shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 14, 2018 2:46:29 GMT
So something that the lot of you get wrong about the Tactical Arcanist Corp. Their smoke bomb is the same rules as trencher infantry, so should you be able to repo them they can walk out of their own cloud. Not that it is very useful on a spd 4 models but it was a change from the mkii versions to mkiii version nobody gets that wrong sir. dey dont gots repo 3 so what are u talkin bout^?
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Post by onijet01 on Nov 14, 2018 4:05:07 GMT
What i was saying shoe is that if they had repo (or an abilitiy simmilar) they actually are a very food unit.
From experiance using them in khador with tactical supremacy and zepher they are a very solid unit and the cloud wall ability adds a great dead to what they can bring to a faction.
Though it is sad they they lack access to both zepher and tactical supremacy in mercs.x
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 14, 2018 4:53:26 GMT
dey wood also need advanced deploy to go be in front of evrything since they all slow. i think mebbe u got that wrong
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Post by onijet01 on Nov 14, 2018 5:32:57 GMT
No not really shoe at spd 4 they can do fine. Mercs have quicken so they can be spd 6.
Also outside of the battle engine all rulic are spd 4 so they can do the screen job setting up easily on turns one (2nd player) or turn 2 (first player)
The only nail in there coffin is that ossrum can not make them better. Outside his feat
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 14, 2018 5:57:46 GMT
i am not sure u hav ever accually played a gaem of this game
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Post by 36cygnar24guy36 on Nov 14, 2018 6:49:14 GMT
So something that the lot of you get wrong about the Tactical Arcanist Corp. Their smoke bomb is the same rules as trencher infantry, so should you be able to repo them they can walk out of their own cloud. Not that it is very useful on a spd 4 models but it was a change from the mkii versions to mkiii version Too bad mercs have no access to repo...
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Post by onijet01 on Nov 14, 2018 7:52:34 GMT
So something that the lot of you get wrong about the Tactical Arcanist Corp. Their smoke bomb is the same rules as trencher infantry, so should you be able to repo them they can walk out of their own cloud. Not that it is very useful on a spd 4 models but it was a change from the mkii versions to mkiii version Too bad mercs have no access to repo... I knoted that already. I even sighted that khador (has the tools mercs need)
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Post by gedditoffme on Nov 14, 2018 8:44:58 GMT
Too bad both repo and quicken are usually both upkeeps and unlikely to be on the same caster...
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Post by 36cygnar24guy36 on Nov 14, 2018 12:32:38 GMT
Too bad mercs have no access to repo... I knoted that already. I even sighted that khador (has the tools mercs need) Even if they were to get innate repo 3 it would not help, they are way too slow to act as a cloud wall unit, you would just lose on scenario
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Post by 36cygnar24guy36 on Nov 14, 2018 12:45:02 GMT
i am not sure u hav ever accually played a gaem of this game Harsh...but true
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sorokin
Junior Strategist
Posts: 775
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Post by sorokin on Nov 14, 2018 18:56:39 GMT
What i was saying shoe is that if they had repo (or an abilitiy simmilar) they actually are a very food unit.Please do not eat dwarves. They taste yucky and are bad for you.
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sorokin
Junior Strategist
Posts: 775
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Post by sorokin on Nov 14, 2018 19:01:36 GMT
No not really shoe at spd 4 they can do fine. Mercs have quicken so they can be spd 6. Also outside of the battle engine all rulic are spd 4 so they can do the screen job setting up easily on turns one (2nd player) or turn 2 (first player) The only nail in there coffin is that ossrum can not make them better. Outside his feat So either you play them in Khador for pseudo-rep with Valachev, in which case the will lag behind due to spd 4. Or you play them in dorfs where they can keep up but don't have repo. Pick one you don't get both. Also explain to me why any Khador player would pay 7 points for a terrible dorf unit, when for 1 point more you can get the best merc unit instead.
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Post by Soul Samurai on Nov 14, 2018 19:11:40 GMT
So either you play them in Khador for pseudo-rep with Valachev, in which case the will lag behind due to spd 4. OK, so I'm not saying they have a place in Khador because we have several cloud walls already, but... 1. We have a couple of casters who hand out reposition. So you COULD (but probably wouldn't): walk 4, Zephyr 3, pop cloud, repo 3 back, for a cloud wall that moves 7" per turn. 2. Strak 2 has Quicken. So you COULD (but... sigh) have them walk 6", pop cloud, then Zephyr back 3. 3. Ugh, I guess you can feat on them with Vlad 2 for +3 SPD? I think that works. Or I guess you could just have them walk-zephyr 7" (or 9" with Strak2 or 10" with Vlad2) forward and pop clouds then die if you're willing to pay a ton of points for a one-turn cloud wall?
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sorokin
Junior Strategist
Posts: 775
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Post by sorokin on Nov 14, 2018 19:55:35 GMT
So either you play them in Khador for pseudo-rep with Valachev, in which case the will lag behind due to spd 4. OK, so I'm not saying they have a place in Khador because we have several cloud walls already, but... 1. We have a couple of casters who hand out reposition. So you COULD (but probably wouldn't): walk 4, Zephyr 3, pop cloud, repo 3 back, for a cloud wall that moves 7" per turn. 2. Strak 2 has Quicken. So you COULD (but... sigh) have them walk 6", pop cloud, then Zephyr back 3. 3. Ugh, I guess you can feat on them with Vlad 2 for +3 SPD? I think that works. Or I guess you could just have them walk-zephyr 7" (or 9" with Strak2 or 10" with Vlad2) forward and pop clouds then die if you're willing to pay a ton of points for a one-turn cloud wall? All true. However that all pales in comparison to the benefits you get by not going out of you way to make a terrible unit less terrible.
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Post by Soul Samurai on Nov 15, 2018 7:54:26 GMT
However that all pales in comparison to the benefits you get by not going out of you way to make a terrible unit less terrible. This thread actually has me wondering whether they might actually be useful under Malakov 2 now; he has his 4" cloud, so adding a 9" cloud wall for 11 points sounds like it might be worth a try... except I can't visualize getting them far up enough on the first turn for the cloud wall to actually be useful without holding back the rest of my models. So yeah, I just don't see how to make it really work. At the end of the day I think you just bring them if you want a mini cloud bunker for your caster late-game, not for a cloud wall for the rest of your army.
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