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Post by Charistoph on Oct 6, 2020 1:00:36 GMT
Okay since everyone is jumping on me about me saying the game isn't killy, I will elaborate. Yes stuff dies, hard and fast. But most of the missions that we played weren't "go kill everyone". It was more objective "push the button and hold" type of missions. Do models get blown up? yes. If you protect the people that are your button pushers though, the rest are just chaff until you score enough points. I often felt in wmh that if i needed something to hold a flag, and a zone, and be near a circle to contest that often my army was just solo hunting the opponent so they can't take stuff, but they are doing the same to my stuff and it ends up just being a middle of the board murder fest. Sorry, that's specific to the scenarios, not the game itself. The game is killy, even if the scenarios are not. And part of "protecting the button pushers" is being killy enough to either take out their button pusher killers, or make penetrating your defensive line that dangerous. That sounds pretty killy when you combine it with just how dangerous the game is to models on the table.
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Post by Charistoph on Sept 29, 2020 22:17:36 GMT
Mak3da also has the benefit of her twin-sworded Cyclops missile as well. I just used the Titan as an example because it is the common Heavy Beast of the Skorne army and provides the non-specialized beatstick Heavy of the army.
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Post by Charistoph on Sept 29, 2020 18:44:15 GMT
Brawlmachine's standards won't necessarily inform the standards for larger formats, nor should it. Even as you're saying it, the Savage is still listed as a lesser choice not am option based on what your Warlock is bringing. You're taking the Savage because you already have an Archidon, but wouldn't be affording a Titan.
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Post by Charistoph on Sept 29, 2020 14:45:04 GMT
As a general case, this will do absolutely nothing for the beatstick-focused Lights. If you are limited in utility Lights, one is often looking to add Heavies in to the mix as they tend to be more efficient beatsticks. Yes there are specifics, but they would be on a case by case basis. In the specific case of 'beatstick-focused lights', a point #1. change alone would be insufficient. Point #3. would also be needed. However, if point #1. is ignored, a specific high output light that COULD be spammed, would be. With probable detriment to usage of slightly less tuned-up melee lights and also, more importantly, heavy warbeasts. Note this is already happening in theory (CID lists) with the change of the (utility) Pyre and consequential decline in the Mauler. By specific case, I'm not talking about the category, but the difference between a Cyclops Savage, Troll Axer, and Nephilim Soldier, not all 3 looked at together. What each is competing with for Battlegroup slots is going to be different.
Reducing the FA on Basilisk Kreas won't necessarily convince me I need to put a Cyclops Savage in their spot. Most armies would only consider taking 2 Kreas if they have a Lesser Warlock to spread them out with as it is. As it is, that spot would probably be taken up by the cheap Archidon instead of a Savage due to its Long Leash, slightly better Defense, slightly better health pool and other advantages. Trollbloods "cheap" Heavy (pre-CID) is the Earthborn, so Trollbloods wouldn't consider a Heavy to take a Light's spot in most cases.
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Post by Charistoph on Sept 28, 2020 17:38:59 GMT
My solutions for melee lights: 1. FA on light warbeasts to limit the maximization of 1 or 2 particular lights with stats/abilities that make spamming greater than 3 of one kind a huge advantage. When there is one stand out good light, it gets spammed, and it eclipses most other lights, except in corner-case situations. CID is showing that about the proposal on Pyre Trolls. As a general case, this will do absolutely nothing for the beatstick-focused Lights. If you are limited in utility Lights, one is often looking to add Heavies in to the mix as they tend to be more efficient beatsticks. Yes there are specifics, but they would be on a case by case basis.
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Post by Charistoph on Sept 28, 2020 2:10:45 GMT
Well give me 150 points of WMH models on the field, and it doesn't matter that it's a once per round thing. It would be a blood bath.
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Post by Charistoph on Sept 27, 2020 17:07:23 GMT
...The game is really not supposed to be killy. According to my local infinity guy (and the escalation/journeyman style league i played during n3 that i forgot i was even part of....that was a really bad time outside of the game for me) Its even more about playing for the objective than wmh tries to be. Yeah you can get shot really easily, but that just means next time you should try to keep that from happening. Also TERRAIN TERRAIN TERRAIN. If you arent using 95% of the game store's terrain you aren't using enough(and I'm only sort of joking). The few games I had from that league were really fun from what I wrote up about them for my own notes but n4 probably invalidates what i thought was broken/fun/silly. Just because the scoring aspect of a game is objectives doesn't change how killy the game is. Infinity is incredibly killy, both in ease of killing and opportunity to kill. This is a combination of the ranges of the weapons, how easy it is to cause damage, and the general lack of resilience of the targets. Oddly enough, if one extended the ranges of WMH weapons and allowed everyone to have Counterblast, the odds of the average solo surviving on the field without a ridiculous amount of terrain would be about the same.
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Post by Charistoph on Sept 26, 2020 0:02:51 GMT
It REALLY depends on the Warbeast. Cyclops have their own culture (including Shamans), but take commands and have power like a beast. Full Blood Trolls speak and have rudimentary intelligence. On the other hand you have actual beasts like the Argus, which may be smart for a dog, but I don't think matches the intelligence of a FBT, much less a Cyclops.
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Post by Charistoph on Sept 21, 2020 18:08:49 GMT
Warbeasts costing less wouldn't necessarily increase a Warlock's Battlegroup. Both Warcasters and Warlocks both have a similar problem in supporting a certain number of models well. In some factions this is alleviated by other models, like the Beast Handlers or Steelhead Arcanists, but not every faction has those at present, or have them as a ubiquitous option.
Now, it would increase the likelihood of certain models being taken, as their costs are part of the problem, but those would take the place of ones replacing them already instead of being added in addition to them.
And that doesn't even consider how that would affect Battlebox games.
As for increasing their abilities, it would really be based on model by model basis. A Cyclops Brute should have the most durability of the Cyclops, but it shouldn't match a Titan's, but its armor could match a Gladiator's, but not a Sentry's. Firepower is another thing to consider as well, but I'm not sure how to address it as it may change how they operate. A Cyclops Raider may be able to look at a D3 RoF, but I don't see how a Savage would be getting a second Initial without some special rule. Either of those options would also indicate an increase in point cost as well.
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Post by Charistoph on Sept 21, 2020 1:26:51 GMT
To be fair as well, there are several different weapon setups for lights. There is a difference between the several different Cyclops, for example. Only the Savage is borne down by a lack of a greater role taken over by literally any cheap Heavy.
Even comparing them against Light Warjacks tends to fall flat as most Light Warjacks trend to carry two weapons, while the damage Light Warbeasts tend to only have one.
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Post by Charistoph on Sept 7, 2020 18:32:25 GMT
Inventive use of another craft's tools! I did some leather working as a boy scout, so I recognize the tool. I would not have thought of using it as a coin press.
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Post by Charistoph on Sept 3, 2020 3:11:57 GMT
Nice!
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Post by Charistoph on Sept 2, 2020 14:53:21 GMT
A project 6 months in the making!
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Post by Charistoph on Aug 16, 2020 16:19:36 GMT
That probably explains why no Skorne Warlocks are on the ban list. There is a dearth of control presence in their Warlocks.
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Post by Charistoph on Aug 15, 2020 21:48:58 GMT
Curious that the Crabbits and Reptile Hounds are allowed as multiples, but the former Warbeast units are not. Sure, they're not purchased together anymore, but they really aren't that powerful to not allow an FA:2 in their cases.
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