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Post by Forsaken on Aug 23, 2018 23:14:42 GMT
A thought: What if instead of male tharn getting rapid healing they just get +2 arm to shooting? Call it "thick hide" or something.
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Post by Forsaken on Aug 23, 2018 4:41:57 GMT
I like the idea behind the bloodweavers getting theme ambush, I just don't like the reality of it. It's going to pigeonhole the theme kinda like wolfsworn in Wildhunt (who are better with ambush).
It's clear that the wolfriders are not going to stay like that.
Rapid healing seems better suited to the skinwalkers. I do think the male tharn suffer from a problem here though. What other options are there?
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Post by Forsaken on Aug 11, 2018 18:15:16 GMT
I do think Circle is one of the few factions that could play out of theme.
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Post by Forsaken on Aug 7, 2018 20:36:00 GMT
First off: Interesting thoughts on making the theme feasible.
In regards to the theme itself: I fully believe this is an incomplete theme and is missing pieces that are significant. When this theme eventually goes through CID I think it will have several models added that will really flesh it out (hopefully a ranking officer). I would like to have seen better use of the theme benefits, say twice the minion slots to compliment the sac pawn ability or free points are based off the points you have spent on blackclads and minions. The Skorne theme Disciples of Agony seems really cool and Secret Masters could be too.
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Post by Forsaken on Aug 7, 2018 18:24:48 GMT
The models are looking good but what happened to the red color scheme?
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Post by Forsaken on Jul 31, 2018 13:49:45 GMT
I'm working on a narrative campaign I plan to run in the fall. I think I will use her for it, so let us know how she does for you.
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Post by Forsaken on Jul 22, 2018 6:52:57 GMT
Absolutely Croc Pot. Both Kromac and LotF love the corpses and LotF wants puppetmaster for his bird attack. The pot also brings a small bit of threat extension which Kromac's army wants in anyway it can get.
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Post by Forsaken on Jul 21, 2018 1:33:51 GMT
They are rock creatures that I picture moving kind of jerky/stop motion. When they get on "a roll" I figure it is soemthing like backhand (left), haymaker (right), shouldercheck (right).
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Post by Forsaken on Jul 21, 2018 1:20:12 GMT
I love the concept but that's one more thing to track. Nice thing about gang/prey is you either have it or you don't. You don't have to track how many models in the unit have hit during that activation. except that the stoneward and woldstalkers actually have this in Concentrated Fire That is were I got the idea from but since there is no theme overlap and also NObody is taking them even in there theme, I figured minimal issue.
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Post by Forsaken on Jul 19, 2018 0:48:00 GMT
If female Tharn are pack hunters what if instead of gang/prey they had something like synergy or a melee concentrated fire? This would be like a pack of wolves encircling it's prey had tearing in to them.
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Post by Forsaken on Jul 15, 2018 12:39:00 GMT
Honestly, I don't think that boosting ranged attacks needs to come back (though I do want to see something like lucky/guided on the LOTF's bird...he's too many points to randomly lose because of double ones). Balancing boosts for ranged attacks is way harder than melee attacks, and it would be easy to tip the blood pack right over from 'unplayable trash' to 'way too strong'. This is actually one of the reasons I like the spirit cauldron with LOTF. After loading up his corpses puppetmaster makes his bird reliable and if you don't need it he has it for the melee attack.
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Post by Forsaken on Jul 10, 2018 0:58:19 GMT
I agree with much of what's already been said but here's a couple other considerations: Kaya2 can potentially do a dark horse list in Bones with multiple geomancers if playing against a hordes army (muzzle). Kaya2 did lose a lot going to mark3 but she does still do alright against gunlines because of Shadowpack (as long as they don't ignore too much stealth) and she still has one of the better threat extenders in the faction. Dogpile stacks with hunter's mark and with a feral or flying beast can threat pretty far.
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Post by Forsaken on Jul 6, 2018 1:27:04 GMT
Thanks for the tips. I have little doubt that with some more experience the game would be very different. My opponent, who is pretty familiar with him, was also very accomidating.
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Post by Forsaken on Jul 3, 2018 5:02:27 GMT
Got in my first game with Wurmie yesterday. I played in Bones with plenty of geomancy and woldwyrds and my opponent brought Wanderer in managerie with trip Skin&Moans and a Cagerager. We played Mirage, it was a pretty grueling match. I'm shocked at how far onto the board Wurmie deploys and wonder if that can be used in concert with his feat to lock the opponent out of scenario? Wanderer makes getting work done SO hard for this list and assassination is pretty much a no go so scenario seems like the only option. So curious, is the wanderer list giving you trouble attrition wise? Because you should be able to stranglehold all 4 heavies with ease if you bring 3 Geomamcers. Assasination is hard but remember if you cover the road markers they disappear making his get out of jail free arcana null Stranglehold with magic ability 6 is pretty hard to land on star-crossed, def 15/16 (fog of war and arcana), arm 19-21 beasts with possible arcane vortex. Even with boosting.
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Post by Forsaken on Jul 2, 2018 17:30:22 GMT
Got in my first game with Wurmie yesterday. I played in Bones with plenty of geomancy and woldwyrds and my opponent brought Wanderer in managerie with trip Skin&Moans and a Cagerager. We played Mirage, it was a pretty grueling match.
I'm shocked at how far onto the board Wurmie deploys and wonder if that can be used in concert with his feat to lock the opponent out of scenario? Wanderer makes getting work done SO hard for this list and assassination is pretty much a no go so scenario seems like the only option.
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