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Post by fragpalm on Apr 28, 2017 14:07:39 GMT
Really, it just gives the best handlers something to do turn 1. They fill him up/heal, then he's good until he hits melee. At that point he's either one rounded or taking enough hits to be full on tokens again. T2 on your beast handlers are doing their normal thing with your Warbeasts. Easier said than done, trust me. If you've actually put it on the table and done this efficiently, then kudos to you, but in the times I've tried I've had to struggle with terrain somewhat, but mostly the beasts outpace the Handlers at least enough for them not to be Prodding on a vital turn 2. And if you're not running your beasts to their maximum potential simply to keep them within 6" of Handlers, then you might be hampering your chance to dictate the lines of engagement.
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Post by bloodsplatterartist on Apr 28, 2017 14:29:32 GMT
Have the deep turtle run then have the handlers run/charge. 3 hit the turtle and the rest run to be in position to prod next turn.
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Post by zerodaimaru on Apr 28, 2017 14:33:29 GMT
Have the deep turtle run then have the handlers run/charge. 3 hit the turtle and the rest run to be in position to prod next turn. You can't charge derpy though and if you charge at an enemy you fail the charge before you can redirect.
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Post by fragpalm on Apr 28, 2017 14:38:06 GMT
Have the deep turtle run then have the handlers run/charge. 3 hit the turtle and the rest run to be in position to prod next turn. You can't charge derpy though and if you charge at an enemy you fail the charge before you can redirect. That's the kicker. Used to charge the turtle in mark 2. I played it a little once it had gotten a buff, and that worked all right.
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didder
Junior Strategist
Posts: 166
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Post by didder on Apr 28, 2017 14:59:21 GMT
We just need a ty comm for our beast handlers so they can keep up! Yay for the 29-point battle engine!
Compared to the other battle engines' proposed changes it's one of the only ones to increase in cost, and it has fewer health boxes than the majority of the BE too. It's also one of only a couple to not get any new rules.
The celestial fulcrum granting veteran leader to 13/17 circle warlocks, in addition to their black clad solos, is hilariously overpowered.
The Throne of Everblight got disgusting. Auto snacking, 4" melee, mat7/mag7, more boxes than our derpy, point reduction, and battle wizarded sprays/spine bursts on ALL kill triggers.
Good grief is this CID going to have to fix a lot of atrocious ideas.
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on Apr 28, 2017 18:07:26 GMT
Unless you are bricking, derpy shouldn't get buffed by paingivers. It's never, ever a good idea. It's wasted points with maybe the sole exception being if you are taking a couple long ranged shooting beasts who will stick in the back and not load your caster on fury. It's always awkward to activate them/derpy because they're never in the right spot later.
That's why he needs some way to generate his own tokens. Star action or whatnot.
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Post by sardonicartery on May 10, 2017 18:26:20 GMT
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Post by Rowdy Dragon on May 10, 2017 18:57:45 GMT
That's why he needs some way to generate his own tokens. Star action or whatnot. Maybe they could fluff the spears as being used to spurr the beast into action. That would take them off the card allowing for more space for other stuff.
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didder
Junior Strategist
Posts: 166
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Post by didder on May 10, 2017 19:34:41 GMT
Week 3 battle engine update just dropped. Derp Turtle went down 1 point, and tail increased melee range to 2 inches.
It might be enough. I still contend that pain giver reliance is a deal breaker. However, maybe with a ranged battlegroup he'd still have a lot of effectiveness, but then, why would you want another expensive ranged model?
I can see our Fury 5 warlocks wanting him a lot. Still a little awkward. Xerxis1 for example will have a hard time fitting in any of the infantry he wants alongside a Turtle. Morghoul1, also, still wants a lot of beasts, but he just uses Zaadesh1 to help out there. That leaves Xerxis2, who's still mostly about his battlegroup buffs.
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Post by bloodsplatterartist on May 10, 2017 20:15:20 GMT
A step in the right direction I guess. Still think he should have more boxes. And for the love of God PP just give him bulldoze already.
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on May 10, 2017 21:15:26 GMT
Have you looked at using him as a skirmisher to run a flank for you? That's largely where I've had the most success. I'd suggest trying him with Xerxis 2 and putting him on opposite flank. He doesn't get the battlegroup buff but he loves the feat and lessens fury load for X2. With the additional boxes he's pretty hard to kill off on a side where he isn't likely to attract the attention of a heavy. P.S. What are the particular rules for independent attack? I don't have an encyclopedic knowledge of the rulebook and I've never found a link to it.
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didder
Junior Strategist
Posts: 166
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Post by didder on May 17, 2017 19:40:21 GMT
Week 4 CID update.
Base SPD up to 8
Cantankerous tokens no longer add to SPD.
Tail retains 2" range, loses Crit Smite, Gains knockdown. Not crit knockdown, just knockdown.
As odd as if feels having a speed 8 giant tortoise with a howdah on it's back, this seems to be a sizeable step towards addressing what I've seen the community go on about.
Less dependence on paingivers, though still some dependence. I am mostly satisfied with this change.
Auto knockdown on the tail instead of crit smite is more than I would have hoped for. Accuracy isn't often going to be an issue. Small bases jamming it might still pose problems, since if you were hitting them with the tail, they were probably dying anyway. Tail would need boosting, and additional tails need bought. Still, this is probably a weakness they want it to have, and it's still better than it was, since it can repo out of melee with knockdowned targets and maybe avoid retaliation.
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zich
Junior Strategist
Posts: 690
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Post by zich on May 18, 2017 7:11:19 GMT
These changes are amazing and might actually be too much. Native SPD8 takes care of my one annoyance with the Animantarax (well, aside from my paint somehow not sticking to it).
Knockdown on the tail is amazing. Just imagine charging this thing into a Warpwolf or similar. You get boosted to-hit on the charge and thus have very good odds of knocking it down. And then it's almost guaranteed to be dead between three more tails and the gun.
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Post by Cryptix on May 18, 2017 12:27:22 GMT
I'm replacing the Cetrati in my Zaadesh Praetorian list with one. Gets me 13 points.
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Post by sentinel on May 18, 2017 14:59:50 GMT
That our first source of reliable KD on target. You know what that means? Perfectly synergize with catapults in Winds of death theme. Take Turtle and catapult, receive 2nd catapult for free. Charge stuff and bombard KD targets.
Venator Dakar [4]
Venator Catapult Crew [0(5)]
Venator Catapult Crew [0(5)]
Venator Reivers (max) [15]
- Venator Reiver Officer & Standard [4]
Siege Animantarax (CID) [17]
That is really good module for 40 pts.
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