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Post by benjamini on Aug 24, 2017 18:44:20 GMT
Blargalicious, You certainly went into greater detail than I did . That was interesting! My forte is personally with thermoplastics and their various molding methods in a context entirely removed from hobbying, so some of this was new to me, and some is familiar . Learning!
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Post by benjamini on Aug 24, 2017 15:27:46 GMT
Can confirm startup on injecting molding is expensive in comparison to what PP have been doing traditionally. It would basically be the end of plastic characters/casters because there it would be very unlikely they'd make their money back. (Plus I might be weird, but I like metal models) I wonder how the costs work out for replacing metal with resin? Ghyrrshyld is mostly resin for the body and cape, only the sword and the head are metal. I'm not sure what the reasoning is for those two parts being metal so the only thing I can assume is that it's cheaper for those small parts? Either way their recent resins have been great (G4, Hemera, and Ellowuyr Swordsmen at least were fantastic). I don't really have any useful thoughts on the matter, just kinda musing. This is a little less my area of expertise, so a lot of this is probably less than accurate. But as best I can, here goes: Resin molds are funny, they are usually made of silicon, so you usually only get 30 or so pieces out of one of them before they need to be replaced. This explains why you don't see a whole lot of resin units, or if you do, they are expensive. In contrast, the types of molds you use for white metal may only need to be replaced once or twice during a production run. That being said the cost of a resin mold is much less expensive than a metal mold. So there can be a bit of a balancing act depending on how many pieces you intend to produce. Definitely cheaper to swap between metal and resin though than it is between metal and styrene plastic. Other considerations can be important too, Resin masters generally hold detail better than metal equivalents, so that might be one of the reasons they have been moving towards doing some parts in resin lately. Resin is also lighter, which might factor in to some degree.
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Post by benjamini on Aug 24, 2017 13:08:40 GMT
Does anyone remember where the whole "they are our light jacks" thing came from to begin with? I mean Menoth had both light jacks AND medium-based infantry somewhat comparable to our own (and also arc-nodes, btw) since, well, probably a long time before I started playing anyway. If I remember correctly (Not that I was playing back then), Shock Troopers were in the original prime book, and were the only medium based infantry in the book (aside from... maybe Boomhowler but he doesn't count because the troll buddies don't have multiple boxes). I am guessing the fluff in that book was the source of it.
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Post by benjamini on Aug 24, 2017 13:00:38 GMT
How to fix the issue? It's quite simple, but not cheap, easy nor perhaps even doable. Revert the changes that made people leave and start making better looking, better quality miniatures. Plastic mold injection systems are startupwise very expensive. I guess a company as small as PP doesn't have the resources for this? They did recently start with producing them ofcourse but I guess it is only wise to begin with them with new kits phasing out the old ones. I still wonder how Wyrd does it as they are a company as small as PP. Can confirm startup on injecting molding is expensive in comparison to what PP have been doing traditionally. It would basically be the end of plastic characters/casters because there it would be very unlikely they'd make their money back. (Plus I might be weird, but I like metal models) That being said, I would make the argument that PPs miniature have increased dramatically in quality over the time I have been playing the game. They still make some questionable design decisions from a technical/feasibility standpoint (joint locations/how the miniature is oriented in the mold etc) but recent models like the Greylord Forge Seer and Venator Dakar show me they are making great strides.
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Post by benjamini on Aug 24, 2017 12:50:30 GMT
Kill the Forgeseer marshaling him, have your caster take him into your battlegroup. Do that first turn of the game if you know you can't stop him from getting shot. I mean, in your next game, now that you have the benefit of hindsight. I like this very much! In my perspective will do this trick anytime I see no use for Blessed. I'm fine not having a +2 dmg option. Exactly, he's just a dude... a dude that you probably got for free anyway! no need to put yourself at a disadvantage on his account.
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Post by benjamini on Aug 24, 2017 12:49:01 GMT
But PP seem to think that MoW should be thought of like light warjacks - that has always been how the MoW concept has been explained (although tine insider from the Mk3 launch did refer to them as heavy infantry). I would sure LIKE for them to be like Light Warjacks but that would require a complete redesign of them from the ground up by this point. Making them faster, more versatile, more utility, abilities about boosting. A good compromise might be to rework at least some of the MOW solos to fill the void left by light jacks, obviously not in a 1:1 manner, while keeping the infantry units filling the role they are currently filling. Getting rid of desperate pace on the Kovnik and replacing it with a battle plan or something might let him act more this way. Still have the spd 4 to contend with though.
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Post by benjamini on Aug 24, 2017 12:45:39 GMT
I'm with Utilitycookie in that I like to have a bit more range in my list with Strakhov, especially if I am playing Torch as well (don't want those flares to go to waste!). But Nothing in your list jumps out at me as being out of place. Let us know how it goes if you get some table time with it!.
That being said, for whatever reason I had never warmed up to Strakhov 1 in my years of playing this game. This topic is making me want to try him again... maybe I'm just stubborn.
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Post by benjamini on Aug 24, 2017 12:40:42 GMT
I'm not sure Malakov is in any of the themes as of yet? He's in Winter Guard Kommand. Cheers, Dave My Winter Guard Kommand lists thus far have mostly included two gun carriages... shows how much attention I've been paying >_>
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Post by benjamini on Aug 23, 2017 19:12:03 GMT
Honestly, I just want them to go back to MKII: P+S 14 with a choice of two attacks or an extra damage dice. Gives you versatility. Might not be good enough to justify taking them over Shocktroopers though, now that Shocktroopers can get two attacks in melee. Assault? Or where are you getting the second attack from? Pretty sure he means assault (on the charge) at least
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Post by benjamini on Aug 23, 2017 14:07:36 GMT
I think that best suplimentary list would be Vladimir2 with some reasonable mix of units. Out of theme. Look up for an example list by chickenslayer Also you can explore Strakhov1 in Jaws/LoS/WGK/no Theme as a complimentary. Any Irusk is fine with combined arms. Last, I can suggest you a fine Zerkova1 LoS list with no unit duplicates: Uhlans, IFP, Kovnik, Markov, Bears and Jacks. I'd be interested in seeing that Zerkova1 list even if OP is not, I don't own a second unit of IFP or Uhlans and have been trying to make something I am happy with work for LOS (Irusk 2 has been the main subject of my experiments thus far mind you).
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Post by benjamini on Aug 23, 2017 14:04:19 GMT
I'm not sure Malakov is in any of the themes as of yet?
I assume he's going to end up folded into the MOW theme and maybe added to the winter guard one? Assuming they stick with the "Every model in a theme by christmas" pledge
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Post by benjamini on Aug 23, 2017 13:41:49 GMT
Damn, now I want to take Irusk2 with Connie, Malakov1 with Behemoth, and double Seers with Destroyers. DO IT! NOTHING CAN GO WRONG! (It'd probably actually go okay, creeping barrage can protect some of the other shooty bits from... some... weapon master charges etc).
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Post by benjamini on Aug 23, 2017 13:37:04 GMT
Benjamini- Have you considered dropping Butch2 for Irusk2? He stops those bothersome knockdowns and you don't have to worry about blast damage either. Battle Group: Irusk 2 Behemoth Destroyer Put your extra 2 points into the Mechs. Put the Devastator on 1 Seer and leave the destroyer on the other. Put FFE on the marshalled destroyer. The seers can then use his empower wherever it's needed (like double empower on the Dev). I like your rationale, however I'm not sure Irusk 2 is necessarily the solution here. I'm not sure the rest of the list can make the most efficient use of his toolbox without a major rework. Though I hear he can be pretty awesome in Jaws. (I also am not hot on marshalling a melee only jack outside of maybe marauders, but that is another story). One of the reasons Butcher 2 was attractive to me was because he has boundless charge, which allows for having marshalled destroyers do some silly things via crush and focus from one or both forge seers added if they need to get some work done in melee. That being said, OTHER casters in Khador have boundless charge or access to non-battlegroup free charges. I've been meaning to give a modified version of this a whirl with Vlad 1... and probably Old Witch 2 when she comes out... but then again I will be trying EVERYTHING with Old Witch 2 when she comes out... which isn't soon enough for my liking . (Oh well, patience is a virtue I suppose)
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Post by benjamini on Aug 23, 2017 13:22:26 GMT
I kinda thought that the 12 factions of Christmas dealy was updates of older models, rather than new releases. I have been wrong before mind you. Nope, 12 new models Awesome! Looking forward to it even more then!
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Post by benjamini on Aug 23, 2017 13:21:03 GMT
Sometimes it's hard to think of things like that in the midst of a game... I tend to think of them as I am trying to go to sleep when I go home after the game >_>
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