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Post by bloodsplatterartist on Apr 19, 2017 17:43:56 GMT
So with the planned updates for battle engines I've been giving him another look over. In his current rules who does he work well with. Some factions have casters that work really well with their battle engines like Vlad and the carrige. Is their anyone in skorne that can run this guy exceptionally well?
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granor
Junior Strategist
Posts: 353
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Post by granor on Apr 19, 2017 18:56:54 GMT
Are there any rumors of what the changes will be? I heard they are going to have 30 health boxes and "support abilities". This probably means he will go beast with the caster that supports the same troops as he does given the offensive stats are lacking.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 20, 2017 3:17:40 GMT
take a good look at him x.O; he works good in any list. Damn thing is a warbeast with multi-guns and a tail club. Unlike some of the other factions, Skorne's Animantarax is already kick ass. If we need anything it's 1 def or arm to our titans. As it stands they are just squishy, inferior versions of Khador jacks.
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Post by Rowdy Dragon on Apr 20, 2017 3:56:56 GMT
As it stands they are just squishy, inferior versions of Khador jacks. ...With the ability to output more damage then Khadoran jacks can even with Maximum Focus. Why do Hordes players always selectively forget about limitations of Focus?
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Post by bloodsplatterartist on Apr 20, 2017 12:37:42 GMT
The Animantarax isn't really a beast though. He can be healed but he can't be enraged or benefit from battlegroup spells. He has decent abilities by himself. I was just wondering if we had a caster that he worked really well with like Vlad and the carrige, Nemo and the strider, or Denny and the wraith engine.
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Post by fragpalm on Apr 20, 2017 13:17:24 GMT
I've been wanting to use the Animantarax for a long time, to the exasperation of my more experienced Warmachine friends. I have one painted up, and I keep finding inspiring nuggets on its cards.
Despite this negative reaction from my friends, I do think there's something to the Animantarax. Having looked into it, I see synergy with a few casters.
Hexeris2 loves it for how it interacts with Black Spot. Since you can shoot while in melee you can waltz up (with significant speed once whipped) to a heavy and begin to shoot an adjacent unit under the effects of BS, buying you free tail attacks into the heavy for every trooper killed with your guns. Not always easy to pull off, especially in an infantry-light meta, but really high value if done correctly.
Morghoul2, being the generalist that he is, loves the Animantarax. His feat and Mortality allow it to more reliably hit targets, and punch hard into hardier models.
Our other generalist, Rasheth, particularly likes guns. The Animantarax' Reiver can reach rat7 pow19 (Blood Mark and feat) for an average 3 shots against large or huge bases. Granted it's not boosted, but that does a decent amount of damage at 23" range after being whipped and trampling. Nevermind that the tail can hit for p+s22 under the same conditions, both of which you can do on the same turn or even against the same target!
Hexy1, Xerxis1 and Makeda1 can all buff its multitude of abilities to a certain extent as well.
The problem is that it is immensely fragile. A few casters mitigate this to some extent, but it never seems to live through even a modicum of effort from an opponent. The huge base is burdensome, and also very exposed. Its reposition and great range add survivability, on the other hand.
Another problem I have with it is cost. At face value the cost is acceptable, though still a little steep for my liking, but when you consider having to devote Handlers to it, the cost goes up. Even if you're talented enough to use a single Handler unit for both your beasts and for whipping the Animantarax, it's a mental trial to govern everything on the table for this to work.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 20, 2017 17:20:39 GMT
As it stands they are just squishy, inferior versions of Khador jacks. ...With the ability to output more damage then Khadoran jacks can even with Maximum Focus. Why do Hordes players always selectively forget about limitations of Focus? because Warmachine players always selectively forget that their casters generally have more focus, give out focus for free, have jack marshals that can make their jacks do everything for free, and already have a slew of spells at their disposal while we have to rely on collecting them from our battlegroup instead x.O; You should also not forget about frenzies making our beasts useless for a turn if we overforce them the turn before. Go back to MK1 when jack marshals were sparse and jacks didn't get an auto focus every turn; the complaint will make much more sense. Ever realized how difficult it is for us to get even 4 heavies into a list while you guys can do full heavy lists like it's child's play? How you can have 3 or 4 of the same OP jack, yet we only ever field 1 additional, maybe 2? You should try playing similar lists in both warmachine and hordes and see which one is more effective. Warmachine wins the attrition war, hordes gets 1 turn of steamrolling. Warmachine has freedom of unit choice, hordes has freedom of mechanic use. Hordes and WM were rather equal, even in tournament standings, before WM casters were able to give a free focus to every member of their battlegroup. Now it's more that horde players are so aware of their weaknesses that we find ways around them. But this about the Skorne battle engine. I will agree that it is frail, but that is the one thing they are changing so I didn't include it. As far as volume fire and damage output potential, 17 points, the same amount as a single titan cannoneer, is well worth it. Skorne should always be using a frontline wall to begin with so you should only need to worry about keeping him back until the opponent's beast/jacks have been engaged, then go hog wild on your killing spree.
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Post by Rowdy Dragon on Apr 20, 2017 19:27:20 GMT
because Warmachine players always selectively forget that their casters generally have more focus Nope. You mean Powerup? Uh yeah, with that new rule, jacks can finally charge without taking 1/6th of most warcasters resources. Are you SERIOUSLY complaining about the Jack Marshal Rule? Seriously? Because your right. Man PP REALLY missed the Mark on Jack Marshal Rules. The whole "Take a Colossal For free", it's freaking crazy! Why do Jack Marshalls just give youfor free. With No Drawbacks whatsoever. PP is crazy sometimes. I think your being needlessly whiny.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 20, 2017 23:08:49 GMT
in order to run, charge, or do a power attack, it costs 1 fury. That fury is one the warlock must withdraw or risk a frenzy. So, once the coin is flipped, you quickly begin to find out that horde has LESS chances to boost up their beasties. However, there is that 1 turn every game where we can go all out and actually do some damage, just to have our beasts be useless for a round or two if we fail to win. Horde players know of the strength and weaknesses of their mechanics and play to them well. That's why we can still pummel WM from time to time. As an FYI, 7+ focus is actually more common than 6, especially when you consider that warlocks with 5 plague every faction.
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Post by josephkerr on Apr 21, 2017 5:09:48 GMT
As it stands they are just squishy, inferior versions of Khador jacks. ...With the ability to output more damage then Khadoran jacks can even with Maximum Focus. Why do Hordes players always selectively forget about limitations of Focus? Because no Hordes Heavy is arm 20 pow 19 for 12 points. Why does every Warmachine player forget their stuff is inexpensive?
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Post by Rowdy Dragon on Apr 21, 2017 5:16:14 GMT
Because no Hordes Heavy is arm 20 pow 19 for 12 points. Why does every Warmachine player forget their stuff is inexpensive? I think that's supposed to be a turnaround but I don't get it. If a hordes heavy was Pow 19 for 12 Points it would dominate Warmachine every time because your resource management capabilities are much higher. Hordes has better rules, Warmachine has better models.
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Post by josephkerr on Apr 21, 2017 5:22:13 GMT
Hordes has better rules, Warmachine has better models. Agree to disagree. Warmachine has better rules and models.
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Post by Rowdy Dragon on Apr 21, 2017 5:24:46 GMT
Agree to disagree. Warmachine has better rules and models. I'm not letting this slide. By Raw Power, being able to cast spells, and have your Warnoun do stuff is better then it all coming out of the same pool, especially when that pool size is of comparable size. Is your argument that if a Juggernaught was Controlled by Krueger 2 for Instance (Lets say fury stat 4) then it wouldn't trample all over Kharchev with the same Jack?
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 21, 2017 6:22:47 GMT
I'm pretty sure the confusion is that you think horde can use fury like candy while warmachine is limited to the amount of focus their caster gains every turn. First, lets correct something. A horde beast cannot be forced beyond its capability, which is generally 3 (same as jacks without powering up) but sometimes 4, 2, or even 5 in rare cases. A warlock's battlegroup and the warlock him/herself is also a single pool, just the decision on when to use that boost comes at a different time. Warlocks never "regain" fury like warcasters, however. Our beasts produce it and we reave it from them. Even with this, however, we are limited in the amount we can reave. If, for instance, we go all out with all of our beasts, racking up a tremendous 20 fury!!!!! wow, sounds awesome!! but we can only reave the amount we used back... and we try to sit on 1 or 2 so our locks can actually survive... so even though we accumulated 20 fury! all of our beasts who pass the threshold check next turn will still be stocked full and won't be able to generate additional PLUS the ones who fail go charging off into the distance, generally out of control range where we can't gain control of it for another damn turn x.x; FYI, unlike in warmachine where jacks just lose power-up when outside control range, our beasts auto frenzy until we can get our lock back into range. Basically, as far as pros and cons go, warmachine and hordes is in a virtual tie. Second, a warmachine caster has more than the labeled focus on their card. They gain an additional focus for every member of their battlegroup that is automatically allocated. Thus, whenever you take into account the amount of focus you can produce in a turn, you always have to include an additional one for every jack in your battlegroup. Third, warmachine casters automatically come with more spells than warlocks with comparable stats. This is done on purpose because warlocks gain their beasts animi. However, the cost of our beasts are still increased based on the usefulness of their animi. On top of this, warlocks lose the ability to use that animus once the beast is dead. I've stated this before, a warlock's strength is equal to the number of beasts in his party; the more you kill off the weaker he becomes. On the other hand, a warcaster is not affected in the slightest by the death of a jack or two. In fact, it allows him to use his focus more freely, making him more deadly as he can pour even more into his ample spells and left over OP jacks. Fourth, it is true that, if we see a chance for assassination, we can purposely produce more fury than we can manage. However, if we fail in doing this, we pretty much lose the game. Skorne probably has the ability to use the most fury out of every horde faction. However, what allows us to do this is one of the weakest units in the game. Any REAL player will show you exactly how vulnerable fury management makes the horde factions. A well placed AoE can cut the amount of fury management we have in half! What about Warmachine mechanics? how do you reduce focus effects? FYI, just like you have the cortex, we have spirit
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regleant
Junior Strategist
Sometimes things go right
Posts: 267
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Post by regleant on Apr 21, 2017 6:42:28 GMT
Skorne probably has the ability to use the most fury out of every horde faction. That would be Circle. The Stones are far more durable and don't require using an Action to remove Fury. They have more access to Soothing Song. And the solo can remove Fury. Oh, and they have Primal, which pretty much means they accept the Frenzy and manage the other Fury on the board. Then there is Legion, with Shepherds and Forsaken. We have Beast Handlers, which have to make a choice in either buffing our beasts, allowing them to produce reasonable damage output, or removing Fury, or Medicating. Not quite fair. Could be worse, though. What options to Trolls have? Whelps?
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