|
Post by Rowdy Dragon on May 22, 2017 2:01:41 GMT
yeah, it's a self contained fortress with no apparent weakness. I'd be fine if it had a shifting shield that could be set to function as carapace OR polarity, but not both at once. it's just dumb. It's similar to the convergence engine in how flexible and without flaws outside of getting into melee it is. Overall the Melee Battle Engines Struggle the most. The Skorne one is now tough, but it's just a different flavor of beast, and not really requiring a Battle engine for its concept. For the SKorne one I would have emphasized the ranged aspect more. Had the spears been throwable. Maybe have the horn do something support wise. That was me. I was banned only for a month though. Does carapace work on magic? I freaking hate that aspect. Just...Ranged Attack, Or Ranged Magic Attack. Or Magical Ranged attack. Its such confusing verbiage for a generally very concise game.
|
|
|
Post by paradox on May 22, 2017 2:06:10 GMT
|
|
Provengreil
Junior Strategist
Choir Kills: 12
Posts: 850
|
Post by Provengreil on May 22, 2017 2:13:11 GMT
Does carapace work on magic? Negative, but what are you expecting to throw at it for decent effect?
|
|
|
Post by Swampmist on May 22, 2017 2:20:04 GMT
someone talked about the AFG not being that great after he used Wurmwood to Strangle-hold lock it.
|
|
Provengreil
Junior Strategist
Choir Kills: 12
Posts: 850
|
Post by Provengreil on May 22, 2017 2:28:49 GMT
Huge bases immune to shakeable effects in 5...4....3....
|
|
|
Post by Rowdy Dragon on May 22, 2017 2:40:17 GMT
Huge bases immune to shakeable effects in 5...4....3.... I wouldn't mind Colossals being able to Shake Spells at least.
|
|
|
Post by macdaddy on May 22, 2017 11:11:59 GMT
Does carapace work on magic? It does not work against Spells. But there's quite a bit of Spell hate in Ret so what could be an exploitable weakness ends up being covered by the faction. I agree that I'd prefer to drop polarity field but then the Ret players will cry salty tears about how it can be charged easily. What people don't realize is on the tabletop it's just stupid hard to kill and now its impact Turn by turn is a lot bigger so you can't ignore it. In a game where the Ret player isn't bad and knows what he's doing, it should be far away and have lots of other jacks or units in front of it.
|
|
demonic
Junior Strategist
Posts: 649
|
Post by demonic on May 22, 2017 18:34:56 GMT
if you're having trouble with spells just use a caster like Feora1 with Hex Hammer. I completely nullified a caster army in that fashion. Their rebuttals to the tactic made me laugh: "But hex hammer is suppose to suck!" "Not when you're using 1 boxed infantry casters"
|
|
|
Post by paradox on May 24, 2017 13:28:28 GMT
|
|
blakeh1
Junior Strategist
Posts: 181
|
Post by blakeh1 on May 25, 2017 15:13:03 GMT
RNG 12 and SPD 4 is really the only thing that still nags me. It is surprising how much of a difference it made dropping from RNG 14. I'm ok with RNG 12, but I think it really should be SPD 5
|
|
|
Post by greytemplar on May 25, 2017 18:59:09 GMT
That doesn't really concern me. The Vessel doesn't need to threaten 18 inches. It just needs to run turn 1, then it's got enough range to cover all the scenario pieces. 12 and a 4" move is more than sufficient.
|
|