Post by vasquez21 on Jul 24, 2020 13:59:39 GMT
Hello guys.
So I am playing Trollbloods from beginning of MII and I was thinking what could be tweaked to make some of our units/models more playable.
I though that I will start with our Warlocks.
I think that most of our Warlocks are fine. But there are some that I think are currently unplayable or just need a little boost. Does it mean that others are very good or top tier? No. At least not all of them, but I think you could create a competitive list with them already, and have success with it.
I just want to point out that this is just my opinion so don't attack me to hard for it but I also would like to hear what you would change.
One thing I wanted to point out is that I didn't want to make any spectacular changes, just a little tweaks which could make this caster more viable options (maybe not include here Madrak III which couldn't be saved with small changes)
Borka 1 (need change)
Comment: He don't have access to Runebearer and because of that, and current scenarios it's a big problem for him.
Solution: Increase his Fury from 5->6 or give extended range to Keg Carrier.
Tweak his Feat that additional damage on collateral works on all models (so our Long Riders could have usage here)
Borka 2 (ok)
Comment: He is great. Fury 5 also hurts a little, but at least he can use Runebearer.
Calandra 1 (ok)
Comment: She is one of our top casters.
Doomshaper 1 (need change)
Comment: I think that Doomy 1 is fun caster to play. Unfortunately he is also very easy target to kill, and Guardian Beast is not enough to keep him alive.
Solution: New ability: At the start of the game pick one warbeast in Doomy battlegroup. Every time Doomshaper receive damage, you can transfer damage to the warbeast without spending any fury.
It could be a spell but I think that ability makes more sense.
Doomshaper 2 (need change)
Comment: He has the same problem as Doomy 1.
Solution: Every time this model is hit remove d3+1 dmg from him. Is this helps a lot? Not rly... statistically he is still 13/17 (with stone) +3 arm in average from healing. So 13/20, but there is a lot of things currently which are disabling healing, and even without it I think 13/20 is not broken at all.
Doomshaper 3 (OK)
Comment: Admonition and FEAT helps with problem of 1 & 2. Is this top caster? I don't think so, but it's playable for sure.
Grim 1 (OK)
Comment: He is very good caster, and doing his job. I would love to have reload on his main gun, but still he's fine.
Grim 2 (need change)
Comment: His feat was good, but because his best place is in Kriel Kompany, On My Mark, seems a waste.
Solution: Add to his feat:
For every model in this Warlock Unit pick one model in Command Zone this model gain additional die to his next range attack OR damage roll.
Grissel 1 (need change)
Comment: I think that her Feat is not just weak, but also boring. In MKII her feat was affecting ALL her models, and it was also giving them Fearless (when Fear was still a thing ). I'm in love with her fluff but reading it and then looking at her feat something seems wrong.
Solution: Friendly Faction models currently in Bloodsongs control area cannot become knocked down and gains +1MOV, +1MAT, +1DEF, +1STR.
Enemy models in Bloodsongs control area suffers -1MOV, -1MAT, -1DEF, -1STR.
Grissel 2 (ok)
Comment: Great caster.
Gunnbjorn 1 (ok)
Comment: He's fine
Horgle 2 (ok)
Comment: He's also good. Very fun to play.
Skuld 1 (ok)
Comment: Yet another fun to play caster.
Kolgrima 1 (ok)
Comment: I don't like her, but no one can argue that she is one of most powerful casters we have.
Madrak 1 (ok)
Comment: And if not current meta this would be probably our most powerful caster
Madrak 2 (ok)
Comment: He is good. I just wish he could get +1 Fury, or other way to extend his Command.
Madrak 3 (OH GOD PLEASE CHANGE THIS ONE)
Comment: I don't get it what was point of creating such a caster. His feet is working on warriors, and what it does it's increasing their tough roll by 1... and of course they can move, after hit but without parry do you really want to move?
And then we are going to his spells and to be honest I don't understand why he has them. I would say that this are not kind of spells I would expect from Madrak. I am not saying that those are bad, just not suits him imo.
Final thing is his Aura... I know it should be alternative to Stone, but let's be real. If you are left with 1-2 fury on him. It's 5-6" aura, and you also can't get benefit of any Elder which sucks a lot. With this kind of aura you can't play a lot of warriors, you will probably focus on beasts to have them in range of aura. So our feat is then almost useless. I am thinking that whole Idea behind Madrak 3 was to create caster which is more defensive version of others two. Defensive buffer so here is my take...
Solution: Protective Aura works in his command (10")
Bump his base ARM to 17 (as other versions have) with Shield he will be ARM 21, comparing to his other guys which are ARM 20 with stone. I think that's totally fine taking into account that both of them are hitting harder than him.
His spells:
Replace Rebuke with Parasite (-3ARM vs target unit and +1 ARM for caster) or something similar.
Replace Soothing Song with Deceleration (+2 ARM against Ranged & Magic)
Give him:
Inviolable Resolve (+2 ARM and cannot be moved by push or a slam)
With 5 fury for spells (1 would be spend on aura). You have some options between Deceleration (3), Parasite (3), Spell Piercer (2) , Fortune (2) and Inviolable Resolve (2) but you will definitely would be able to afford of them.
And finally change his feat to:
While in Madrak's control range, friendly Faction warrior models cannot become knocked down and gains "Before you remove this model advance up to 3" and make basic attack"
Ragnor 1 (ok)
Comment: He is fine and versatile.
So I am playing Trollbloods from beginning of MII and I was thinking what could be tweaked to make some of our units/models more playable.
I though that I will start with our Warlocks.
I think that most of our Warlocks are fine. But there are some that I think are currently unplayable or just need a little boost. Does it mean that others are very good or top tier? No. At least not all of them, but I think you could create a competitive list with them already, and have success with it.
I just want to point out that this is just my opinion so don't attack me to hard for it but I also would like to hear what you would change.
One thing I wanted to point out is that I didn't want to make any spectacular changes, just a little tweaks which could make this caster more viable options (maybe not include here Madrak III which couldn't be saved with small changes)
Borka 1 (need change)
Comment: He don't have access to Runebearer and because of that, and current scenarios it's a big problem for him.
Solution: Increase his Fury from 5->6 or give extended range to Keg Carrier.
Tweak his Feat that additional damage on collateral works on all models (so our Long Riders could have usage here)
Borka 2 (ok)
Comment: He is great. Fury 5 also hurts a little, but at least he can use Runebearer.
Calandra 1 (ok)
Comment: She is one of our top casters.
Doomshaper 1 (need change)
Comment: I think that Doomy 1 is fun caster to play. Unfortunately he is also very easy target to kill, and Guardian Beast is not enough to keep him alive.
Solution: New ability: At the start of the game pick one warbeast in Doomy battlegroup. Every time Doomshaper receive damage, you can transfer damage to the warbeast without spending any fury.
It could be a spell but I think that ability makes more sense.
Doomshaper 2 (need change)
Comment: He has the same problem as Doomy 1.
Solution: Every time this model is hit remove d3+1 dmg from him. Is this helps a lot? Not rly... statistically he is still 13/17 (with stone) +3 arm in average from healing. So 13/20, but there is a lot of things currently which are disabling healing, and even without it I think 13/20 is not broken at all.
Doomshaper 3 (OK)
Comment: Admonition and FEAT helps with problem of 1 & 2. Is this top caster? I don't think so, but it's playable for sure.
Grim 1 (OK)
Comment: He is very good caster, and doing his job. I would love to have reload on his main gun, but still he's fine.
Grim 2 (need change)
Comment: His feat was good, but because his best place is in Kriel Kompany, On My Mark, seems a waste.
Solution: Add to his feat:
For every model in this Warlock Unit pick one model in Command Zone this model gain additional die to his next range attack OR damage roll.
Grissel 1 (need change)
Comment: I think that her Feat is not just weak, but also boring. In MKII her feat was affecting ALL her models, and it was also giving them Fearless (when Fear was still a thing ). I'm in love with her fluff but reading it and then looking at her feat something seems wrong.
Solution: Friendly Faction models currently in Bloodsongs control area cannot become knocked down and gains +1MOV, +1MAT, +1DEF, +1STR.
Enemy models in Bloodsongs control area suffers -1MOV, -1MAT, -1DEF, -1STR.
Grissel 2 (ok)
Comment: Great caster.
Gunnbjorn 1 (ok)
Comment: He's fine
Horgle 2 (ok)
Comment: He's also good. Very fun to play.
Skuld 1 (ok)
Comment: Yet another fun to play caster.
Kolgrima 1 (ok)
Comment: I don't like her, but no one can argue that she is one of most powerful casters we have.
Madrak 1 (ok)
Comment: And if not current meta this would be probably our most powerful caster
Madrak 2 (ok)
Comment: He is good. I just wish he could get +1 Fury, or other way to extend his Command.
Madrak 3 (OH GOD PLEASE CHANGE THIS ONE)
Comment: I don't get it what was point of creating such a caster. His feet is working on warriors, and what it does it's increasing their tough roll by 1... and of course they can move, after hit but without parry do you really want to move?
And then we are going to his spells and to be honest I don't understand why he has them. I would say that this are not kind of spells I would expect from Madrak. I am not saying that those are bad, just not suits him imo.
Final thing is his Aura... I know it should be alternative to Stone, but let's be real. If you are left with 1-2 fury on him. It's 5-6" aura, and you also can't get benefit of any Elder which sucks a lot. With this kind of aura you can't play a lot of warriors, you will probably focus on beasts to have them in range of aura. So our feat is then almost useless. I am thinking that whole Idea behind Madrak 3 was to create caster which is more defensive version of others two. Defensive buffer so here is my take...
Solution: Protective Aura works in his command (10")
Bump his base ARM to 17 (as other versions have) with Shield he will be ARM 21, comparing to his other guys which are ARM 20 with stone. I think that's totally fine taking into account that both of them are hitting harder than him.
His spells:
Replace Rebuke with Parasite (-3ARM vs target unit and +1 ARM for caster) or something similar.
Replace Soothing Song with Deceleration (+2 ARM against Ranged & Magic)
Give him:
Inviolable Resolve (+2 ARM and cannot be moved by push or a slam)
With 5 fury for spells (1 would be spend on aura). You have some options between Deceleration (3), Parasite (3), Spell Piercer (2) , Fortune (2) and Inviolable Resolve (2) but you will definitely would be able to afford of them.
And finally change his feat to:
While in Madrak's control range, friendly Faction warrior models cannot become knocked down and gains "Before you remove this model advance up to 3" and make basic attack"
Ragnor 1 (ok)
Comment: He is fine and versatile.