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Well, he is wearing a superman cape after all... lol

 

Necros should be very happy about the new changes. Have a bunch of top of the line elites.

 

Gauntfield, Vandrian, Dauron, etc...

 

Not to mention that burrowing horror..

 

Well not all of them. My favourite Captain has been severley b*g****d, ok weakened :angry: .

 

Under the old ways, Lord Kentaur was a reasonable old soul (abet evil) before the changes, According to the fluff, He did have some troubles with a young upstart Osric but if push came to shove, he could deal with him. He had the same number of attacks as him, he had his trencher ability and he had the better fight skill and on a one to one fight he'd get the drop on him most of the time with his tactician.

 

Now, now is a different story, Orsic, is out of control, he now has a greater number of attacks, he now has just as good fight skill as Kentuar but his degradation is slower, both Kentuar and Osric have warmaster which at the end of the day just makes Osric extra attack all the more powerful. Kentaur has lost his trencher ability (don't see why but new system, new rules).

 

Heck, Kentuar doesn't even match up to Azarphan whom was the cheaper option for my CL build ::(: .

 

Death Knights and Vampires have been upped to the sever decriment of the Skellies.

 

Don't get me wrong, I like how all mages get a range attack, but that almost makes one point damage spells like bolt pointless

as the mage can do that anyway (ok at a slightly lesser chance).

 

Of course the other thing is that most innate spells have been lost by our mages with Aysa, Moandain and Jos (if you'll count him) losing out

 

Tim

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well, you can think of it this way. At least you have the option. There are only a couple of factions that have a solo mage as an option, and only a couple more that even have multiple mages in the faction at all.

 

And with the number of models with DV14+ MD14+ that Necropolis has, I dont want to hear ANY belly aching over lack of melee department. So, you dont have those three, that just leaves you with like 2-3 others to include instead. Again, there are other factions that used to be melee powerhouses that dont have any of those at this point.

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well, you can think of it this way. At least you have the option. There are only a couple of factions that have a solo mage as an option, and only a couple more that even have multiple mages in the faction at all.

 

And with the number of models with DV14+ MD14+ that Necropolis has, I dont want to hear ANY belly aching over lack of melee department. So, you dont have those three, that just leaves you with like 2-3 others to include instead. Again, there are other factions that used to be melee powerhouses that dont have any of those at this point.

I'm not complaining about the faction's lack of melee power, just my current inventory's. Necropolis is full of hard hitting goodies, I just don't own them all yet! :;):

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...snip...

 

Don't get me wrong, I like how all mages get a range attack, but that almost makes one point damage spells like bolt pointless

as the mage can do that anyway (ok at a slightly lesser chance).

 

Of course the other thing is that most innate spells have been lost by our mages with Aysa, Moandain and Jos (if you'll count him) losing out

 

Tim

 

I do agree that there was a bit of a power shift with the models. This is kind of universal, not all of the top dogs are on top anymore.

I would be happy that Kentar kept the ability that really makes him stand out from the pack, Tactician.

 

Mages having ranged attacks and it negating Spells like bolt is far from true. Defensive Shot and Defensive Magic work under different conditions; Bolt will be used when a spell is within 6" and you will use your Ranged attack when you are shot at by another archer or you are out of spells.

As for spells that are not defensively castable, the weakest one target spell causes 2 points of damage.

 

 

I miss all of the innate spells too... :(

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I would be happy that Kentar kept the ability that really makes him stand out from the pack, Tactician.

Well, he does, but he's still a lesser figure for all that.

 

 

Mages having ranged attacks and it negating Spells like bolt is far from true. Defensive Shot and Defensive Magic work under different conditions; Bolt will be used when a spell is within 6" and you will use your Ranged attack when you are shot at by another archer or you are out of spells.

As for spells that are not defensively castable, the weakest one target spell causes 2 points of damage.

 

Just to be predantic, Bolt is only a 1 point damaging spell, costing 5pts but it can be cast defensively.

 

Interesting to note, that Defensive shot can no longer be used against a spell cast against you nor can Defensive magic be used against a Shot fired against you.

 

Mind you, at the moment I'd argue that a mage's range attack must be magical in origin therefore has the possiblity of being used defensively.

 

 

Moving on a bit

 

Looking at the list a bit more closely last night, it's almost all the crypt legion that's getting all the negative mods (Ok, we've gained a captain in Gauren but he was a weak hero to begin with) whilst the Vampire army has been greatly enhanced.

 

Heck, Sir Athak, a non-unique sergeant now costs 70pts and hence is more expensive that every captain other than Elsabeth. One might say that the vampires have sucked the others dry and ran off with their power.

 

Tim

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Mind you, at the moment I'd argue that a mage's range attack must be magical in origin therefore has the possiblity of being used defensively.

 

We were trying to represent wands.

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