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Post by radamanthys on Jan 14, 2018 22:42:03 GMT
Bloodtracker quit: Weapon Master add: Armour Piercing đ Pssshhhhhh why not both hahaha and....+2 def in melee
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Post by streetpizza on Jan 16, 2018 18:49:01 GMT
The things that youâd need finisher on arenât really great targets for a POW9 unit. Thatâs basically light warbeasts (warjack armour too high) and the rare heavy (ie multibox) infantry w low armour, eg Ravagers, possibly the odd solo. Itâs a real niche to find something w multiple boxes that can be reliably hurt by POW9 (11 w gang). Most things with weapon master (lets be real, that's what finisher really is) are in that pow range to start. Pow9 (again lets be real 11 since you'll never go in on something multiwound / high arm without triggering gang) can be buffed very quickly for excellent results. Curse of shadows or strength of stone and suddenly you're at 13. Add on rust from Hutchuk and now you're rocking 15+4D6 on a charge. I have to imagine hordes will a minion version of Ragman some day ... right? Its a change that would make an opponent have to respect their damage potential. As is right now you can just put a high arm blocker in front of the unit and laugh at them. Circle infantry in general is pretty pillow fisted. I would welcome any changes that improve that situation.
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Post by kuririnad on Jan 17, 2018 1:19:37 GMT
Well, I found some ravagers on sale and bought the whole boat, so I'm betting on them getting better. Once they are assembled, I'm going to see how far Tanith can take them in something like this: conflictchamber.com/#c8201b_-0jg14OgZ5lfrfr545i4Z5q525wCircle Army - 74 / 75 points [Theme] The Devourer's Host (Tanith 1) Tanith the Feral Song [+31] - Feral Warpwolf [18] - Loki [19] - Warpwolf Stalker [19] Bloodweaver Night Witch [4] Bloodweaver Night Witch [4] Tharn Ravager Shaman [0(5)] Tharn Ravager White Mane [0(5)] Tharn Bloodtrackers (max) [16] - Nuala the Huntress [4] Tharn Ravagers (max) [16] - Tharn Ravager Chieftain [5] Although I think we can all agree that the "most improved" award should and probably will go to blood pack
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Post by macdaddy on Jan 17, 2018 1:27:13 GMT
*ghostly whisper* play Tanith with blood pack kuririnad....play her with them... Honestly though Iâm not sure Tanith runs devo Host the best. Her toolkit is very limited in widespread application. Scything touch is only really usefull for Heavy Target Damage or on a solo, And Admonition and her Feat favor a battlegroup Focus. Affliction is great for popping super high arm with the Weavers. But I feel that is meta dependent.
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Post by kuririnad on Jan 17, 2018 15:53:23 GMT
I just really like Tanith and have her painted, but I haven't found a list I like with the models I own. I'm pretty sold on Kaya3 in CotW, so I'm looking for something to pair with that.
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Post by wolfchild on Jan 17, 2018 23:21:52 GMT
The things that youâd need finisher on arenât really great targets for a POW9 unit. Thatâs basically light warbeasts (warjack armour too high) and the rare heavy (ie multibox) infantry w low armour, eg Ravagers, possibly the odd solo. Itâs a real niche to find something w multiple boxes that can be reliably hurt by POW9 (11 w gang). Most things with weapon master (lets be real, that's what finisher really is) are in that pow range to start. Pow9 (again lets be real 11 since you'll never go in on something multiwound / high arm without triggering gang) can be buffed very quickly for excellent results. Curse of shadows or strength of stone and suddenly you're at 13. Add on rust from Hutchuk and now you're rocking 15+4D6 on a charge. I have to imagine hordes will a minion version of Ragman some day ... right? Its a change that would make an opponent have to respect their damage potential. As is right now you can just put a high arm blocker in front of the unit and laugh at them. Circle infantry in general is pretty pillow fisted. I would welcome any changes that improve that situation. My point was that âfinisherâ is there on models that have already been damaged. If ur racking up 3 different buffs to make finisher rock then of course itâs gonna work, but it has to be against a target that is gonna be left damaged but not dead AND worth throwing a unit at. WeaponMaster is always on, so u can use that on high ARM grunts and 5 box minis that usually die to the one good spike. Finisher is lost on those targets, so u have to pick on things 8 boxes plus .... it becomes a LOT more restrictive. All that said, I agree we do need something to improve our infantry. Whether it comes from stacking boosts from solos and UAs or directly from unit rules, they need something.
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Post by forthehorde on Jan 19, 2018 22:24:36 GMT
I'd like to see the ravagers get some nice balanced love. Remove the overtake mini feat on the UA and give him granted: brutal charge. This would allow the ravagers to threaten armor 20 at a cost. Give the white mane a damage buff however they feel and leave him with overtake to pac man through stuff. Like others have said we have lots of infantry chomp.
Id also like to see the shaman get an ability that helps the ravagers get up the board. A cloud aoe would be nice. Or any defense buff really. I think this would increase his appeal a lot and again help the ravagers be useful. I also find it weird that the tharn heme itself gives them no buff. It's an infantry theme with a war beast effect.
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Post by paradox on Jan 19, 2018 23:26:29 GMT
The changes to warmongers are promising. 8/13 would be a good price point for ravagers.
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Post by macdaddy on Jan 20, 2018 2:20:57 GMT
The changes to warmongers are promising. 8/13 would be a good price point for ravagers. Eh... I would prefer them get buffed and go to 10/15. Give them brutal charge back inherently and I think they would be great! Warmongers don't have native pathfinder, only have a unique character UA. berserk which is arguably worse in most cases than heart eater, don't have treewalker, and are 1 less speed. Ravagers are only a buff away from being great. Now blood pack, those guys could get a nice points drop to 8/13
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Post by mindwormjim on Jan 20, 2018 8:21:40 GMT
Now blood pack, those guys could get a nice points drop to 8/13 Not even that would save them. As for Ravagers, just dropping to 13 or 14 points for the full unit would be sufficient (although obviously other buffs would be great).
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Post by wolfchild on Jan 20, 2018 15:02:49 GMT
Blood pack need something more than points reduction to be viable. Theyâre crap at melee with the 0.5â reach and canât use Heart Eater from range. Maybe they could use bushwhack or something similar..... or even some fluff so they can get hearts at range.... i know itâs unlikely, but crit KD on those big bows might be nice ....
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Post by maplewhisky on Jan 20, 2018 16:56:52 GMT
Personally I like the idea of blood pack being well, hunters. A rule giving them boosted attack rolls vs warriors with more than one box, and finisher on their bows would be really neat. Have them run around the table hunting solos and multiwounders. Maybe not those rules exactly but I'd really like something in that vein. They absolutely do not need to shoot down infantry, Dev Host has 6 infantry options and currently all of them specialise in slaughtering infantry, we need some divergence in role, here.
(so do 4/6 solos for that matter)
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Post by macdaddy on Jan 21, 2018 2:31:54 GMT
For blood pack: Thrill of the Hunt: When a friendly Model from this unit hits and enemy model with An attack, models in this unit gain +2 To attack and damage rolls against that model. Give them Repo 3â Increase Melee range to 1â Reduce Cost to 10/15 Thrill of the hunt gives them a unique ability that is flavorful and gives them a niche role. It encourages them to hang up on bigger targets (going to Pow 15 on the bows and 13 on the Blades) Repo 3 just makes sense. Cost reduction also makes sense. I would also love to see male Tharn gain a point of strength in general. To increase pow overall. (That would make the bow Blades Pow 14âs with TotH) Maybe the devs will see this?
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Post by kuririnad on Jan 21, 2018 4:02:42 GMT
What about something like "Big game Hunter: +1/+1 against medium bases,+2/+2 against large, +3/+3 against huge bases"? Among other bonuses/changes?
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Post by jisidro on Jan 21, 2018 12:16:14 GMT
I've been reading the IK Rpg and found out that the Tharn bow when used is melee behaves as a bayonet... Because it was mkii when they came out this meant 0.5" reach. It mkiii thewoyld just go to 1" and brutal like most bayonets.
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