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Post by Cyggystardust on Jul 10, 2017 6:22:51 GMT
Cygnar units that need help are
Silverline force barrier would be enough Stormguarde force barrier and a CA for defensive line Gun mage CA anything but swift hunter. True sight back be nice.
Stormblades gain their AoE 3 blast on direct hits would be enough.
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Post by 36cygnar24guy36 on Jul 10, 2017 8:44:16 GMT
Highshield Gun Corp, why on earth PPS_Strawman thought what they needed in the transition from Mk2 to Mk3 was CMA is totally and utterly baffling, maybe the hapless intern was given the job of designing that unit!
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Post by flamigant on Jul 10, 2017 8:59:46 GMT
- Deliverers - Zealots - Exemplar Errants - Exemplar Bastions - Exemplar Cinerators
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Post by Stormsmith Dropout on Jul 10, 2017 12:15:34 GMT
Highshield Gun Corp, why on earth PPS_Strawman thought what they needed in the transition from Mk2 to Mk3 was CMA is totally and utterly baffling, maybe the hapless intern was given the job of designing that unit! PPS_Strawman1: "We need to make highshields playable. Their sales have been abyssmal all mk2." PPS_Strawman2:"Let's just add CRA. They're behind the pack when it comes to infantry shooters." PPS_StrawmanIntern: "Wait. Add CMA. Shit would be hilarious!" PPS_Strawman1: *lol* "Yeah, do that." PPS_Strawman2: *types CMA onto sheet* "Can you imagine their reactions?" XD
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Post by Gamingdevil on Jul 10, 2017 14:49:08 GMT
With all the changes Cryx has gotten the only units I consider unplayable are Bloodgorgers, Black Ogrun, and Cephalyx Drudges. Drudges just aren't good enough without access to Mindbenders, especially in a faction with Mechanithralls & Carrion Thralls. Black Ogrun & Bloodgorgers both suffer massively from the current meta, and I don't envision the meta will ever shift where they'll be in a good place. Black Ogrun aren't durable enough to be tanks since they're only 12/15, and drag isn't very good when it can't drag large bases. They're light armored medium base hunters which is not a niche that anyone needs, since the job can be done by either heavy hunters or infantry hunters. Bloodgorgers are amazing into low def, low arm melee infantry and nothing else. They get shot off the board, they have no punch to their attacks, and their mat is just average. I really do wish the Gorgers were better because I think the unit looks sweet, but there's just no good targets for them. Basically this. I really couldn't care less about drudges as we have plenty of options for cheap throwaway bodies, but I do admit that it's weird to have them as a list option and then having no use for them at all. At least Overlords are good. Bloodgorgers need something to compensate for losing Gang, because they will just never get it back, that's Satyxis/Revenant Crew territory now. I think giving them MAT 7 and Battle Driven instead of Unyielding would have them see play. They would be able to operate semi-independantly against DEF 13 or below infantry and would make them better against shooting and moderately powerful on the charge if someone decides to shoot them. Gerlak should get his 2" melee range back and then he could probably be fine with keeping Unyielding, though it would be cool if he got Righteous Fury to keep in line with the Bloodgorgers. Would probably be better at 6 points. Like someone else pointed out, Black Ogrun basically suffer from the same problem as Arcuari: the job they're supposed to do is not a job anyone wants them to do. I'm not sure how they should be fixed, because they're actually already pretty cheap. Perhaps being able to drag large bases when combining with 3 or more, but that might be a bit clunky. All in all, I think Cryx jacks need more help than the infantry at the moment, but I would also really love for Bloodgorgers to be useful as I have a unit of them painted up and I'm really sad I can't play those cool models.
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Post by ForEver_Blight on Jul 10, 2017 14:50:07 GMT
Again, I do not believe infantry anywhere is outright bad. It's delivering them. You do see infantry with casters that can reliably hide them or bring them back to play.
Legion fixes needed: Warmongers - survivabilty or point cost Warmonger Warchief - point cost Warspears - survivability or point cost Legionnaires and Farilor - point cost and non-character UA
Wishes: Raptors - point cost Swordsmen - survivability (blade shield) Archers - RAT bloody 5 is an insult on a dedicated ranged unit. Grotesque Raiders - survivabilty Hex hunters - non character UA
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Post by Gamingdevil on Jul 10, 2017 15:01:04 GMT
Grotesque Raiders - survivabilty Don't they get Stealth with the solo?
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Post by grabsnikk on Jul 10, 2017 15:02:55 GMT
Grotesque Raiders - survivabilty Don't they get Stealth with the solo? Stealth and no blast damage. They are actually pretty survivable now.
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Post by HubertJFarnsworth on Jul 10, 2017 15:03:35 GMT
Destors. Seriously, have you seen the flowchart? Quick Work, Assault, Lance, Gunfighter, Unyielding (if you bring a Thane)
In order to get all three possible attacks on a charge they need to: 1) Assault a target and not kill it with a POW 12 2) Kill it with the POW 14 Lance 3) Either have another target within .5 inches OR have a target outside of .5 inches BUT NOT engaging them with a 1 inch or greater melee range.
Then to trigger Unyielding they need to be within .5 inches of an enemy model but if a model attacking them has 1-2 inch melee they can just stand far enough away not to trigger it.
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Post by Swampmist on Jul 10, 2017 15:07:42 GMT
Don't they get Stealth with the solo? Stealth and no blast damage. They are actually pretty survivable now. Those are the banshees, who have an issue with being rat 5 sp 6 with no melee attack. honestly, raiders and banshees get delivered fine. they just do very little when they get there
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Post by ForEver_Blight on Jul 10, 2017 15:19:17 GMT
Stealth and no blast damage. They are actually pretty survivable now. Those are the banshees, who have an issue with being rat 5 sp 6 with no melee attack. honestly, raiders and banshees get delivered fine. they just do very little when they get there Stealth with a 4 point solo in a 7" cmd bubble. so to take the 12pt unit you have to pay 16. The point of being a cheap jamming unit with gang to possibly get work done, is moot when the package makes them cost more than our elite swordsmen unit that actually does work. Not saying the solo can't do work. It's just another tax to make a terrible infantry option passable. The no blast damage and better defense vs range is the Grotesque banshees. different unit.
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Post by W0lfBane on Jul 10, 2017 16:50:04 GMT
16 points for a tarpit package is very cheap
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Post by ForEver_Blight on Jul 10, 2017 17:09:56 GMT
16 points for a tarpit package is very cheap then maybe they don't need work. This is all speculation anyways. My opinion is that I do not like paying 16 points to be thrown away when I can pay 15 and possible take down 2-3 heavies with 10 weaponmasters at almost the same charge range (10 vs 10.5).
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Post by chillychinaman on Jul 10, 2017 17:21:43 GMT
16 points for a tarpit package is very cheap then maybe they don't need work. This is all speculation anyways. My opinion is that I do not like paying 16 points to be thrown away when I can pay 15 and possible take down 2-3 heavies with 10 weaponmasters at almost the same charge range (10 vs 10.5). The innate stealth, with the Assassin, is the their main gimmick. When combined with Flight, they are more easily delivered.
Also giving the Swordsmen unit Blade shield would allow them to stack DEF against ranged to DEF18. Is there any other 10-model unit that can do that?
Finally for Archers, I'm pretty sure most CRA units are RAT5 aside from Invictors and Trenchers.
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Post by gobber on Jul 10, 2017 17:45:59 GMT
I assume that means ashen veil to get to 18, or fyanna to get to 19? There are quite a few units that can do this. Haley3 trenchers, nyss under ashlynne+rhupert, most anything under blur+rhupert, Mak1 keltarii+krea...
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