Post by forged on Apr 10, 2018 9:22:14 GMT
"And those are only the releases up until the summer of 2018! After the Crucible Guard CID, we plan to run cycles focused on Protectorate of Menoth Exemplars, Circle Orboros Tharn, and the Mercenary Pirates of the Broken Coast."
privateerpress.com/community/privateer-insider/insider-12-20-2017
So soon we will see the rise of the tides and the Black Flag Hoisted once again to plunder and raid. So with that in mind what are some of the things you guys would like / expect to see in CID.
Theme:
I feel is the biggest failing of our particular faction so these are my proposed ideas, thoughts and gripes;
~ Privateer Solos gain Sucker {Privateer Warrior} (Being solo driven I feel Dodge on solos when most of the important ones are def 12 is kind of moot and can be easily removed crippling our game).
~ We only have 3 "benefits" from our theme were others clearly have more such as the Hammer Strike Force so maybe some wiggle room for options.
~ A change to the ambushing Press Gangers, without support it doesn't seem like the best idea and would rather it be replaced with the following 2 effects from theme.
~ Privateer models to pick up Amphibious in theme (like Storm of the Norths Immunity Cold[which is much more powerful]).
~ Place 2x 4" AOE Shallow Water terrain pieces completely within 20" of your table edge (like Storm of the North's Snow Drifts).
Casters:
~Captain Phinneus Shae 1 - Personally I love him, he was my first caster and is still one of my favorites and fine as is (had me rocking to putting my first army together. www.youtube.com/watch?v=QOfC1PEKt1U ).
~Captain Bartolo Montador 1 - He needs something I feel (to help him live up to his name "Broad Side Bart"), I'm not sure what but maybe something like Veteran Leader Deck Guns: Deck Guns gain Brutal Damage.
~Fiona the Black 1 - Again She is good but I feel she could use a little something...
Jacks:
~Buccaneer - +Amphibious, and gains +1D6 To hit vs Amphibious representing the fishing characteristics of the jack.
~Freebooter - +1 Def, and/or +1P+S (to 15) on Clamps.
~Mariner - +1 Def, and Ship Gun gains +Siege Weapon, and Anchor +1Pow (to18).
~Galleon - +Amphibious, -3 PC to 36.
Solos:
~Rock Bottom - Coins increased to 8-10, if he needs to hand his buff out to each individual deck gun and sea dogs and commodore each turn, at least give us a chance to have more than one good turn, I feel this would help alleviate this bottle neck without changing how Paymaster works.
~Master Gunner - Gain *Action Battery Fire, or Gain *Action Combat Coordination something to make him worth considering over other options.
~Bloody Bradigan - Maybe if anything Overrun?
~Bosun Grogspar - +1CMD to 9.
~Dirty Meg - I think she is fine as is.
~Doc Killingsworth - +2CMD to 9.
~First Mate Hawk - I think she is fine as is.
Units:
~Sea Dog Pirates - Reduced PC to 7/11 (-1/2)
++Mr.Walls - Gain Veteran Leader Sea Dog Pirates +1 to Hit.
++Sea Dog Pirate Rifleman - Long Gun +2Pow (its a large black powder rifle at Rat4 not some fancy Cygnar delicate gun).
~Press Gangers - Hand Weapons +1P+S
~The Devils Shadow Mutineers - I think they are fine as is.
~The Commodore Cannon - FINE AS IS.
~Sea Dog Deck Gun - FA to 4 (2), Spd +1 (3), Reduced PC to 2 (-1)
New Units and the like:
I expect we will get some of the following;
~A new caster, maybe one a Junior Shae when he was a first mate, or the one he killed to become captain that he strapped to the cannon.
~A rumor of a plastic Heavy Jack Kit to replace the Freebooter and Mariner maybe with a 3rd build option (hoping for somthing with a Double Barreled Hand Cannon{Range12 RoF2 Pow12} and a Scimatar {Rng2 Pow6 P+S17} with the same base stats and Amphibious as the above jacks)
~A UA for Pressgangers
~A Battle Engine - a boat that produces shallow water with in 3" and has 2 Deck Guns, and 3 Sea Dog Rifles or the like, and gives CMD 10 Privateers have +1 to Hit with Ranged attacks.
Just my hopes and dreams to Make Pirates Great Again! Cheers! ~Forged
privateerpress.com/community/privateer-insider/insider-12-20-2017
So soon we will see the rise of the tides and the Black Flag Hoisted once again to plunder and raid. So with that in mind what are some of the things you guys would like / expect to see in CID.
Theme:
I feel is the biggest failing of our particular faction so these are my proposed ideas, thoughts and gripes;
~ Privateer Solos gain Sucker {Privateer Warrior} (Being solo driven I feel Dodge on solos when most of the important ones are def 12 is kind of moot and can be easily removed crippling our game).
~ We only have 3 "benefits" from our theme were others clearly have more such as the Hammer Strike Force so maybe some wiggle room for options.
~ A change to the ambushing Press Gangers, without support it doesn't seem like the best idea and would rather it be replaced with the following 2 effects from theme.
~ Privateer models to pick up Amphibious in theme (like Storm of the Norths Immunity Cold[which is much more powerful]).
~ Place 2x 4" AOE Shallow Water terrain pieces completely within 20" of your table edge (like Storm of the North's Snow Drifts).
Casters:
~Captain Phinneus Shae 1 - Personally I love him, he was my first caster and is still one of my favorites and fine as is (had me rocking to putting my first army together. www.youtube.com/watch?v=QOfC1PEKt1U ).
~Captain Bartolo Montador 1 - He needs something I feel (to help him live up to his name "Broad Side Bart"), I'm not sure what but maybe something like Veteran Leader Deck Guns: Deck Guns gain Brutal Damage.
~Fiona the Black 1 - Again She is good but I feel she could use a little something...
Jacks:
~Buccaneer - +Amphibious, and gains +1D6 To hit vs Amphibious representing the fishing characteristics of the jack.
~Freebooter - +1 Def, and/or +1P+S (to 15) on Clamps.
~Mariner - +1 Def, and Ship Gun gains +Siege Weapon, and Anchor +1Pow (to18).
~Galleon - +Amphibious, -3 PC to 36.
Solos:
~Rock Bottom - Coins increased to 8-10, if he needs to hand his buff out to each individual deck gun and sea dogs and commodore each turn, at least give us a chance to have more than one good turn, I feel this would help alleviate this bottle neck without changing how Paymaster works.
~Master Gunner - Gain *Action Battery Fire, or Gain *Action Combat Coordination something to make him worth considering over other options.
~Bloody Bradigan - Maybe if anything Overrun?
~Bosun Grogspar - +1CMD to 9.
~Dirty Meg - I think she is fine as is.
~Doc Killingsworth - +2CMD to 9.
~First Mate Hawk - I think she is fine as is.
Units:
~Sea Dog Pirates - Reduced PC to 7/11 (-1/2)
++Mr.Walls - Gain Veteran Leader Sea Dog Pirates +1 to Hit.
++Sea Dog Pirate Rifleman - Long Gun +2Pow (its a large black powder rifle at Rat4 not some fancy Cygnar delicate gun).
~Press Gangers - Hand Weapons +1P+S
~The Devils Shadow Mutineers - I think they are fine as is.
~The Commodore Cannon - FINE AS IS.
~Sea Dog Deck Gun - FA to 4 (2), Spd +1 (3), Reduced PC to 2 (-1)
New Units and the like:
I expect we will get some of the following;
~A new caster, maybe one a Junior Shae when he was a first mate, or the one he killed to become captain that he strapped to the cannon.
~A rumor of a plastic Heavy Jack Kit to replace the Freebooter and Mariner maybe with a 3rd build option (hoping for somthing with a Double Barreled Hand Cannon{Range12 RoF2 Pow12} and a Scimatar {Rng2 Pow6 P+S17} with the same base stats and Amphibious as the above jacks)
~A UA for Pressgangers
~A Battle Engine - a boat that produces shallow water with in 3" and has 2 Deck Guns, and 3 Sea Dog Rifles or the like, and gives CMD 10 Privateers have +1 to Hit with Ranged attacks.
Just my hopes and dreams to Make Pirates Great Again! Cheers! ~Forged