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Post by drakkenblut on Oct 17, 2019 9:32:02 GMT
The newest Infernal event got Legos down to 8/13 pts, with 5 pts for Farilor and the bannerman. Are they worth it now?
I would say that they were worth it in days of MK2, you even had builds like 2 units of Legos and 2 of Grotesques under Kallus1 for a maximum body count. It was the high price that got them to an unusable level in MK3, and now when it is dialled back, it is time to rethink them.
Compared to MK2, Legos get +1 ARM, which is nice. Farilors minifeat gives them only +3 ARM, but it comes out the same. Unfortunately Farilor lost the Set Defence benefit, and bannerman lost the magic range modifier.
Still, with Blightbringer, Legos get additional buffs, and most of our Warlocks have still more buffs to ARM and STR, it all compounds. Also the meatshield/Vessel fuel aspect is still there, especially now that we can take two Vessels, Beast Mistresses can replenish from them and the pool of lessers to spawn is enhanced by one more choice (tbh, give me the old Shredders back). Also Incubi may play into that. There are cheaper units in Legion (tbh, not many), but those die much easier than Legos and/or fulfil other roles.
The only in-faction competition to the Legos is the Hellmouth, we can discuss which one is better (Hellmouth, yes), but it would be poignant to also note that you may use both of them and that Hellmouth and Legos are allowed in different Themes, so lets see if they can stand in for each other, and how well.
Discuss.
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Post by copperflame on Oct 21, 2019 16:12:46 GMT
Even in MK2 - I wasn't a fan of Legos... not to say they were not good (read as functional and cheap), I just wasn't a fan of mass of warm bodies style approach. While the word legion denotes a large mass - the play style for Everblight that I prefer was always less but higher quality. Including a tar pit unit never really felt good to me... though watching JVM dominate with K1 does highlight the folly of that. Note - part of my play style was doing something different than my prior game/army. I ran Tyranids in WH40K where swarms of 'gaunts were part of the deal. So, I'm not a great one to chime in. IMO though, unless Lego's DO something past a warm body... they don't interest me much.
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Post by davycannonhound on Oct 27, 2019 1:12:52 GMT
I feel like due to the fact that their attachment is a character, I'd really only bring one. One full unit with a caster that can back them up well, at 13 points I would take. I'm looking at K1, Thags1 and 2, and Kryssa to name a few. I'm looking at Kallus1 and Kryssa especially, with a BB and two full swordsmen units to bring up the flanks. Kallus1 brings out their full defensive potential, while Kryssa I feel lets them actually hit at a decent level. You still have Swordsmen for offense either way, so the choice between Kryssa and Kallus1 really just depends on if you wants moderate defensive capabilities (Kryssa) or UBER defensive capabilities (Kallus1). Thats my two cents, haven't really had the time to try it.
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Post by dirtyharrypotter on Oct 28, 2019 9:37:06 GMT
Maybe there's some fun to be had under eThags with a BB, bloodseers and legionnaires in Children? As a very specific counter into drones of infantry.
Don't know if such armies are being played atm, but it should be somewhat hard to remove during the minifeat and every point of meleedamage done to this core triggers either a spray, corrosion and/or vengeance.
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Post by piedpiperwtf on Nov 8, 2019 20:59:50 GMT
Under e thags, with a pot, and incubi, they shine. Every death grants you both a corpse token for the pot and an incubi supplying thags throughout the game with sac pawn targets. Not to mention the extra 2 arm from thags spell. Add the Bb for another 2 arm. 🤷♂️
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Post by drakkenblut on Nov 9, 2019 20:36:12 GMT
Under e thags, with a pot, and incubi, they shine. Every death grants you both a corpse token for the pot and an incubi supplying thags throughout the game with sac pawn targets. Not to mention the extra 2 arm from thags spell. Add the Bb for another 2 arm. 🤷♂️ If you want to trigger Vengeance, you need to hold off spawning one Incubus in that turn, as per rules. Also, a wider analysis would be in order, if they are just meat for the Pot/Incubi, a cheaper unit may do the job better - rotwings, perhaps? I would say that with eThag, Legos present a hard to kill obstacle for the opponent that bites back, and all that bonus armor on them excludes the option to kill a lot of them in one turn- then, next turn they bite back, and the losses are recycled in an efficient fashion. However, I have not played them in this way yet, if you have, please share.
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Post by dogganmguest on Nov 10, 2019 0:20:44 GMT
If you want to trigger Vengeance, you need to hold off spawning one Incubus in that turn, as per rules. What rules are you talking about?
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Post by dirtyharrypotter on Nov 10, 2019 13:16:50 GMT
Yes I'd like to know that as well, doesn't vengeance trigger before incubi and pot?
Trigger on damaged vs. destroyed.
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Post by piedpiperwtf on Nov 11, 2019 14:14:51 GMT
Under e thags, with a pot, and incubi, they shine. Every death grants you both a corpse token for the pot and an incubi supplying thags throughout the game with sac pawn targets. Not to mention the extra 2 arm from thags spell. Add the Bb for another 2 arm. 🤷♂️ If you want to trigger Vengeance, you need to hold off spawning one Incubus in that turn, as per rules. Also, a wider analysis would be in order, if they are just meat for the Pot/Incubi, a cheaper unit may do the job better - rotwings, perhaps? I would say that with eThag, Legos present a hard to kill obstacle for the opponent that bites back, and all that bonus armor on them excludes the option to kill a lot of them in one turn- then, next turn they bite back, and the losses are recycled in an efficient fashion. However, I have not played them in this way yet, if you have, please share. I have, pre oblivion, I wouldn't run them against boostable guns otherwise a solid tarpit.
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Post by piedpiperwtf on Nov 11, 2019 14:42:15 GMT
Under e thags, with a pot, and incubi, they shine. Every death grants you both a corpse token for the pot and an incubi supplying thags throughout the game with sac pawn targets. Not to mention the extra 2 arm from thags spell. Add the Bb for another 2 arm. 🤷♂️ If you want to trigger Vengeance, you need to hold off spawning one Incubus in that turn, as per rules. Also, a wider analysis would be in order, if they are just meat for the Pot/Incubi, a cheaper unit may do the job better - rotwings, perhaps? I would say that with eThag, Legos present a hard to kill obstacle for the opponent that bites back, and all that bonus armor on them excludes the option to kill a lot of them in one turn- then, next turn they bite back, and the losses are recycled in an efficient fashion. However, I have not played them in this way yet, if you have, please share.
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Post by drakkenblut on Nov 14, 2019 10:16:16 GMT
You are correct, Vengeance triggers on damaged, Incubi on destroyed. You do not have to hold off Incubi to trigger Vengeance. I guess I am still in MK2. This is another small plus for the Legos. Yes I'd like to know that as well, doesn't vengeance trigger before incubi and pot? Trigger on damaged vs. destroyed.
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Post by drakkenblut on Nov 14, 2019 10:23:48 GMT
If you want to trigger Vengeance, you need to hold off spawning one Incubus in that turn, as per rules. Also, a wider analysis would be in order, if they are just meat for the Pot/Incubi, a cheaper unit may do the job better - rotwings, perhaps? I would say that with eThag, Legos present a hard to kill obstacle for the opponent that bites back, and all that bonus armor on them excludes the option to kill a lot of them in one turn- then, next turn they bite back, and the losses are recycled in an efficient fashion. However, I have not played them in this way yet, if you have, please share. I have, pre oblivion, I wouldn't run them against boostable guns otherwise a solid tarpit. Could you expand on that? On minifeat, under Thags spell and BB aura they reach ARM 24, not worth even trying to hit with a boosted POW12 (handcannon), and with Vengeance move their threat range is 13 inches or if they run to engage 15 inch, terrain permitting, so whatever shot them will be hit back. What kind of a gunline would be cost effective vs legos buffed to that level?
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