is a unit bit should be expensive bit between 3 to 4 points each but 11 or 12 points is hard to justify for a 3man unit.
So i was thinking bassing them at 9 so they are similarly costed to Black 13th Stike Force and Thorn Gun Mages, both units who have higher survivability and a wider toolbox of abilities. The trade off is by lacking flexibility (control effects, damage types, magic weapons so on) they can make up for it in brute damage
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Post by droopingpuppy on Aug 28, 2018 14:54:34 GMT
Having Dual Shot or not is not so meaningful because of the same reason with Long Gunner Infantry - because of their fragility. I doubt they will have a chance to actually making Dual Shot or you can make much better result with something else than the resources spent on their protection.
But at least, they are better at deal with armors than Long Gunner Infantry thanks to Deadly Shot.
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Post by 36cygnar24guy36 on Aug 28, 2018 15:09:27 GMT
I am holding out for the Bazooka toting Trollkin Gun Mage unit! Gunnbjorn has a lot to answer for...
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Post by darkangeldentist on Aug 28, 2018 15:09:35 GMT
Sounds reasonable enough, 9pts sits around the same level as similar 3 strong units and they definitely don't want to be too expensive. Being underpriced provides a wealth of data and information as to why and how a unit is too good. Over-priced achieves the opposite since bad units don't see the table.
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Post by shroomvolcano on Aug 28, 2018 15:10:39 GMT
What about Ho'gan's Heros? They deploy on the enemy side of the field, but can't actively harm or be harmed unless they proc Prowl. Then (probably as a star action, and on a roll of 5 or 6) they can remove one model from play to deal d6 damage to an objective, prevent the next d6 damage to an objective, or Flare an enemy model with CMD for turn. However, Ho'gan's Heros are automatically removed from the table if an enemy model ends it's activation within 5" of a Ho'gan Hero model outside of the enemy deployment zone.
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