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Post by W0lfBane on Feb 8, 2019 17:34:34 GMT
They're live on Warroom. 7 points They seem pretty good to me. Except they still haven't fixed the name argggggggg
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Post by paradox on Feb 8, 2019 18:42:38 GMT
They're live on Warroom. 7 points They seem pretty good to me. Except they still haven't fixed the name argggggggg Nor did they plan to. This was made abundantly clear during the CID. Not sure what you expected.
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Post by W0lfBane on Feb 8, 2019 19:01:27 GMT
Except they still haven't fixed the name argggggggg Nor did they plan to. This was made abundantly clear during the CID. Not sure what you expected. You do realize that the theme benefits say "initiates of the order of the wall" are free. So technically this unit "initiates of the wall" can't be taken for free. This is why I'm frustrated.
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Post by paradox on Feb 8, 2019 19:31:41 GMT
Nor did they plan to. This was made abundantly clear during the CID. Not sure what you expected. You do realize that the theme benefits say "initiates of the order of the wall" are free. So technically this unit "initiates of the wall" can't be taken for free. This is why I'm frustrated. Dont let obvious typos frustrate you?
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Post by W0lfBane on Feb 8, 2019 19:47:56 GMT
You do realize that the theme benefits say "initiates of the order of the wall" are free. So technically this unit "initiates of the wall" can't be taken for free. This is why I'm frustrated. Dont let obvious typos frustrate you? I work in the quality department. Typos cause serious compliance issues and future errors. I deem them unacceptable, and makes me think that pp is lazy.
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moquan
Junior Strategist
Posts: 193
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Post by moquan on Feb 8, 2019 20:15:40 GMT
Same abilities as last CID, dropped 1 point, 1 mat, 1 P+S. But they're fairly resilient, free, shieldguard unit. Seems good.
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Post by mydnight on Feb 8, 2019 21:09:42 GMT
Even with the stat nerfs being free in theme force makes them autoinclude in most lists.
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Post by paradox on Feb 8, 2019 22:32:22 GMT
Even with the stat nerfs being free in theme force makes them autoinclude in most lists. I dunno, does it? Vilmon is already 6pts/free. Sure, you have 3 SGs instead of 1, but in a B2B triangle. So the added benefit is slim, and you lose out on hitting power comparatively. IMO PP found a away to make a rather mildly interesting unit incredibly unexciting, which is bad. They have some utility, but not much I'm really looking for.
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Post by W0lfBane on Feb 8, 2019 23:05:10 GMT
Even with the stat nerfs being free in theme force makes them autoinclude in most lists. I dunno, does it? Vilmon is already 6pts/free. Sure, you have 3 SGs instead of 1, but in a B2B triangle. So the added benefit is slim, and you lose out on hitting power comparatively. IMO PP found a away to make a rather mildly interesting unit incredibly unexciting, which is bad. They have some utility, but not much I'm really looking for. 3 shieldguards as opposed to 1 kind of help save your caster from some assisanation. Also they can run and be arm 21 shield guards as opposed to having to walk and stance. They're a way better shield guard
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Post by paradox on Feb 8, 2019 23:11:24 GMT
I dunno, does it? Vilmon is already 6pts/free. Sure, you have 3 SGs instead of 1, but in a B2B triangle. So the added benefit is slim, and you lose out on hitting power comparatively. IMO PP found a away to make a rather mildly interesting unit incredibly unexciting, which is bad. They have some utility, but not much I'm really looking for. 3 shieldguards as opposed to 1 kind of help save your caster from some assisanation. Also they can run and be arm 21 shield guards as opposed to having to walk and stance. They're a way better shield guard Better at SG, worse at anything else.
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Post by mydnight on Feb 9, 2019 0:19:32 GMT
You can take Vilmon and one unit of these guys for free and typically one more free solo. Without being free they were really competing for points. It's not as if they were hitting hard enough pre-nerf to have made that much of a difference. They are primarily road blocks. Sure you don't NEED them, but if you want to build a paladin list these guys are fine. It's fairly unlikely to see someone bring all 3 FA of them I guess unless, maybe janky Feora 3 or Testament lists?
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Post by paradox on Feb 9, 2019 0:25:41 GMT
You can take Vilmon and one unit of these guys for free and typically one more free solo. Without being free they were really competing for points. It's not as if they were hitting hard enough pre-nerf to have made that much of a difference. They are primarily road blocks. Sure you don't NEED them, but if you want to build a paladin list these guys are fine. It's fairly unlikely to see someone bring all 3 FA of them I guess unless, maybe janky Feora 3 or Testament lists? Probably accurate. At MAT7 I was able to play them in CID en mass, even at 8pts, and make up for the limited offense because of MAT7 charges. So the PS loss is not a problem for me. I think the MAT loss is a much bigger deal for that reason. They are definitely, strictly a defensive unit now. Any output you almost certainly opt for the CMA, reducing the volume of output substantially.
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Post by mydnight on Feb 10, 2019 23:24:46 GMT
I am wondering if the initiates will allow FM to play a bit more aggressively. Vilmon usually hangs back, so he isn't good front line shield guard support. With some initiates running up front you can have Paladin solos run with them (rather than stancing). Heck, taking some shots for Champs will make them all the more annoying later on.
I think they are the new 7 point, potentially free, vigilant. 3 shield guards are probably better than road block for front line applications and with reach and 3 bodies they block up more real-estate.
I'm having trouble squeezing more than 1 unit in lists though.
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Post by greytemplar on Feb 13, 2019 5:34:23 GMT
I think a multiple Initiate list would need to be purposely built around them.
Something like
Harbinger -Dervish -Eye of Truth
Shrine Exemplar Bastion Seneschal -Devout 2 Mechaniks Wrack 2 unit of Initiates 2 max units of Bastions
Maybe instead of Wrack+Mechaniks you go with a Hierophant.
Shield Guard's for days. Anybody who dies can be martyr'd, and if you run out of martyrs you can bring back up to 3 dudes. And the bastions all heal 1 hp a turn with all those delicious defensive strikes!
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Post by mydnight on Feb 13, 2019 7:42:06 GMT
I think a multiple Initiate list would need to be purposely built around them. Something like Harbinger -Dervish -Eye of Truth Shrine Exemplar Bastion Seneschal -Devout 2 Mechaniks Wrack 2 unit of Initiates 2 max units of Bastions Maybe instead of Wrack+Mechaniks you go with a Hierophant. Shield Guard's for days. Anybody who dies can be martyr'd, and if you run out of martyrs you can bring back up to 3 dudes. And the bastions all heal 1 hp a turn with all those delicious defensive strikes! Everyone's so fixated on themes -- I'm sure there's some broken non-theme interactions out there. Bastions + Initiates sound awesome.
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