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Post by mydnight on Nov 19, 2018 20:00:06 GMT
Week 2 is up. They gained practised manoeuvres and nothing else. Should have been reduced to 7 pts IMO
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 19, 2018 20:48:03 GMT
Week 2 is up. They gained practised manoeuvres and nothing else. Should have been reduced to 7 pts IMO more like Initiates of the Order of the FAIL emirite??
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Post by macdaddy on Nov 20, 2018 3:31:58 GMT
Me thinks at 6 I would consider them over other in theme options (like our other units) 7 would still be a bit too expensive for me.
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Post by mydnight on Nov 20, 2018 5:53:40 GMT
6 would make them good since at 18 points for 9 bodies they are legitimate replacement for forgeguard etc. 7 would be okay -- bring a unit to score. 8 is just 'why bother except for fluff' territory.
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moquan
Junior Strategist
Posts: 193
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Post by moquan on Nov 20, 2018 7:04:50 GMT
9 bodies for 18 would make them significantly better than forgeguard. Arm 21 with 5 boxes, def 15 against charges and 2 inch of extra threat range. Joey Tribbiani - 'Neeeeever gonna happen.'
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Post by mydnight on Nov 20, 2018 10:40:38 GMT
9 bodies for 18 would make them significantly better than forgeguard. Arm 21 with 5 boxes, def 15 against charges and 2 inch of extra threat range. Joey Tribbiani - 'Neeeeever gonna happen.' You'd be right if it was EI we were talking about. But FM lacks melee hard hitters. Forge guard hit harder than the initiates, which is a key gap in FM. Also forge guard can spread out and cover far more real estate. But I agree that 6 is 'really good' territory ('champion tier'). 7 is what I would expect.
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moquan
Junior Strategist
Posts: 193
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Post by moquan on Nov 20, 2018 11:15:48 GMT
9 bodies for 18 would make them significantly better than forgeguard. Arm 21 with 5 boxes, def 15 against charges and 2 inch of extra threat range. Joey Tribbiani - 'Neeeeever gonna happen.' You'd be right if it was EI we were talking about. But FM lacks melee hard hitters. Forge guard hit harder than the initiates, which is a key gap in FM. Also forge guard can spread out and cover far more real estate. But I agree that 6 is 'really good' territory ('champion tier'). 7 is what I would expect. Initiates spread out more, we're talking about 3 units. Forgeguard average 25 on the charge, initiates average 23,5. For that drop you get more coverage, more scenario scoring/contesting, higher armour, more boxes, higher threat ranges and some paladin interactions. They also give FM a unit that does not die trivially. 6 points is never going to happen, even 7 is highly unlikely.
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martini
Junior Strategist
Posts: 119
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Post by martini on Nov 20, 2018 11:58:05 GMT
You'd be right if it was EI we were talking about. But FM lacks melee hard hitters. Forge guard hit harder than the initiates, which is a key gap in FM. Also forge guard can spread out and cover far more real estate. But I agree that 6 is 'really good' territory ('champion tier'). 7 is what I would expect. Initiates spread out more, we're talking about 3 units. Forgeguard average 25 on the charge, initiates average 23,5. For that drop you get more coverage, more scenario scoring/contesting, higher armour, more boxes, higher threat ranges and some paladin interactions. They also give FM a unit that does not die trivially. 6 points is never going to happen, even 7 is highly unlikely. Higher armor until someone dies Paladin interaction = Girded... Triangle formation = less coverege Nobody will use them at 8 points.
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Post by macdaddy on Nov 20, 2018 12:34:10 GMT
moquanAt 8 points no one will take them over current options. They don’t have much offensive presence and they become drastically worse once you kill the first guy. 6 is perfectly reasonable. Yeah it’s reallt good but there’s nothing wrong with that.
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moquan
Junior Strategist
Posts: 193
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Post by moquan on Nov 20, 2018 14:05:17 GMT
Initiates spread out more, we're talking about 3 units. Forgeguard average 25 on the charge, initiates average 23,5. For that drop you get more coverage, more scenario scoring/contesting, higher armour, more boxes, higher threat ranges and some paladin interactions. They also give FM a unit that does not die trivially. 6 points is never going to happen, even 7 is highly unlikely. Higher armor until someone dies Paladin interaction = Girded... Triangle formation = less coverege Nobody will use them at 8 points. Higher armour until one dies, than equal armour. After two die, the remaining initiate has less armour.
Triangle formation means girded is very relevant.
Three separate command bubbles will always generate more coverage. Two units of initiates can score/contest 2 separate circle/rectangular zones while threatening the entire zone. Try doing that with your Forgeguard
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Post by paradox on Nov 20, 2018 14:51:49 GMT
Higher armor until someone dies Paladin interaction = Girded... Triangle formation = less coverege Nobody will use them at 8 points. Higher armour until one dies, than equal armour. After two die, the remaining initiate has less armour.
Triangle formation means girded is very relevant.
Three separate command bubbles will always generate more coverage. Two units of initiates can score/contest 2 separate circle/rectangular zones while threatening the entire zone. Try doing that with your Forgeguard
Lets be honest, Girded is NEVER relevant.
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Post by streetpizza on Nov 20, 2018 14:57:20 GMT
Higher armour until one dies, than equal armour. After two die, the remaining initiate has less armour.
Triangle formation means girded is very relevant.
Three separate command bubbles will always generate more coverage. Two units of initiates can score/contest 2 separate circle/rectangular zones while threatening the entire zone. Try doing that with your Forgeguard
Lets be honest, Girded is NEVER relevant. Not true and/or false.
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martini
Junior Strategist
Posts: 119
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Post by martini on Nov 20, 2018 15:15:38 GMT
Girded is a weak rule.
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Post by paradox on Nov 20, 2018 16:27:53 GMT
Lets be honest, Girded is NEVER relevant. Not true and/or false. Worst rule in the game. It has come up for me exactly zero times. Its the garbage rule of garbage rules.
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Post by macdaddy on Nov 20, 2018 16:43:28 GMT
Worst rule in the game. It has come up for me exactly zero times. Its the garbage rule of garbage rules. In my sevvy2 list it made my monks harder to kill a couple times
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