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Post by W0lfBane on Nov 8, 2017 21:34:16 GMT
Just wanted to post that the next CID update has arrived and Unyielding has been fixed to apply to any melee attack. Yay. It gives Errants and their seneschal a niche that's a little different to Idrians. Just what I've wanted Ahhh. Unfortunate. Being in mellee now no longer bumps up your armour for tranged or magic attacks targetting you. That's unfortunate
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spideredd
Junior Strategist
Summer Gamer
Posts: 588
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Post by spideredd on Nov 8, 2017 22:34:52 GMT
Yay. It gives Errants and their seneschal a niche that's a little different to Idrians. Just what I've wanted Ahhh. Unfortunate. Being in mellee now no longer bumps up your armour for tranged or magic attacks targetting you. That's unfortunate While I acknowledge that this has the potential to be a problem, I should point out that the new form counts for throws, slams, or being hit by a model with a longer reach. Being shot in melee isn't that big of a deal in my experience because effective DEF 16 can be a real pain to hit, even for super accurate guns. The spell thing, well, it's kind of a bad ability but there is purity. I think that Errants might actually be viable with Vindictus and maybe one or two others. Their problem, if this goes through, is not what unyielding does or does not do, it's the amount of support bloat that they're going to need. I make a full boat out to be close to 45 points (before theme bonuses) and that's a lot for one unit with CA, three in faction solos (Gravus, Seneschal and Gade) and Rhupert.
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Post by W0lfBane on Nov 8, 2017 22:54:57 GMT
Ahhh. Unfortunate. Being in mellee now no longer bumps up your armour for tranged or magic attacks targetting you. That's unfortunate While I acknowledge that this has the potential to be a problem, I should point out that the new form counts for throws, slams, or being hit by a model with a longer reach. Being shot in melee isn't that big of a deal in my experience because effective DEF 16 can be a real pain to hit, even for super accurate guns. The spell thing, well, it's kind of a bad ability but there is purity. I think that Errants might actually be viable with Vindictus and maybe one or two others. Their problem, if this goes through, is not what unyielding does or does not do, it's the amount of support bloat that they're going to need. I make a full boat out to be close to 45 points (before theme bonuses) and that's a lot for one unit with CA, three in faction solos (Gravus, Seneschal and Gade) and Rhupert. I guess you don't deal with sprays very often then.
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Fire Step
Junior Strategist
Everyday I'm Wrastlin'
Posts: 334
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Post by Fire Step on Nov 8, 2017 23:05:09 GMT
Well, as someone who has used errants now in 24 games in total since August, I can say that the proposed change increases their value by a whole lot.
Roughly 80% of the time with Vindictus in interdiction I'd be triggering unyielding purely on a run with true path against most models either in advanced deploy or having to run to engage (Vindictus stops those charges). Most opponents (believe it or not) also have 0.5" reach so will also need to be that close to engage.
They're going to be sitting at arm 20 very easily under Def ward, EVERY turn. That's comparable to iron fangs.
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