Post by Haight on Mar 19, 2018 23:04:48 GMT
Gearhart looks much better. He's still a support jockey, but at least now he FEELS like he's supposed to be a support jockey first, and a ranged caster second.
So 5" range model/unit Deadeye except for sprays. That's.... quite good. That helps Gearhart, helps Vindicators, helps Retaliators, helps Combat Alchemistsd, helps... a lot of shit.
5" Friendly Faction Warrior Model Reciprocate. Let's be real, he's going to use this on himself often enough or perhaps a stormtrooper, not sure how much mileage will be gotten out of this one (and model/unit would be too BS - i would like to see this be useable on any friendly faction Model and not just friendly faction warrior model). I know he's all about the warrior models, but legit, this targeting one model is not going to see a lot of use. Still, Not all battle plans need to be amazeaballs every turn, so even if this one is a bit of a corner case one that's okay if the rest of the kit is solid.
5" Essentially Tactician for friendly faction warrior models. Very nice.
Clogg lost Reload, but the way Arms Caddy works now is that its not a special action, and you can get two shots with two different guns basically as long as clogg is alive and nearish to baldwin. This feels like its going to feel a LOT better and easier and dial up his ranged a bit.
My assumption with the way Arms Caddy is written right now is that you cannot replace it with the same named gun as that gets into weird technical issues with over-writing weapons... actually.... you could probably "replace" the Acid gun with the Acid gun on cloggs card to get two shots with that, but not with any other gun. That's.... weird. THat's a rules question right there. It was kind of already asked, and i piggybacked my suggested wording onto that ask in a manner that would get around the 1 copy, 2 copies, 1 copy continuum mind Firetruck going on there.
Reasoning: Baldwin fires his gun - ROF on Acid Gun 1 is expended. Replaces his Acid Gun with Cloggs Acid GUn, which said Acid Gun has not expended its ROF this turn. Actually that same logic would work if you changed. So at some point you fire acid gun (or not, you can just swap without firing), and then swap into Shadowbind gun (and fire or not). Next turn you could fire the Shadowbind Gun, and then "replace" it with the shadowbind gun on Clogg's card.
I think they mean to be able to fire 2 guns a turn, i'm not sure if they intend you to be able to fire the same gun twice.... cuz this starts creating weird situations where for a small amount of time there's two copies of the gun in existence and then there becomes one again.
Also they are a unit so they can get Alyce. THAT is a sweet change.
Lost Solid Ground. Meh, it made morely granted Merc melee infantry completely asinine so i'm fine with it.
Changed to MacKay : perfectly fine... sheepishly i admit this was how i was already playing it !
Point goose down to the Ace: A good thing, though the ace is still not terribly compelling unless i'm taking rocketeers . unfortunately with the baldwin changes, the biggest reason to take them just changed (might still be very good, could very well be).
Dragon's Breath Rocket now 5 points. Interesting. I was getting just fine mileage out of it, but it certainly is limited somewhat by opponent type. That's not a bug but a feature. THat said, i play mostly opus so i was already getting them for free most of the time anyhow, so i barely will notice this change.
Vulcan only affecting enemies: good quality of life increase, gets around a lot of back alley snickering at this colossal.
SUppressor gains Spray range 8. Uh. Ok. I was doing just fine with spray 6, but this might be enough to justify more than 1 in certain lists.
Locke's new feat. No more out of turn shenanigans makes Haight a sad boy. The new feat is nice in that it has an immediate and persistent effect which will impact the game, though it requires both expenditure of focus in her control area (so a good spell caster will keep out of this), and then the battlegroup model gains the catalytic token in her control as well. I need to run some tests on this, but while it seems relatively good, it also at first glance seems way less aggressive than the old one. I am glad she lost vital magic, it felt out of place and like she didn't need it.
So 5" range model/unit Deadeye except for sprays. That's.... quite good. That helps Gearhart, helps Vindicators, helps Retaliators, helps Combat Alchemistsd, helps... a lot of shit.
5" Friendly Faction Warrior Model Reciprocate. Let's be real, he's going to use this on himself often enough or perhaps a stormtrooper, not sure how much mileage will be gotten out of this one (and model/unit would be too BS - i would like to see this be useable on any friendly faction Model and not just friendly faction warrior model). I know he's all about the warrior models, but legit, this targeting one model is not going to see a lot of use. Still, Not all battle plans need to be amazeaballs every turn, so even if this one is a bit of a corner case one that's okay if the rest of the kit is solid.
5" Essentially Tactician for friendly faction warrior models. Very nice.
Clogg lost Reload, but the way Arms Caddy works now is that its not a special action, and you can get two shots with two different guns basically as long as clogg is alive and nearish to baldwin. This feels like its going to feel a LOT better and easier and dial up his ranged a bit.
My assumption with the way Arms Caddy is written right now is that you cannot replace it with the same named gun as that gets into weird technical issues with over-writing weapons... actually.... you could probably "replace" the Acid gun with the Acid gun on cloggs card to get two shots with that, but not with any other gun. That's.... weird. THat's a rules question right there. It was kind of already asked, and i piggybacked my suggested wording onto that ask in a manner that would get around the 1 copy, 2 copies, 1 copy continuum mind Firetruck going on there.
Reasoning: Baldwin fires his gun - ROF on Acid Gun 1 is expended. Replaces his Acid Gun with Cloggs Acid GUn, which said Acid Gun has not expended its ROF this turn. Actually that same logic would work if you changed. So at some point you fire acid gun (or not, you can just swap without firing), and then swap into Shadowbind gun (and fire or not). Next turn you could fire the Shadowbind Gun, and then "replace" it with the shadowbind gun on Clogg's card.
I think they mean to be able to fire 2 guns a turn, i'm not sure if they intend you to be able to fire the same gun twice.... cuz this starts creating weird situations where for a small amount of time there's two copies of the gun in existence and then there becomes one again.
Also they are a unit so they can get Alyce. THAT is a sweet change.
Lost Solid Ground. Meh, it made morely granted Merc melee infantry completely asinine so i'm fine with it.
Changed to MacKay : perfectly fine... sheepishly i admit this was how i was already playing it !
Point goose down to the Ace: A good thing, though the ace is still not terribly compelling unless i'm taking rocketeers . unfortunately with the baldwin changes, the biggest reason to take them just changed (might still be very good, could very well be).
Dragon's Breath Rocket now 5 points. Interesting. I was getting just fine mileage out of it, but it certainly is limited somewhat by opponent type. That's not a bug but a feature. THat said, i play mostly opus so i was already getting them for free most of the time anyhow, so i barely will notice this change.
Vulcan only affecting enemies: good quality of life increase, gets around a lot of back alley snickering at this colossal.
SUppressor gains Spray range 8. Uh. Ok. I was doing just fine with spray 6, but this might be enough to justify more than 1 in certain lists.
Locke's new feat. No more out of turn shenanigans makes Haight a sad boy. The new feat is nice in that it has an immediate and persistent effect which will impact the game, though it requires both expenditure of focus in her control area (so a good spell caster will keep out of this), and then the battlegroup model gains the catalytic token in her control as well. I need to run some tests on this, but while it seems relatively good, it also at first glance seems way less aggressive than the old one. I am glad she lost vital magic, it felt out of place and like she didn't need it.