|
Post by Sarcastastic on Jul 5, 2018 16:55:46 GMT
I would rather keep Tactician as a passive ability, so you can benefit from it before having to activate Stannis. Agreed. Using the coins to expand the Tactician beyond his Command Range might be a consideration, though. Perhaps apply it to a unit so he can throw it on one flank while he buggers off to the other to grant the bubble.
|
|
|
Post by Sarcastastic on Jun 29, 2018 3:50:55 GMT
That cross-faction idea seems super cool, and I definitely want to try it in a casual game sometime. It'd be a nightmare to balance though.
|
|
|
Post by Sarcastastic on Jun 26, 2018 21:23:00 GMT
Here are my unsolicited suggestions Sergeant Nic, let his leadership affect all Steelheads, not just Halbs Stannis, give him Weaponmaster and Rapid Strike, tactician is excellent, but his damage output is so poor for a 7 point model The amount of times I have charged with him after I don't need tactician for him to accomplish literally nothing is way too high...
|
|
|
Post by Sarcastastic on Jun 23, 2018 15:36:30 GMT
He doesn't have a moustache though...
|
|
|
Post by Sarcastastic on Jun 23, 2018 4:14:19 GMT
IS this a steelhead CID, or a 12 models of christmas style update? Seems a bit small for a full CID for 1 solo and 3 related weapons crews. Agree the mule & Rocinante would make sense in the pirates CID though. Also, pretty sure kingmakers is the steelhead theme. Not sure what else they could do with it (other than perhaps open it to some more casters, not that others would suit it that well) I mean, they previewed the Man-O-War CID a long time ago with just the Tankers and Chariots, while the CID had a lot more than that for new stuff.
|
|
|
Post by Sarcastastic on Jun 22, 2018 19:09:53 GMT
I am so ok with all of this. Now I can actually use Moneyshot and Deadeye. Hopefully Nick's tough bubble is expanded or something. I'd love to use him again, and with gaining access to reveille, it'd make sense.
|
|
|
Post by Sarcastastic on Jun 7, 2018 4:12:41 GMT
Idrians, trenchers please. How about some Nyss! (cries softly over his fancy based, head swap'd and reposed Nyss Hunters) Cost 17 and I would happily run them again, especially over in WWFF (buff boomies too!). I would kill for boomies to be worth a damn again.
|
|
|
Post by Sarcastastic on Jun 6, 2018 16:00:14 GMT
I actually really like the idea of a "Steelhead" attachment who gave a rule that would be something like "When in melee, this unit is not considered engaged or engaging, and any units engaging it are considered to not be in combat" (obviously worded better so it doesn't break literally everything). It would let the Rifleman shoot in melee (if attached to them) or the rifleman shoot into groups that the Halberdiers were in melee with. Something like "coordinated tactics: Steelhead Halberdiers" Steelhead Riflemen ignore Halberdiers when checking if something is in melee for the purposes of shooting into melee?
|
|
|
Post by Sarcastastic on Jun 5, 2018 19:40:57 GMT
I've always wanted another Steelhead unit too, though I don't really know what niche would need filling. More that I just want one more than anything. I also wouldn't be mad about more named officers like Nick and Stannis, though those two could both use some touch ups. I haven't used Nick since Mk2 when you threw Surefoot on him to make the Halberdier Deathball. 17/18 against charges on Damiano feat turn with vengeance was a great time.
|
|
|
Post by Sarcastastic on Jun 5, 2018 4:35:12 GMT
So, Mercs is the place for this sort of behaviour (looking at my Rhulic comrades) where you just want to really run that flavourful army. For me, that is Steelheads. I'm sure it's been discussed before, and I thought them getting some (minor) love on Stryker-1's card might do something for them, but they still feel very mediocre. Meanwhile, Halberdiers continue to always amaze me with how much I get out of those fragile soldiers. So what do their shootier counterparts need?
My first thoughts is their abysmal threat range, since with Combined Arms, it's not so much an accuracy problem as much as it is I never seem to have them where I want them to be. I feel like that or maybe one or two other things on their card might help them perform. Something to justify their cost.
|
|
|
Post by Sarcastastic on Jun 5, 2018 4:19:00 GMT
Just had a game with him tonight with 3 full units of Trenchers, Halbs, and Riflemen, and for jacks a Rover, Mangler, Nomad, and Mule. Add Kell and Stannis for flavour. I played into Krueger2 Bones, and it was the grindiest attrition fest. Also, the Riflemen didn't fire a single bullet the entire game, the advance move really didn't help all that much to be honest. I feel like I want Sgt Nick to hand out tough to capitalize on the Steady from Stryker, but his 3" bubble is just kinda meh. Otherwise though, it was a really fun list, the +5 def swing against ranged for a single unit can really help you on the approach, and Positive Charge helped turn the Halberdiers to 11, or rather to 13. I assume Kingmaker's? May I ask why you went with that over Irregulars? While good, I don't see Trenchers or Rangers really adding anything to Stryker. No Sleeping on the Job also makes Feign Death useless. And you're not bringing Boomhowlers (Again, No Sleeping makes 2/3 of his Fell Calls useless). So, really, the only benefit you get is 3 free solos for 60 points worth of units. Which you can get more of in Irregulars AND have more jacks. The ability to take the Piper in Irregulars can help give the Halbies tough. And Sylys can help provide Stryker with more focus via a free upkeep. Though I'm on the fence about Sylys. I usually don't advocate taking Sylys unless you have a caster that can benefit from the other 2/3 of Sylys's kit, but Stryker's got a 3 focus spell he wants to cast for turns 1, 2, and maybe 3 and a 2 focus spell he wants to cast almost every turn he can after 2. So he needs all the focus he can get. Primarily because I wanted to use the Riflemen with the hope that they'd work. They didn't. Also No Sleeping wouldn't touch Boomies, as it's for Steelheads only. Also also, I wanted Trenchers, and they were all stars this game. His kit works really well with them still. Deflection while dug in on a hill means that entire flank of Woldshrimp and Mannekins were left in the wind.
|
|
|
Post by Sarcastastic on Jun 5, 2018 0:41:45 GMT
Just had a game with him tonight with 3 full units of Trenchers, Halbs, and Riflemen, and for jacks a Rover, Mangler, Nomad, and Mule. Add Kell and Stannis for flavour.
I played into Krueger2 Bones, and it was the grindiest attrition fest. Also, the Riflemen didn't fire a single bullet the entire game, the advance move really didn't help all that much to be honest. I feel like I want Sgt Nick to hand out tough to capitalize on the Steady from Stryker, but his 3" bubble is just kinda meh. Otherwise though, it was a really fun list, the +5 def swing against ranged for a single unit can really help you on the approach, and Positive Charge helped turn the Halberdiers to 11, or rather to 13.
|
|
|
Post by Sarcastastic on May 14, 2018 19:06:32 GMT
It's weird he isn't in Kingmakers, and he'd make sense in Laelese Resistance, where I want him. I mean he IS a Steelhead model, so RAW he is allowed in Kingmakers, and Conflict Chamber allows it. Warroom does not sadly. y would kingmakers exist if they never had a successful coup??? Ok fair point. More that it's the Steelhead theme and says "Steelhead Models/Units."
|
|
|
Post by Sarcastastic on May 14, 2018 18:47:13 GMT
It's weird he isn't in Kingmakers, and he'd make sense in Laelese Resistance, where I want him. I mean he IS a Steelhead model, so RAW he is allowed in Kingmakers, and Conflict Chamber allows it. Warroom does not sadly.
|
|
|
Post by Sarcastastic on May 14, 2018 3:58:02 GMT
Did anyone else get a Hugh Jackman vibe from Leto's card picture?... Also, will there be new models for these types of locks/casters? I'd say likely not, as they all have existing models (screw Cygnar and Trolls, you have to get IKRPG models, and Khador/Skorne has to buy a full unit) but it would be hella cool if they did.
|
|