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Post by Soul Samurai on Jul 28, 2019 4:39:21 GMT
I was just wondering what units people think the Battle Priests could be good with? Also, can you add them to warcaster units?
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Post by droopingpuppy on Jul 28, 2019 5:45:42 GMT
They are only usable with Precursor Knights for some reasons;
*Trooper without damage box but requires to be B2B with his peer - but in Precursors he can also benefit from Shield Wall, provides survivability and also helps to maintain Shield Wall while B2B with them. *Lacks a ranged weapon, and two attacks actually do less for the second attack is never be a charge attack - but Precursor Knight Officer gives him Morrow's Name, and models with multiple attacks are able to exploit raw damage buff.
Well, Rise is very useful on Trenchers, so if you go vanilla take one Priest and keep him far behind of the line seems handy(you know, Gravedigger already gives it to Trenchers). Other than that, Precursor Knights is our only eligible unit that work with them.
And, Warcaster units are not able to attach Command Attachment and Weapon Attachment.
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Post by Soul Samurai on Jul 28, 2019 6:29:26 GMT
I thought the card says you can add them to "Morrow and Cygnar" units?
They seem a little less useful on Precursors to me because Precursor weapons are already blessed, so the Dispel effect on the Priest's weapons is a bit less important. But being able to add models with Dispel to other Cygnar units sounds useful?
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Post by mydnight on Jul 28, 2019 8:37:59 GMT
I thought the card says you can add them to "Morrow and Cygnar" units? They seem a little less useful on Precursors to me because Precursor weapons are already blessed, so the Dispel effect on the Priest's weapons is a bit less important. But being able to add models with Dispel to other Cygnar units sounds useful? The latest version in the cards documents show that they have shield guard, which is amazing for 2 points. It doesn't really matter who you attach them too. Precursors like them as droopz has indicated due to morrow's name, but I can see adding one of these guys to most lists just for the shield guard. The dispel isn't likely to dispel anything, but since they swing twice it is likely to deal damage to the caster. Rise is a nice bonus too. Overall a STEAL for Cygnar at 2 points.
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Post by Soul Samurai on Jul 28, 2019 9:27:08 GMT
The latest version in the cards documents show that they have shield guard, which is amazing for 2 points. It doesn't really matter who you attach them too. But that's kind of why I'm asking the question to begin with: a 2-point shield-guard is amazing, but who are you shield-guarding? A melee-unit grunt who costs less than two points to begin with? No, you want to shield-guard important solos, your warcaster, or maybe jacks depending on the situation. But if your shield-guard is running off to the front lines attached to a melee unit, it might not be easy to keep it within shield-guard range of what you want to protect? So maybe you want to attach them to shooting units that sit back and will be close to your caster? Or maybe you attach them to a melee unit that doesn't have Blessed to try to deal with defensive upkeeps (up to six chances to do D3 damage if they don't let the upkeep drop should at least be able to punch through a Junior's Arcane Shield for example, or do more damage to a warcaster than they want to risk taking)?
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sorokin
Junior Strategist
Posts: 775
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Post by sorokin on Jul 28, 2019 10:08:12 GMT
They don't have to Dispel, they have Spell Breaker. So unless the enemy caster is very hurt or they can get a large volume of attacks in, it going to be a minor inconvenience.
Honestly PRecursos are still the best imo. The Battle Priests gain minifeat, shieldwall and practices maneuvers and are able to contribute to the delivery of the knights.
Other than that, any unit that relies on models in it being BtB. In terms of units that hang back... Longgunners? Heck, you can even add them to Field Mechaniks, which is hilarious.
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Post by droopingpuppy on Jul 28, 2019 10:41:08 GMT
Ha, I didn't expect they are come with Week 2 ver1. 2pt Shield Guard is ridiculous, although it is one shot. At first, through the CID I don't get the concept of him. Did PP ever had it?
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Post by Soul Samurai on Jul 28, 2019 10:44:23 GMT
They don't have to Dispel, they have Spell Breaker. I know, sorry if I implied they have Dispel, it's just that it overlaps in function. So unless the enemy caster is very hurt or they can get a large volume of attacks in, it going to be a minor inconvenience. If you're charging something with Precursors, then the opponent probably has no reason not to just let the defensive upkeep drop (depends on the spell obviously) and so their SpellBreaker is completely useless. Charge a bunch of Sword Knights at a jack with Arcane Shield from Junior and he either lets the spell drop (allowing you to do far more damage to the warjack) or you almost certainly kill the Junior (at which point the spells drops anyway), so at that point it's very useful. Charge something with a defensive upkeep from your opponent's caster and the priests can potentially do 6D3 damage - that's 12 damage on average and up to 18 at worst. Yes, that's probably not going to kill a warcaster in one round, especially if they are camping focus, but it's not nothing. Especially if you other ways of putting damage into the caster (such as boostable guns). If you have any way of pressuring the caster, or enough Priests to put in two or three rounds of Spell Breaker damage, then the opponent will probably just allow the spell to drop rather than take damage. Honestly PRecursos are still the best imo. The Battle Priests gain minifeat, shieldwall and practices maneuvers and are able to contribute to the delivery of the knights. How do they contribute to the delivery of the knights? By dying instead of the knights? Isn't that just less cost effective: losing a 2 point model with two P+S 11 Weapon Master Blessed Magical Spell Breaker attacks seems worse than losing a 1.4 point model with only one P+S 12 Weapon Master Blessed Magical attack. Other than that, any unit that relies on models in it being BtB. Could you explain this? In terms of units that hang back... Longgunners? Heck, you can even add them to Field Mechaniks, which is hilarious. I'm thinking an advantage of adding them to Longgunners or ATGM could be that with two attacks each they can help unjam the unit if they get engaged.
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Post by mydnight on Jul 28, 2019 11:16:31 GMT
Preventing the UA from getting sniped before it can use Morrow's Name is gold though.
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sorokin
Junior Strategist
Posts: 775
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Post by sorokin on Jul 28, 2019 12:54:04 GMT
Other than that, any unit that relies on models in it being BtB. Could you explain this? Well, it more bodies that can be btb with something else in the unit. Meaning you can have a bigger profile while still being close to eachother.
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Post by elmagnifico on Jul 28, 2019 17:05:11 GMT
I'd also, oddly enough, consider them in Gravediggers. Two more P+S 11 attacks benefit from Fury with either Dispel or Annoy Caster, and in units with Cautious Advance they can dig in with the rest of the unit. Better for melee than the grenadiers so losing out on the other WA isn't a travesty. No guns, Rise is redundant and Shield Guard not going to be used all that often, maybe consider using it as a pseudo-Self Sacrifice (gain positioning by preventing your frontrunner from dying) or to pass the bullet into range of a Buster. Not an auto-include by any means but worth thinking about for a second.
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Post by droopingpuppy on Jul 29, 2019 2:16:45 GMT
I'd also, oddly enough, consider them in Gravediggers. Two more P+S 11 attacks benefit from Fury with either Dispel or Annoy Caster, and in units with Cautious Advance they can dig in with the rest of the unit. Better for melee than the grenadiers so losing out on the other WA isn't a travesty. No guns, Rise is redundant and Shield Guard not going to be used all that often, maybe consider using it as a pseudo-Self Sacrifice (gain positioning by preventing your frontrunner from dying) or to pass the bullet into range of a Buster. Not an auto-include by any means but worth thinking about for a second. Although there is no official ruling, but my argument for this is you can't use the special action that is not on your card unless you are granted the ability by the other source.
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Post by Aegis on Jul 29, 2019 11:54:44 GMT
Are the definitive rules out? Where?
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Post by droopingpuppy on Jul 29, 2019 13:21:27 GMT
Are the definitive rules out? Where? You can check it on Card Database of PP website.
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sorokin
Junior Strategist
Posts: 775
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Post by sorokin on Jul 29, 2019 21:59:23 GMT
Oh one more way in which Priests help deliver Knights is that they make it stupid easy to trigger Vegeance thanks to Shield Guard. Also I hear Thorne might have a battle plan to make units tough (depends on his final rules, morrowan stuff seems to have changed a lot between end of CID and release), so you can get that spicy Tough/Rise/Vengeance combo in Flames.
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