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Post by thebuoyancyofwater on Sept 19, 2018 6:56:46 GMT
Make the theme unplayable by giving you warjacks with higher DEF and ARM against shooting than a lot of other factions?
Cheers, Dave
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unded
Junior Strategist
Posts: 760
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Post by unded on Sept 19, 2018 7:27:16 GMT
Make the theme unplayable by giving you warjacks with higher DEF and ARM against shooting than a lot of other factions? Cheers, Dave Yes Dave. Slayer chassis arms fall off like leper’s on a bouncy castle. That’s why Black Industries was such a massive deal for Cryx.
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Post by thebuoyancyofwater on Sept 19, 2018 7:55:45 GMT
And they don't fall off other jacks?
Or, maybe it's just a disadvantage they have compared to others. Like other jacks having slower speed, less accurate or less strength etc. compared to other factions.
Cheers, Dave
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zich
Junior Strategist
Posts: 690
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Post by zich on Sept 19, 2018 8:24:05 GMT
It's the loose arm mantra: "Anything can be justified with the possibility of crippled systems".
Seriously though, why give a damn? The nerf will come or it won't. We have no influence over it.
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Post by gedditoffme on Sept 19, 2018 8:31:12 GMT
Most armour cracking lists can kill or cripple the slayers in a straight fight: they are only arm19 in melee, and without carapace they can be crippled with anti infantry guns...
The thing that pushes it too far in my mind is +2 Spd and pathfinder. 16” runs that ignore terrain seem a bit much for heavies. I think if it got turned to +2 movement and no pathfinder it would allow less oppressive mobility, and make them have to play around terrain.
Having said that, I agree it was enabled by the unyielding change, but don’t think it is worth unscrambling that egg.
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Post by thebuoyancyofwater on Sept 19, 2018 8:42:41 GMT
Anti infantry guns are generally POW10, sometimes up to POW12. So if carapace got changed for +2 ARM against shooting they'd be around dice-9 to -7. Does that really cripple them..? Somehow I don't think so.
Cheers, Dave
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Post by HighPaladin on Sept 19, 2018 9:11:33 GMT
I think there's not much need to nerf Slayers right now. I talked to Keith C after our game and he felt that the Asphyxious list, while still strong, is phasing out of the meta and was the wrong choice to bring to the WTC. Other Cryx players I've spoken to feel similarly. Skarre 3, though - that shit is real good
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bward
Junior Strategist
Posts: 184
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Post by bward on Sept 19, 2018 12:43:10 GMT
I think there's not much need to nerf Slayers right now. I talked to Keith C after our game and he felt that the Asphyxious list, while still strong, is phasing out of the meta and was the wrong choice to bring to the WTC. Other Cryx players I've spoken to feel similarly. Skarre 3, though - that shit is real good This is interesting... Skarre3 is super good, but I also think she’s super good because she got to play into lists designed to beat Slayers. How does removing slayers from the pair change that dynamic? Unsure. The other aspect of Skarre3 is I feel like you need your second list to be a real brick breaker, which Slayers are great at. Maybe Dark Host has a bigger resurgence? Who knows.
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unded
Junior Strategist
Posts: 760
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Post by unded on Sept 19, 2018 12:54:46 GMT
Skarre3 is genuinely amazing. She can build almost anything she wants, and she makes it work.
She can run BI as well as Gaspy, focusing more on ranged jacks than he does. She can run Dark Host, making banes virtually immune to small arms fire. Obviously she can run slaughter fleet, being the most common build we've seen recently, and she can run scourge pretty damned well with a melee damage buff plus all the usual support goodies she brings. Skarre3 is really only limited by her pairing partner, so yo can just choose your list to pair with whatever else you want to play.
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Post by thebuoyancyofwater on Sept 19, 2018 13:56:55 GMT
How do banes become almost immune to small arms fire? Haven't really played against Skarre3 much.
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Post by welshhoppo on Sept 19, 2018 14:14:05 GMT
How do banes become almost immune to small arms fire? Haven't really played against Skarre3 much. She has decel, so the banes go up to ARM17 at least.
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Post by elladan52 on Sept 19, 2018 14:14:42 GMT
And them take a wraith engine for an additional +2 arm
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Post by thebuoyancyofwater on Sept 19, 2018 14:26:21 GMT
So ARM19? Which gets destroyed by small arms fire according to this thread.
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Post by ForEver_Blight on Sept 19, 2018 14:30:20 GMT
So ARM19? Which gets destroyed by small arms fire according to this thread. According to the Circle community a Pow 19 warbeast can't kill a heavy <anything>.
Perceptions be skewed!
Also, give Chosen Arm19 to not get destroyed by small arms fire [/sarcasm]
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bward
Junior Strategist
Posts: 184
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Post by bward on Sept 19, 2018 14:43:53 GMT
So ARM19? Which gets destroyed by small arms fire according to this thread. Bane Warriors become arm 19 with tough/rise, Bane Knights become arm22 while base2base, and bane riders are arm 22 with 5 boxes and vengeance. I think the bigger boost to Banes is Dash, which combined with Death Ride really helps their turn 1 runs as well as just gives them a more legitimate threat range.
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