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Post by Soul Samurai on Jul 27, 2017 10:47:22 GMT
Hi guys. I'm a Khador/Mercs player, but for a long time I've been planning to expand into Cygnar and have picked up a few models (mainly ones that appealed to me aesthetically) over time. I was just wondering today if I actually had enough models for a legal (if not competitive) list, and went over to ConflictChamber to check it out.
What I found was that Kraye has two entries, with one marked as CID. Now I haven't been following CID very well (and to be honest I don't feel like reading through the 23 page Trencher CID thread only to have most of it go straight over my head as I don't know the models), so I was hoping that you guys you give me a summary of the Kraye's current state in CID. What's changed? Is there a visible direction they are trying to push him in?
As a side note, for those who are curious, the list I put together was: Kraye - Gallant - Centurion (proxied by a Spriggan) - Sentinel (actually painted! Why? I don't know!) - Sylyss Thor - Blaster Alten Ashley Harlan Versh Lanyssa Laddermore Nyss Hunters Aiyana & Holt
There's not really much I can change in the list since those are almost all the models I have that will work in Cygnar right now. I could pull some proxies, but I would like them to be recognizable (so I would feel comfortable running my MOW Kovnik as an Ogrun Bokur as he has a shield, or maybe a mechanic as Dirty Meg or something), as I myself get confused easily when there's too many unpainted solos etc on the field, nevermind how unfair it would be to my opponent. But hey, I'm open to advice on how to actually run the list as-is, so let me know if you have any suggestions.
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Post by 36cygnar24guy36 on Jul 27, 2017 11:42:25 GMT
So the main changes for Kraye in his final CID incarnation were
- Gained Steady - Rat increased to 7 - Gained Brutal Charge - Iron Horse now give Pathfinder as well - Feat now give Friendly Faction Models Beacon and Flare on their ranged and melee weapons while in Krayes Control - Spells are now: Countermeasure, Admonition, Lock the Target, Jumpstart and Full Tilt - Fill Tilt now reads: Warjacks in the spellcaster’s battlegroup currently in its control range gain +3˝ movement when they charge or make a power attack slam. Full Tilt lasts for one turn. COST 2
If he stays the way he is his movement shenanigans are now even more insane, repo 5 and pathfinder for all jacks is ridiculous, plus a casual +5" charge threat extender on feat turn, 3" on regular turns.
He is very much a jack caster and is probably best in Heavy Metal.
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Post by bluebarren on Jul 27, 2017 12:11:27 GMT
Hi guys. I'm a Khador/Mercs player, but for a long time I've been planning to expand into Cygnar and have picked up a few models (mainly ones that appealed to me aesthetically) over time. I was just wondering today if I actually had enough models for a legal (if not competitive) list, and went over to ConflictChamber to check it out. What I found was that Kraye has two entries, with one marked as CID. Now I haven't been following CID very well (and to be honest I don't feel like reading through the 23 page Trencher CID thread only to have most of it go straight over my head as I don't know the models), so I was hoping that you guys you give me a summary of the Kraye's current state in CID. What's changed? Is there a visible direction they are trying to push him in? He's extremely different from his current version: his feat was changed, his spell list is entirely different, he's definitely much stronger post CID. Honestly it's enough changes that you should just look at the final trencher CID update PDF. but basically: went up to rat 7, went up to arm 16 Iron Horse now also gives pathfinder to BG jacks His feat gives flare and beacon to all FF weapons in his control area, so on hit (not direct hit) they lose stealth, and you get +2 hit, +2" on charge/slam and free charge/slam. his spells are: - Full tilt = +3" to BG charge and slam attacks - admonition - stranglehold or crippling grasp - countermeasures = upkeep, enemy can't shoot if model/unit is within 5" of their model. - there might be another one that I can't remember - So all of this adds up to him being generally more charge/alpha centric, but also having very strong hit and run/yo-yo capabilities (charge in with a reach jack, kill/beat up whatever, reposition 5" back with admonition on it so it can dance even further away), it also gives him a great to-hit buff for either charging or shooting, so he can do both pretty well. - Because of changes to his feat he can support infantry pretty well since all the bonuses are for everybody, not just BG. That being said, he still definitely wants a large, probably combined arms battle group. - He has a lot of friendly faction necessities so I would avoid a Merc unit for the most part unless you have Murdoch. - having a unit for countermeasures is a good idea, but not mandatory, it could go on a jack that you plan on jamming into the opponents gun line or near their big shooting model (like a battle engine or something), personally I like the idea of using a minuteman because they can be hard to tie down, or a centurion because it has reach so it can tie a lot of models up and is hard to remove for most shooting models. -I would avoid a huge group of Merc solos if you could only because he doesn't really support them at all outside of (I think) the flare part of his feat, and, again, you probably want a large battle group. -I realize you don't have these, but a charger or 2 would go a very very long way with him, he can keep them super safe, and he really wants some accurate shooting to get his feat going. Also as far as melee heavies go, I think he wants 1 or 2 solid reach heavies, stormclad, centurion, gallant, brick house, or a colossal are all great, and then probably 2+ cheap heavies like ironclads or hammersmiths. -A shield guard isn't a bad idea as he's still not that hard to shoot off the table.
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Post by Soul Samurai on Jul 27, 2017 13:20:12 GMT
Interesting. I like passive abilities and I love not having to worry about terrain, so the stat buffs, battlgroup Pathfinder, and return of Steady sound great to me. Trading Pursuit for Admonition... I dunno, never played either, they both sound like strong spells to me, but Admonition is more defensive while my impression was that Pursuit could be used either defensively or as a threat extender?
He currently has Bullet Dodger, right (I don't have the cards right now)? Or something similar at any rate. I think I would have preferred it if he had kept that spell. Personally I don't like Countermeasures very much; I've played a little MacBain!!!! and never got it to work with him. Also, offensive debuffs in Cygnar? How bizarre. Not sure I like it thematically speaking.
Anyway, thanks for the updates guys. If I'm lucky I'll get a chance to play him before the CID changes are official, then maybe I'll be in a better position to appreciate the new improved version.
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Post by 36cygnar24guy36 on Jul 27, 2017 13:30:24 GMT
Interesting. I like passive abilities and I love not having to worry about terrain, so the stat buffs, battlgroup Pathfinder, and return of Steady sound great to me. Trading Pursuit for Admonition... I dunno, never played either, they both sound like strong spells to me, but Admonition is more defensive while my impression was that Pursuit could be used either defensively or as a threat extender? He currently has Bullet Dodger, right (I don't have the cards right now)? Or something similar at any rate. I think I would have preferred it if he had kept that spell. Personally I don't like Countermeasures very much; I've played a little MacBain!!!! and never got it to work with him. Also, offensive debuffs in Cygnar? How bizarre. Not sure I like it thematically speaking. Anyway, thanks for the updates guys. If I'm lucky I'll get a chance to play him before the CID changes are official, then maybe I'll be in a better position to appreciate the new improved version. With regards to offensive debuffs he had Stranglehold briefly in CID, and then it was quickly changed to Lock the Target which is COST 2, RNG 10 Pow 10, A model damaged by Lock the Target cannot run, charge, make slam or trample power attacks, or be placed for one round. Caine 3 also has an offensive debuff, so there is a precedent for it in Faction, but I agree in that Cygnar should not really receive any more from a thematic point of view.
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Post by bluebarren on Jul 27, 2017 14:07:07 GMT
I don't know macbains whole kit but counterblast on jacks whose charge movement is 13", followed by repoistioning 5" further makes it pretty easy to apply down range. Also after using both, i definitely feel like pursuit was very difficult to apply in a meaningful way and was generally less useful than admonition. I do agree that ill miss bullet dodger.
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