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Gus Landt

Army Faction Special Abilities Public Beta

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Both elf armies that played tonight lost. One had 12 range models and mine had 2. At the end of my game I had one Royal guardsman and the Sniper, and my opponent Duke Gerard and a caster and a Justicar. He had 125 more points than me. It was 1500 game and I faced an army of pretty much just Lion Lancers and Justicars and a guardian Beast. My army was build around 7 cats and 7 centaur warriors but just as the game was starting I had to change my list because the store did not have cavalry bases to base my proxies. I ended up not accounting for one of the four centaurs I had to cut with the 7 cats so I was actually about 1425 and not 1500. So even with an off the cuff broken melee army that was missing 75 points. I still managed to fight he Army of Justice to pretty much a deadlock. So, don't under estimate elf melee, IMO they should share in the FA love a little.

 

I do believe we called it at the beginning of round 5 on my activation with my unwounded duke gerard about to take down your elven sniper and one of my two unwounded justicars about to engage your 2 wounds Royal Guardsman, so I think in the end the spread would have been a slight bit more, probably closer to 250+ points for the equipment duke gerard was sporting.

 

Also your army was:

Centaur Sergeant

Centaur x2

Fairy x2

Vale Archer

 

Danithal

Royal Guardsman x8

Death Seeker x2

Unicorn

 

Meridh

Vale Long Thorn x5

 

Arnise

Vale long thorn x4

Faun (toughest faun I ever saw)

 

Which, I believe, comes to exactly 1500

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Enough about this whole thread being about how a RANGED Army should have melee faction ability and let’s get to the real reason why this thread was open, faction abilities that need to be looked at and possibly revised!

 

Crusaders

I think all these faction abilities are ok only b/c of there ability "The Wolf".

 

Darkspawn

Even though "Pain Cage" is not as powerful as it used to be it still seems to be an effective faction ability. I do think Darkspawn Default should get another Faction Ability though.

 

Dwarves

I think these faction abilities are ok b/c "Bane" is still useful and "March of the Pipes" helps with the Dwarves only real weakness which is their speed.

 

Elves

Default - RANGED FACTION need I say more?

 

Mercenaries

These faction abilities seem to be ok.

 

Necropolis

Default - Is ok.

Vampires - Looks ok too because of "Vampiric Feeding" and "Chattel" they are able to heal, granted not as effective as before, but they can still heal. Also "Crimson Guards" is really nice because they are considered Grunts when placed in Judas's troop, just like "The Wolf" ability for Crusaders.

Crypt Legion - "Dark Energy" is still an amazing ability and it should stay the same. As for Necromantic surges, I think instead of the spell affecting a radius centered around caster where the AoE is based on Mage level keep the same healing ability (sacrificing a spell to heal) but make just like a cleric healing spell, use the exchanged spells range that can heal the amount of points equal to the spells damage that only affects 1 target allie.

 

Nefsokar

For both default and sub list the ability "Sokar is Near" is well worth having and it makes up for the other decent abilities.

 

Overlords

Default - Should stay the same

Followers of Khardullis Sub list - I played against this sub list the other day and I feel it's missing something. I think that "Do Your Duty" for this sub list should be revamped to allow a model within 2" of target Leader or Elite, but kept the same for the Default list.

Onyx Legion Sublist - These faction abilities seem to be ok.

 

Reptus

Default - FREAKING AMAZING!

Nagendra Sublist - From looks of it might be a little underpowered. But I haven't played against it and I'm not familiar with the Nagendra models.

 

Reven

Default - Everything looks ok but "Mob Mentality" doesn't seem to be affective anymore because when moving in B2B with a model when is a discipline check needed? When the model is fearsome? That's not a big deal anymore b/c I'd rather have a risk to become shaken and have a better FA.

Bull Orc (Tomukh) Sublist - Warcry isn't as effective, but Enrage makes up for now since models are multiple damage tracks.

Noghra (Goblin) Sublist - "Mob Mentality" once again...

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I think I'm with MillerThyme on this. Let's get over the fact that a faction has Ranged faction abilities.

 

Darkspawn:

I do love me some paincage and I like that it's not as powerful as before. I would love to see other options for me to spend my pain tokens on though. Healing Broken Fodder gets old, so give me another reason to horde those tokens.

 

Dwarves:

I would like to see March of the Pipes go the way of the Dodo. With this ability Dwarves aren't the slowest faction in the game. What kind of dwarven army isn't slow!

 

Mercenaries:

Their basic Faction abilities seem good. Not really game changing, but fun. I would like to see some kind of static FA in addition to what they have. Like giving leaders an innate spell, or something.

The Mercs are also in desperate need of their Sub Faction lists. They have models coming out of their ears, but no fluff or FAs regarding some of the greatest models in the warlord line.

I think it's important to note that I didn't comment on the Darkspawn, Elves, or Dwarves needed a sublist. I think that Mercs need one more. The models are out, and just itching to be played with.

 

Reptus:

Nagendra sublist looks like it plays great, and does well in making them seem very snakey... but it lacks something that other FAs have. It has no character or charm, I already know I'm playing with snakes! But what is it about these snakes that make them special from the ones that run with the other Reptus?

 

 

I'm pretty happy with how these Faction's Abilities work:

Crusader Default,

Elven Default,

Nefsokar All,

Necropolis All,

Reven All.

 

I think These might need some looking into, but don't have any real comments on them:

Crusader Army of Justice,

Overlords All,

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The only reason my elven army lost was because it was tournament based. If it was standard game play I would've wiped out my opponents Merc army the next round. If this happened, I would have had 358 points left of the board with no healing where he had successfully used his two Cure 3's and two Cure 2's.

edited:

In the end, I had 5 models with a sum of 2 points of damage (Selwynns, 2 Rangers (1 point on one), Vale Warrior(1 point), Mossbeard) where the Merc had 4 models with a sum of 9 points of damage (Lupin Rager (4 points), Crossbowman Muscian, Sigurd (2points), Callindra (3 points)). With that being said I'd rather have the Sure Shot.

 

If it hadn't been a tournament you'd still be playing. That game was like 17 1/2 hours long and only three turns :poke: I mean the cleaning crew was gone and the day shift was bringing you guys donuts.

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Both elf armies that played tonight lost. One had 12 range models and mine had 2. At the end of my game I had one Royal guardsman and the Sniper, and my opponent Duke Gerard and a caster and a Justicar. He had 125 more points than me. It was 1500 game and I faced an army of pretty much just Lion Lancers and Justicars and a guardian Beast. My army was build around 7 cats and 7 centaur warriors but just as the game was starting I had to change my list because the store did not have cavalry bases to base my proxies. I ended up not accounting for one of the four centaurs I had to cut with the 7 cats so I was actually about 1425 and not 1500. So even with an off the cuff broken melee army that was missing 75 points. I still managed to fight he Army of Justice to pretty much a deadlock. So, don't under estimate elf melee, IMO they should share in the FA love a little.

 

I do believe we called it at the beginning of round 5 on my activation with my unwounded duke gerard about to take down your elven sniper and one of my two unwounded justicars about to engage your 2 wounds Royal Guardsman, so I think in the end the spread would have been a slight bit more, probably closer to 250+ points for the equipment duke gerard was sporting.

 

Also your army was:

Centaur Sergeant

Centaur x2

Fairy x2

Vale Archer

 

Danithal

Royal Guardsman x8

Death Seeker x2

Unicorn

 

Meridh

Vale Long Thorn x5

 

Arnise

Vale long thorn x4

Faun (toughest faun I ever saw)

 

Which, I believe, comes to exactly 1500

 

Actually it comes to 1412. Ask Adam half my list was scribbled out. I thought I was going to be over so I even marked my spells off the list before Adam checked it. Even after deployment I had to go grab my lone archer. I was totally lost and by that time I couldn't make heads or tails of my list. Otherwise I would have been arcane blasting the Duke. I didn't realize it was even short until I stayed and watched Erics game. With that said, I'm not taking away from your game you won and it was a great game. If I'd had the lost points you could have easily used another strategy and compensated. My point wasn't that I should have won but that elves can hold their own against the very best melee in the game which is exactly what you brought.

 

You have to admit you were surprized. I could see it in your eyes you thought you were going to trample me and have a 1000 points left over. And it was the Unicorn that you couldn't kill not the faun. You blasted him about three wounds beyond dead.

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Darkspawn:

I do love me some paincage and I like that it's not as powerful as before. I would love to see other options for me to spend my pain tokens on though. Healing Broken Fodder gets old, so give me another reason to horde those tokens.

Demon. Warriors.

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Demon. Warriors.

 

I keep wishing they were 49 points instead of 50, but they are pretty great on their last track. Soultenders aren't too shabby either for 1 more token.

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Demon. Warriors.

 

I keep wishing they were 49 points instead of 50, but they are pretty great on their last track. Soultenders aren't too shabby either for 1 more token.

Funny how so many darkspawn models are in the low range like that... :devil:

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Demon. Warriors.

 

I keep wishing they were 49 points instead of 50, but they are pretty great on their last track. Soultenders aren't too shabby either for 1 more token.

 

Oooh. Might want to reread Pain Cage:

 

A Model requires one Pain Token to be spent for every 10 points the Model cost to field, rounded up, with a minimum cost of 3 Tokens.

Example: a Darkspawn Sergeant with Equipment upgrades cost 53 points to field. It takes enough damage to Stun/Kill it. 6 Pain Energy Tokens would need to be spent to keep the Model alive on its last Damage Track instead of it being Stunned/Killed.

 

PS

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Storminator: Sorry I shouldn't have mentioned that. You are correct per the current Beta in downloads section. Not saying I'm wrong though. :devil:

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Storminator: Sorry I shouldn't have mentioned that. You are correct per the current Beta in downloads section. Not saying I'm wrong though. :devil:

 

LOL.

 

You can still shake your fist at the gods... just make sure you're angry for the right reasons! :devil:

 

PS

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@HumanSquish and anyone else that thought I meant new models.

I mean that I want a new ability to use the tokens on.

With the Witch Queen being the most powerful caster in the game, and Demonic casters and pain mages all over the place, why not let us use that "stored pain" in ways that enhance spells.

5 tokens for +6" range on a spell. Or 10 tokens for spells to do an additional point of damage.

If pain is their driving force, let's see it take the wheel :)

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@HumanSquish and anyone else that thought I meant new models.

I mean that I want a new ability to use the tokens on.

 

I knew that's what you meant. I was just responding to HumanSquish (and somewhat erroneously).

 

New ways to use the tokens would be cool. Maybe something like spending X number of tokens to reroll a spell attack roll, or Y number of tokens to reroll a tough roll, or Z number of tokens to discard a shaken counter, etc.

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broodmaster has the flyer SA but no flying movement?

 

Really? I see an 11 11 10 10 10 9. Are you looking on Reapergames?

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