|
Post by macdaddy on Mar 22, 2018 15:02:05 GMT
The prospect of POW9 AP blood pack bows does intrigue me. Vs ARM15-16 troops they'll be dice +1. Thats better than the POW13 at present. And it makes them pretty strong vs med base multiwound. Vs ARM18 jacks they will do straight dice. Thats enough to one-round a heavy if you land the hits. Maybe it's too strong on that math. Possibly bump that down to 7-8. yeah I would be afraid of them being a bit much. Remember with a debuff like curse, they will start shredding arm 20 heavies. Pow 7 AP on the bows would be legit though. would really make them scary at range
|
|
|
Post by newangel on Mar 23, 2018 12:51:46 GMT
I was honestly thinking of utility over damage. Something like Blood Lure or a KD or push effect (which I still worry wouldn't be enough of a buff). That said AP sounds intriguing.
|
|
|
Post by oncomingstorm on Mar 24, 2018 2:08:59 GMT
I was honestly thinking of utility over damage. Something like Blood Lure or a KD or push effect (which I still worry wouldn't be enough of a buff). That said AP sounds intriguing. Give them shot types! /s
|
|
|
Post by elshinare on Mar 24, 2018 4:15:42 GMT
Wouldn't mind seeing them gain weapons master or maybe some sort of snare effect. name the ability "Arrow to the Knee". halves the movement of a model damaged by the attack. Or poisoned arrows, models hit by the attack lose D3 health at their upkeep, then poison wears off. Giving them a way to damage without having to damage.
|
|
|
Post by wolfchild on Mar 25, 2018 9:57:20 GMT
Wouldn't mind seeing them gain weapons master or maybe some sort of snare effect. name the ability "Arrow to the Knee". halves the movement of a model damaged by the attack. Or poisoned arrows, models hit by the attack lose D3 health at their upkeep, then poison wears off. Giving them a way to damage without having to damage. That’s more tech vs living, but “poison” isn’t gonna do anything into jacks/constructs/undead With regards to blood pack being able to take down a heavy.... well, the unit currently costs 18pts, so taking out a heavy is a fair trade since most warjack heavies cost much less. Maybe Blood pack should be heavy infantry/beast/jack hunters. Try pow 7 with AP, or as suggested before give them access to shot types: KD/d3 slam, additional Dam Dice, magical/grievous. They should keep treewalker for seeing thru woods.
|
|
|
Post by paradox on Mar 25, 2018 14:18:38 GMT
I strongly doubt blood pack with get a shot menu. PP pushed back on that idea in a previous CID. They only want to use it where it makes fluff sense, like gun mages crafting their own rune shots, or where it's sculpted on the model, like many of the Crucible Guard.
|
|
|
Post by oncomingstorm on Mar 27, 2018 7:49:09 GMT
I strongly doubt blood pack with get a shot menu. PP pushed back on that idea in a previous CID. They only want to use it where it makes fluff sense, like gun mages crafting their own rune shots, or where it's sculpted on the model, like many of the Crucible Guard. hence /s. I honestly just want to see them become a unit (the only unit, maybe) in the theme that's capable of putting the hurt on heavies. Volume Fire, additional dice damage against large or huge based models, something along those lines. Add in an increase to RNG 12, and maybe even a points drop or an Arm increase (I dunno, I kinda feel like they should be the same as Ravagers) and we're golden.
|
|
|
Post by radamanthys on Mar 27, 2018 8:51:37 GMT
I think it would be fair to improve the bloodtrackers unit. I would like AP in your arms. maybe ap 7 and see through forests or ap 9 without vision through forests, more logical would be first.
|
|
|
Post by kuririnad on Mar 27, 2018 23:24:26 GMT
I think blood pack could get AP 7 and the pow is affected by modifications to str (can pull the bow back more). Then give them a solo that can give target that unit +2 str for a turn as a star action.
|
|
|
Post by paradox on Mar 28, 2018 1:07:42 GMT
Got in another game with Tanith Dev Host mentioned above. This time in Spread vs Vlad3 with Wolves of Winter. He won the roll and opted 1st, I went for the side that would give me the best use of Treewalker, and a central wall for Tanith and co. to shelter in. Hand of Fate hot swapped between double greylord cav did a hard number on ravagers and blood pack, though the survivors were also able to hit back reasonably hard, making for a swinging attrition game. The sole wolf rider champ snuck through a hole opened by Loki, a shaman, and remaining blood pack to javelin a dog. Tge ravagers had some poor dice on the other side, so did not quite lawnmower as Id have liked. Unfortunately, I forgot growlers have native Pathfinder, so Admonition mean I moved to Gheto's death. He'd also jammed Fenris all the way in my face. I managed to drop Fenris and most of the rest of the horsies and doom reavers, while the Death Wolves bit into a berserker. Loki managed to leave the grolar on a few boxes in the R. Vlad freed up the berserker, which tried to slam Loki through the gorax on to Tanith. Needed a 4, rolled a 3. Vlad was too close to Loki.
That puts Tanith at 2-1, and Im pretty sure she's the least effective build I have for Dev Host. On to Wurmwood!
|
|
|
Post by paradox on Apr 4, 2018 1:09:24 GMT
Got in a game with Wurmwood vs Sturgis2 Infernal Machines.
Theme: The Devourer's Host 2 / 2 Free Cards 75 / 75 Army Stockpile - Steamroller Objective
Wurmwood, Tree of Fate & Cassius the Oathkeeper - WB: +27 - Wurmwood, Tree of Fate & Cassius the Oathkeeper (Cont.) - Ghetorix - PC: 21 (Battlegroup Points Used: 21) - Gorax Rager - PC: 7 (Battlegroup Points Used: 6)
Tharn Ravager Shaman - PC: 0 Tharn Ravager Shaman - PC: 0 Tharn Ravager White Mane - PC: 5 Tharn Ravager White Mane - PC: 5 Tharn Wolf Rider Champion - PC: 8 Gallows Grove - PC: 2
Tharn Ravagers - Leader & 5 Grunts: 16 - Tharn Ravager Chieftain - PC: 5 Death Wolves - Skoll, Tala & Caleb: 9 Shifting Stones - Leader & 2 Grunts: 3 Shifting Stones - Leader & 2 Grunts: 3 Tharn Blood Pack - Leader & 5 Grunts: 18
Cryx won the roll and opted first. I chose the side with more forests, in case I could avoid a bottom of 1 feat. But ramming a load of heavies at me full tilt with a load of biles said no to that. I Hellmouth most of the biles away, brick up, and feat. Extremely poor Cryx dice mean no casulties top of 2. Bottom of 2 I nab a bloat thrall, a bile, and a seether, plus cut into a leviathan and ding up his objective about half way. More really bad Cryx dice see 3 ravagers die, despite Sturgis2 getting in melee and feating, so he commits more to that side to polish off ravagers. A whitemane and shaman choke on retaliation, but I clear 2 zones, kill Aiakos1 with Skoll, turning off Malice, and finish the damaged leviathan. Top of 4 he tries to put something together, but both the shaman and whiteman that previously flubbed Tough, clogging Sturgis up. He does some damage but loses scenario bottom of 4.
Wurmwood works in Dev Host. No one is surprised. Better Cryx dice would have made it a tougher game, but Im not super worried about more testing here. I DO have a silly Kaya1 Dev Host list though.
|
|
|
Post by kuririnad on Apr 4, 2018 2:14:00 GMT
Thanks for the continued testing. I can't wait to see your Kaya1 list.
|
|
|
Post by paradox on Apr 4, 2018 2:18:26 GMT
Its not very novel, but its alot of bodies.
Theme: The Devourer's Host 3 / 3 Free Cards 75 / 75 Army
Kaya the Wildborne - WB: +32 - Gorax Rager - PC: 7 (Battlegroup Points Used: 7) - Ghetorix - PC: 21 (Battlegroup Points Used: 21) - Wild Argus - PC: 7 (Battlegroup Points Used: 4)
Tharn Ravager Shaman - PC: 0 Tharn Ravager Shaman - PC: 0 Tharn Ravager White Mane - PC: 0
Tharn Ravagers - Leader & 5 Grunts: 16 - Tharn Ravager Chieftain - PC: 5 Death Wolves - Skoll, Tala & Caleb: 9 Tharn Blood Pack - Leader & 5 Grunts: 18 Tharn Ravagers - Leader & 5 Grunts: 16 - Tharn Ravager Chieftain - PC: 5 Shifting Stones - Leader & 2 Grunts: 3
|
|
|
Post by kuririnad on Apr 4, 2018 16:55:45 GMT
Ooof. That's a lot of meat... Seems like Kaya just chills in a zone/flag with her battle group waiting for the Tharn to think things out enough unless you can get a bark on their caster? Kaya can do it from ~ 17", ya? Then send in a primalled ghetorix with 4 swings at mat 11/ p+s 21 from 11" away? Or 10" nonlinear with help from the stones. Add in 6 pow 13 shots from 19" for some extra oomph. Not bad. Silly, though.
|
|
|
Post by paradox on Apr 4, 2018 18:03:22 GMT
Ooof. That's a lot of meat... Seems like Kaya just chills in a zone/flag with her battle group waiting for the Tharn to think things out enough unless you can get a bark on their caster? Kaya can do it from ~ 17", ya? Then send in a primalled ghetorix with 4 swings at mat 11/ p+s 21 from 11" away? Or 10" nonlinear with help from the stones. Add in 6 pow 13 shots from 19" for some extra oomph. Not bad. Silly, though. Pretty much.
|
|