snot
Light Addition
Posts: 63
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Post by snot on Dec 2, 2019 16:52:50 GMT
Hey fellaw Trollbloods, Just came back from con in poland where i dreamed that Madrak3 gets synergy. It felt great It made me think again how to fix him and since tb are gettin revised i thought of this change: Add aura in cmd for 1 fury, Resourcful Change feat to +3arm, steady/sturdy or opponents lose gv,entropic Force Change soothing song to synergy.you get strong playable castee which fits his protector role.
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shmeep
Junior Strategist
Posts: 742
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Post by shmeep on Dec 2, 2019 19:48:10 GMT
I think changing his stone effect to within CMD 8 (10 if you're generous) +1 fury for aura would do wonders to make him more viable, not to mention actually fun to play. I'd give him his own auras rather than generic CA auras, that way he's at least different than just a one man stone.
Disagree on the feat, giving him what is essentially Ragnor's feat (but better) is very uninspired. I'd give him something that boosts infantry. I also think giving him (and stone) anti GW as an aura is more correct. It still presents opportunity cost without being a onw trick pony.
Madrak is an infantry caster in all of his iterations, I really don't think he's the address for Synergy. A TB synergy caster would be cool, just not him.
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snot
Light Addition
Posts: 63
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Post by snot on Dec 3, 2019 13:50:36 GMT
Agree with the inf part. It just felt...good Lets cross fingers that he gets changed to something Funny/useful
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Post by elricaltovilla on Dec 3, 2019 14:19:11 GMT
Madrak is better as an infantry caster. I think buffing his aura (and the regular stone's aura too) so that it's always a consistent size would help him a lot.
If he got unique aura buffs to apply as well, like his own version of the elders' abilities then he would be golden. Personally I like:
* FF Warrior models gain +1 SPD if they begin their activation in his aura.
* FF models in his aura become immune to greivous wounds.
* FF models gain +2 damage against targets in his aura.
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on Dec 3, 2019 14:34:10 GMT
I read his card the other day and just realized: Madrak 3 is a Kriel company Caster. Like the way Kriel Company is meant to be played. His Kit helps infantry hit something (Sprays with rereolls are good...), he likes to shoot some himself. You just keep the two beasts you bring next to him the rest does not need auro so you drop the stone. Rebuke cripples a unit so it cannot charge into your line. His feat actually is gardabe on meele infantry. But if you have it on shooty units, then half of them survive a hit and move back, out of meele, ready to aim and shoot.
So: When KC infantry actually get the hinted at buffs and become playable on their own right, then Madrak 3 is a solid caster right there. As long as we play beasts or mainly meele infantry, his kit simply makes no sense.
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Post by moridamn on Dec 3, 2019 14:50:55 GMT
I read his card the other day and just realized: Madrak 3 is a Kriel company Caster. Like the way Kriel Company is meant to be played. His Kit helps infantry hit something (Sprays with rereolls are good...), he likes to shoot some himself. You just keep the two beasts you bring next to him the rest does not need auro so you drop the stone. Rebuke cripples a unit so it cannot charge into your line. His feat actually is gardabe on meele infantry. But if you have it on shooty units, then half of them survive a hit and move back, out of meele, ready to aim and shoot. So: When KC infantry actually get the hinted at buffs and become playable on their own right, then Madrak 3 is a solid caster right there. As long as we play beasts or mainly meele infantry, his kit simply makes no sense. Well, his feat doesn't let them ignore free strikes, so they can't really leave melee unless they got parry or you are fine with a free strike. Still, never considered dropping him into KC. Might be worth a try.
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on Dec 3, 2019 16:42:35 GMT
I read his card the other day and just realized: Madrak 3 is a Kriel company Caster. Like the way Kriel Company is meant to be played. His Kit helps infantry hit something (Sprays with rereolls are good...), he likes to shoot some himself. You just keep the two beasts you bring next to him the rest does not need auro so you drop the stone. Rebuke cripples a unit so it cannot charge into your line. His feat actually is gardabe on meele infantry. But if you have it on shooty units, then half of them survive a hit and move back, out of meele, ready to aim and shoot. So: When KC infantry actually get the hinted at buffs and become playable on their own right, then Madrak 3 is a solid caster right there. As long as we play beasts or mainly meele infantry, his kit simply makes no sense. Well, his feat doesn't let them ignore free strikes, so they can't really leave melee unless they got parry or you are fine with a free strike. Still, never considered dropping him into KC. Might be worth a try. Oh true, so it still just as useless as it was. With parry this would make more sense
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Post by Phlushot on Dec 5, 2019 14:31:44 GMT
My starting change to Madrak is make his aura start at 11" (or whatever large number) and make it go down for each fury on him. Encourage him to spend fury, not punish him for doing things. You still have a decision point for whether you want to be safer and camp more or get that aura out just a little further and go low.
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