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Post by 36cygnar24guy36 on Aug 18, 2017 9:22:45 GMT
Lol MKIII Alten -- people complained about him and he got nerfed. Now we get trencher sniper team, cheaper, better than Alten, but relegated to 'useless' by some. yeah some people are underestimating accurate-long ranged grievous wounds alot
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cain
Junior Strategist
Posts: 243
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Post by cain on Aug 18, 2017 9:23:05 GMT
Does seem a bit odd they have not released the rules for everything Trencher, no Blcokhouse, No Longgunners, No Mekanics, no theme force, why is that do you think? They have released rules on the models available to buy at gencon.
Mekaniks was released to buy, but not in warroom. Think someone reported that Pagani said this was a "glitch".
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cain
Junior Strategist
Posts: 243
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Post by cain on Aug 18, 2017 9:24:46 GMT
Lol MKIII Alten -- people complained about him and he got nerfed. Now we get trencher sniper team, cheaper, better than Alten, but relegated to 'useless' by some. yeah some people are underestimating accurate-long ranged grievous wounds alot Well the rage then was also because grevoius wounds affected gargauntents and he was to cheap.
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Post by jisidro on Aug 18, 2017 9:25:54 GMT
Still think High Ground is a ridiculous spell on what was described as a trench buster. CID, IMO, killed his concept. Elevating targets or shooters will be very good, saying that LOS isn't a good way to shield your caster just shows how good the shooting is... In all likelihood High ground has been added incorrectly to Warroom, in CID it had the 'not on enemy models' stipulation, I can't see why they would have gone back on that. I personally just love the idea of it as a defensive spell, def 20 siege on feat turn sounds nice
Everything about him screams DEF20
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cain
Junior Strategist
Posts: 243
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Post by cain on Aug 18, 2017 9:29:53 GMT
In all likelihood High ground has been added incorrectly to Warroom, in CID it had the 'not on enemy models' stipulation, I can't see why they would have gone back on that. I personally just love the idea of it as a defensive spell, def 20 siege on feat turn sounds nice
Everything about him screams DEF20
If there's a wall on your side of the table, you should have access to def 20 each round. Just get behind the wall and elevate area around you
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Post by 36cygnar24guy36 on Aug 18, 2017 9:34:30 GMT
yeah some people are underestimating accurate-long ranged grievous wounds alot Well the rage then was also because grevoius wounds affected gargauntents and he was to cheap. tbh they could have left him at 5 points and just done the change to gargossals, but PP do love using the nerf bat from all possible angles, Mad Dog Style!
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Post by octaviusmaximus on Aug 18, 2017 10:24:48 GMT
Still think High Ground is a ridiculous spell on what was described as a trench buster. CID, IMO, killed his concept. Elevating targets or shooters will be very good, saying that LOS isn't a good way to shield your caster just shows how good the shooting is... In all likelihood High ground has been added incorrectly to Warroom, in CID it had the 'not on enemy models' stipulation, I can't see why they would have gone back on that. I personally just love the idea of it as a defensive spell, def 20 siege on feat turn sounds nice Its actually for the rest of the game until Siege needs to move. Proper planning of that can be a game changer.
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Post by droopingpuppy on Aug 18, 2017 12:34:10 GMT
Fear not, for still they will not see in play. Anyway, it seems that Trencher Long Gunner is not included. I can definitely see a place for the Express Team, having small, mobile, independent unit that can range wide to score Circular zones seems invaluable in SR17, sometimes it is not optimal to fit every member of a 10 man unit into a zone to score it, a 2 man unit makes it a lot easier. Especially when they will always be dug in to survive reprisal
Also with the addition of Grievous wounds they fufill a role that nothing else in a Gravediggers list can.
Perhaps you are right - they are able to survive well. But I don't see much value on the push since it is easily blocked. And with the doubt of usefulness of the theme force, I had rather hire Ashley instead, for he can also cause serious damage per his points against the warbeasts. Lol MKIII Alten -- people complained about him and he got nerfed. Now we get trencher sniper team, cheaper, better than Alten, but relegated to 'useless' by some. Ashley is still better; for he can cause d3+3 damage against the warbeast. He is not so good at hold a zone, though.
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Post by bloodsplatterartist on Aug 18, 2017 12:47:08 GMT
Still surprised they kept hallowed avenger on his card despite all the negative feedback. The only time I ever cast it during CID I ended up walking it back and casting razor wall instead. HA isn't a bad spell but it doesn't work very well with the kind.of lists siege will want to take. I know they want to make him a combined arms caster but I have no idea why they had such a hard-on for the spell.
Siege 2 still seems pretty good. I just hate it when there's an obviously dead spell on a casters card.
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Post by 36cygnar24guy36 on Aug 18, 2017 12:59:26 GMT
Still surprised they kept hallowed avenger on his card despite all the negative feedback. The only time I ever cast it during CID I ended up walking it back and casting razor wall instead. HA isn't a bad spell but it doesn't work very well with the kind.of lists siege will want to take. I know they want to make him a combined arms caster but I have no idea why they had such a hard-on for the spell. Siege 2 still seems pretty good. I just hate it when there's an obviously dead spell on a casters card. I dunno, if you play him in gravedigger then there are lots of dudes to trigger it, then it is just a 3" threat extension for a jack, which is pretty nice
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Post by Aegis on Aug 18, 2017 13:21:32 GMT
Does seem a bit odd they have not released the rules for everything Trencher, no Blcokhouse, No Longgunners, No Mekanics, no theme force, why is that do you think? They added just the things pre-released at Gencon: The Tr. JR, the officier, the express team, Siege2 and the Trencher Mechanics (that was another error not being added and probably will be added soon). All the rest wasn't pre-released and so it's still not official, that's why it isn't in warroom.
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Post by snarlyyow on Aug 18, 2017 17:18:44 GMT
Still surprised they kept hallowed avenger on his card despite all the negative feedback. The only time I ever cast it during CID I ended up walking it back and casting razor wall instead. HA isn't a bad spell but it doesn't work very well with the kind.of lists siege will want to take. I know they want to make him a combined arms caster but I have no idea why they had such a hard-on for the spell. Siege 2 still seems pretty good. I just hate it when there's an obviously dead spell on a casters card. Hallowed Avenger is prolly Siege's worst spell. Still, I think it has uses: On a Stormclad you get to move 3" and kill two dudes with eleaps. The Centurion Chassis jacks get a massive move from it. It's certainly not a "gameplan" but I don't think it's awful.
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Post by droopingpuppy on Aug 18, 2017 17:37:59 GMT
I think that Hallowed Avenger is a dedicated spell for Triumph; it allows 3" advance before activate Rapid Fire. I agreed that it is not a good spell, though.
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Post by chillychinaman on Aug 18, 2017 18:51:36 GMT
I just want to say, last page people were complaining about Sabotage being useless due to healing. You literally got an in-house, in-theme option that let's use apply grievous wounds from range.
That is all.
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Post by snarlyyow on Aug 18, 2017 20:38:15 GMT
I just want to say, last page people were complaining about Sabotage being useless due to healing. You literally got an in-house, in-theme option that let's use apply grievous wounds from range. That is all. But Sabotage isn't GW... I mean, that stuff works on colossals.
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