|
Post by Aegis on Apr 23, 2018 13:12:58 GMT
Is someone already using those rules, like the theme forces?
How do you feel about them?
And in particular, has anyone started to use the rule that lets you use the 10+ points models activate twice? Does it seem balanced to me?
To me, it makes me worry that it would be a very unbalancing rule... Why should I bring a Charger (9 points), if for 10 I can have an Hunter that shots twice? Doesn't it also make them too strong for missions? (like a jack running to a mission marker, letting you activate just one model and then activate again to make the mission?)
|
|
|
Post by Soul Samurai on Apr 23, 2018 18:56:20 GMT
Is someone already using those rules, like the theme forces? How do you feel about them? And in particular, has anyone started to use the rule that lets you use the 10+ points models activate twice? Does it seem balanced to me? To me, it makes me worry that it would be a very unbalancing rule... Why should I bring a Charger (9 points), if for 10 I can have an Hunter that shots twice? Doesn't it also make them too strong for missions? (like a jack running to a mission marker, letting you activate just one model and then activate again to make the mission?) Any chance you could summarise these new rules?
|
|
|
Post by Aegis on Apr 23, 2018 19:11:18 GMT
Is someone already using those rules, like the theme forces? How do you feel about them? And in particular, has anyone started to use the rule that lets you use the 10+ points models activate twice? Does it seem balanced to me? To me, it makes me worry that it would be a very unbalancing rule... Why should I bring a Charger (9 points), if for 10 I can have an Hunter that shots twice? Doesn't it also make them too strong for missions? (like a jack running to a mission marker, letting you activate just one model and then activate again to make the mission?) Any chance you could summarise these new rules? There are new Company Upgrades, that are basically theme forces for CoI. There is one of them for every faction, and 2-3 for minions and mercs. Basically, if your army is made only by a short list of models, you get to play extra pieces that usually you can't include in a CoI list (Large bases like the covenant of Menoth or monstrosities, companions jacks like Scrapjack or Deryliss, etc...), And you get some other bonuses. That part is interesting, but I don't know if all themes are balanced. That said, what worries me most are changes to the main rules, like the fact that Arcnodes make you draw a card when you activate them, and expecially the one that says that individual models worth 10 or more points can activate twice per turn. That seems very unbalancing to me, since it make pieces worth 10 points way better than the ones worth 8-9 points. Like I said, and Hunter as an example, now would be able to activate twice, while a Charger wouldn't, making the Hunter way better than a Charger despite costing just 1 more. Also, it means that I can activate a 10 point piece and run close to an objective, and then the opponent has just one action (one model) to kill him, or then I would activate again and do the objective. Since there are games where the game finishes right away after doing the objective, that seems very strong and probably unbalanced to me.
|
|
|
Post by Soul Samurai on Apr 24, 2018 3:14:38 GMT
Yeah, activating twice sounds pretty crazy, especially since an expensive model should be quite powerful already.
|
|
|
Post by lordazathoth on Apr 24, 2018 3:26:57 GMT
I also have been really curious to see what people thought of the 10+point double activation after trying it on the table.
I do think that your comparison using a Charger vs. Hunter may be off though because the Charger gains one of the best effects in COI - Powerful shot is effectively the same as spending two cards on boost/extra dice cards but for free, so that trade-off may actually be worth a Hunter's 2nd activation. Again, if there is anyone with actual tabletop experience for this, I'd love to hear your stories.
|
|
|
Post by Aegis on Apr 24, 2018 9:59:36 GMT
The Charger needs focus to activate Powerful shot, a thing he does not usually have in CoI (at best, he can have one if you also bring Arlan, but he need 2 focus if he wants to boost his two attacks).
That said, Hunter and Charger are pretty renown for having a very similar damage output, with the Charger being slightly better against low ARM and the Hunter being better against high ARM. Activating twice makes the Hunter double the output and the movement, making it way better than the 8-9 points options in Cygnar.
|
|
|
Post by gobber on Apr 24, 2018 22:32:17 GMT
|
|
|
Post by Aegis on Apr 24, 2018 23:08:14 GMT
I missed the part of the free action with focus every turn (that is also quite disturbing, since it means that jacks with those actions have an extra free focus every turn. i would have preferred to have an order that gave one that option for equity). That said, controlling that I also noticed that Arlan can't provide focus. If a warjack should gain a focus, you draw a card instead. So no double boosted shots anyway.
|
|