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Post by davycannonhound on Jan 28, 2019 18:42:18 GMT
So, I like to homebrew a lot. One thing I like to do is take under-performing models and bring them up to speed. Whether they're simply overshadowed other similiar models in-faction, or they're just plain bad, I like to try and make some small fixes for stuff. I prefer not to go with the "points drop" approach, especially if they're overshadowed by something that just does their job better. As a Legion player, I already have a list of Legion models that I'm going to be attempting to fix, but I would like to delve into other factions if I can. As far as I know, the Reptile Hound from Skorne and the Woldstalkers from Circle are considered sub-par. I don't really know of any others from other factions though. Anyways, anything you might want me to take a look at, comment it below and I'll strike up a conversation with you to discuss the model!
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privvy
Junior Strategist
Formerly The Nomad on PP's forums
Posts: 317
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Post by privvy on Jan 28, 2019 18:54:39 GMT
Zealots from Protectorate. Haven't seen them on the table, way too squishy and not enough output.
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Post by tapecrawler on Jan 29, 2019 3:29:58 GMT
Kossites Woodsmen. Great models, terrible rules. Winterguard infantry cost less than Kossites even though the WGI are trained, while the Kossites are just hunters. Kossites have Ambush but are not very effective if actually used to ambush, their MAT is bad with them being deployed too far to receive any kinds of buffs.
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Post by sand20go on Jan 29, 2019 4:20:04 GMT
Kossites Woodsmen. Great models, terrible rules. Winterguard infantry cost less than Kossites even though the WGI are trained, while the Kossites are just hunters. Kossites have Ambush but are not very effective if actually used to ambush, their MAT is bad with them being deployed too far to receive any kinds of buffs. Plus one. Kossites are a tricky model to balance. Too good and they Are caster killers...and arguably their resistance hampers design space for khador because if you allow serious caster rebuffingbit ks a problem.....consider how broken crux would be if denny1 could ambush 20 shooting dudes. If you are interested in a challenge ge figure out the hillbillies.....many have tried and failed before
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Post by onijet01 on Jan 29, 2019 6:30:43 GMT
davycannonhoundMay i join you on the homebrew? I am making a race for the iorn kindoms rp and would love to get anothers insight into it
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Post by greytemplar on Jan 29, 2019 7:21:11 GMT
Kossites just need to become Mat6 Rat6. Then they would actually be a credible threat.
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Post by davycannonhound on Jan 29, 2019 7:46:32 GMT
davycannonhoundMay i join you on the homebrew? I am making a race for the iorn kindoms rp and would love to get anothers insight into it You certainly can! I’m not too familiar with the IK RP but I’ll certainly give it a shot! I think we’ve actually already added each other on Discord.
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Post by onijet01 on Jan 29, 2019 7:48:19 GMT
davycannonhoundMay i join you on the homebrew? I am making a race for the iorn kindoms rp and would love to get anothers insight into it You certainly can! I’m not too familiar with the IK RP but I’ll certainly give it a shot! I think we’ve actually already added each other on Discord. Yah you did the legion right?
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Post by tiberius on Jan 29, 2019 17:31:47 GMT
Anything with burrowing.
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Post by davycannonhound on Jan 29, 2019 19:26:42 GMT
You certainly can! I’m not too familiar with the IK RP but I’ll certainly give it a shot! I think we’ve actually already added each other on Discord. Yah you did the legion right? Yep. I see you've already messaged me
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Post by davycannonhound on Jan 29, 2019 19:27:37 GMT
Is a rework of the burrow rule in order?
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Post by tiberius on Jan 29, 2019 19:41:31 GMT
Well in MKII, it was really powerful and borderline broken, now its pretty useless. Any improvement would make me want to use it.
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Post by davycannonhound on Jan 30, 2019 0:58:47 GMT
Well in MKII, it was really powerful and borderline broken, now its pretty useless. Any improvement would make me want to use it. What was the MKII version?
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Post by dirtyharrypotter on Jan 30, 2019 12:10:18 GMT
Grymkin's witchwood. Awesome model, disappointing rulesset. I really liked it's original inception during CID back when, but there's other things that would befit this model.
I'd like to see it get a way to get additional movement for instance. Maybe it could gather corpsetokens to extend it's placement by X inches per token spend, or get an extra teleport after it wolfs down a siren target.
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Post by tiberius on Jan 30, 2019 14:54:01 GMT
Well in MKII, it was really powerful and borderline broken, now its pretty useless. Any improvement would make me want to use it. What was the MKII version? I don't think they started burrowed, but the movement was much faster and you burrowed as a star action. Then the burrow token would move so many inches and you could pop up a decent distance away from the token. You had to come up every round or you removed the pieces from the game. That was especially bad if I forgot to surface a helldiver.
The new one lets you stay burrowed, but you have to start burrowed and can only move 3" I believe. That has barely any board presence. At least in my opinion.
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