WARMACHINE/HORDES > Grymkins

Changement de règles durant le cid

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Thyamath:
Pourquoi n'entrerait-ils dans aucune theme force ? oO Bump dit Grymkin units et je viens de vérifier, les slayers en font bien partie.

Sinon c'est pas contre du jack que les slayers me paraissent mieux que les rots, c'est contre de la beast mi lourde (angelius, warpwolf), qui est difficile à toucher avec de la mat 6, et difficile à choper avec 9" de menace et pas de pathfinder (ou contre de la légère, mais là j'imagine que les rots doivent la tomber  à la saturation).Bon pour l'instant ils ne m'ont servi qu'à tomber un raek, mais ormis caster et beast, je ne sais pas s'il y a grand chose d'autre dans la faction qui aurait pu le faire. Et mobiliser une lourde pour tomber un raek, ça fait un peu mal.

Raistlin:
Et voilà les changements de la semaine :

Here are updated rules files. Rules that have changed are marked in green.


CHANGE LOG:

The Dreamer – Now that Hat Trick allows the placing of “or smaller” bases, it makes sense to allow the creation of Phantasms from huge bases. There is not a huge based Phatasm.

Hat Trick can now spawn a Phantasm from a huge base.

The Child – We hope Tantrum will give a more consistent and impressive threat range to her army allowing her to play into some of the harder control casters.

Guardian Beast Removed.

Tantrum added:
Tantrum 2 Self Ctrl – UP No
If one or more models in the spellcaster’s battlegroup were damaged by enemy attacks while in the spellcaster’s command range during your opponent’s last turn, during your Maintenance Phase one model in the spellcaster’s battlegroup in its control range
can advance 3˝ and make one basic melee attack.

Old Witch 2 – Increasing the mobility of the model and the range of Carrion Crows should help the Old Witch feel more active during her turns.

Increased SPD from 5 -> 6

Increased RNG of Carrion Crows from 10 -> 12

Old Witch 3 – Increasing the mobility of the model and the range of Carrion Crows should help the Old Witch feel more active during her turns.
Increased SPD from 5 -> 6

Increased RNG of Carrion Crows from 10 -> 12

The Heretic – We still feel the Heretic is outshining other casters by a significant portion. This should make him slightly weaker.

Warbeast Points reduced from 29 -> 28

The Wanderer – After our Dev Talk on The Wanderer we noticed a few comments poping up repeatedly. Increasing the range at which he can place Crossroads markers will increase his mobility and hopefully keep him a little safer while attempting to use Divergent path. Attuned Spirit is an excellent way to give The Wanderer that one last Fury he so desperately wants while still remaining very restrictive in what he can spend it on. We hope this will make him more active and slightly safer in games where he plays so far forward. Please also see the changes to Divergent Path below.

Warbeast Points increased from 28 -> 29

Placement of road markers increased from 5” -> 6”

Attuned Spirit added:
Attuned Spirit [friendly Faction] - Once per activation, this model can cast the animus of a friendly Faction warbeast in its battlegroup without spending fury.


Cage Rager – The Cage Rager can be very corpse starved, this should help it be a consistent channeler and help it retain corpses from turn to turn for other use.

Rattle Bones does not require the model to spend a corpse.

Lantern Man – Hollow Men are still not as prevelant as we would like. Given the survivability of the Lantern Man, we feel a point cost of 3 is justifiable.

Cost Reduced from 4 -> 3

Dread Rots – This change will allow the Witch Wood to receive corpses from the unit.

Victuals You Can Neither Raise Nor Buy allows friendly models to pull corpse tokens at any time during their activation.

Murder Crows – Murder Crows are slightly too susceptible to blast damage, this change should cause a tiny increase in their survivability.

Increased ARM from 11 -> 12

Mad Caps – We see that the Mad Cap falls behind rather quickly while it spawns its Cask Imps. Advance Deployment will let it keep pace with your army. Creating d3 cask imps will help soak up ranged attacks from your opponents army if they wish to mitigate the Mad Cap.

Added Advance Deployment.

Cask Tapper places d3 Cask Imps instead of 1.

Piggybacks – To stay in line with our design concept and taking into account a large amount of feedback, Vengeance has been removed.

Vengeance removed.

Cask Imp – The Cask Imp was not worth one point. Increase it to 2 per point makes them a strong single point option. Please note that the FA means you can take 3 pairs of cask imps.

Point cost reduced from 1 -> 2 Cask Imps for 1

Witchwood – The Witch Wood has received a large amount of mixed feedback. With these changes we hope that the Witch Wood can be a little strong as a counterpunch piece against armor while remaining a solid anti-infantry choice.

Gains Bone Picker:
Bone Picker - When this model destroys a living or undead enemy model with a melee attack, this model gains the destroyed model’s corpse token and the destroyed model is removed from play. This model can have up to three corpse tokens at any time.

Gains The Feeding:
The Feeding - During its activation, this model can spend corpse tokens to boost one attack or damage roll for each token spent.

Lord Longfellow – This change allows Longfellow to remain safer at the start of the game. It also increases his assassination threat range.

Dueling Pistol RNG increased from 8 -> 10

Arcana Cards – The Child received Tantrum as her Trump card. It was renamed to Wrath. Two new Arcana cards have been added. Desolation is an idea we’re interested to see its usability and function inside of the faction and how it can effect games. Accursed is a very interesting card that combines the old Injury card (which has now been removed) with a way to generate corpses against army lists that do not currently give the option to do so. Please focus testing specifically on the trigger of Accursed.

Wrath removed.

Tantrum becomes The Child’s trump.

Tantrum name changed to Wrath.

Desolation added:
The warlock can play this card when an enemy model ends its Normal Movement in the warlock's control range. Center a 5˝ AOE on the enemy model. The AOE is acid bath, burning earth, forest, hill, or rubble terrain. You can choose to remove the AOE from the table at the start of any of your turns.

Accursed added:
The warlock can play this card when a friendly Faction model with a corpse token is destroyed by an enemy attack while in the warlock's control range. For one round, enemy models lose Construct XICONX, Incorporeal XICONX, Tough XICONX and Undead XICONX, and cannot have damage removed from them while in the warlock's command range.

Divergent Path:
No longer has a range of effect. Now can affect any model, not just enemy.

Tza:
Ça serait cool que tantrum ça augmente aussi le THR des beasts de 2 ou un truc du genre pour le prochain tour, ou qu'elles perdent auto une fury à la fin de l'activation. Là je vois pas trop comment tu absorbes les 2 à 5 fury que tu génères en plus.


--- Citer ---This should make him slightly weaker.
--- Fin de citation ---
Oulala il a perdu un point, gros gros nerf :D.

Sinon j'aime bien, y'a juste le cask tapper et l'arbre où je vois pas où ils veulent en venir : le cask son problème c'est que t'as pas envie d'avoir des figs qui explosent au pif dans une armée qui a pas mal d'infanterie en fait du coup c'est plus le concept de base de la fig qui est pas bon... Faudrait virer l'explosion sur un 6 au moins, du coup tu sais quand ton truc va sauter ou non. Witchwood ça change rien comme truc, je suppose qu'il a jamais tapé 2 fois de sa vie donc pouvoir booster ou non on s'en fou. Faudrait qu'il serve à quelque chose en fait, parce que bon un truc qui met des POW 15 à 7ps c'est pas ouf, et c'est même tellement pas ouf que tu le prends pas quand tu l'as gratos avec la TF...

Raistlin:
Une proposition de up pour la old witch 2 et 3 :

Please test some games with the following Arcane Machinery rules:

Old Witch 2:

Arcane Machinery - Once per turn at any time during its activation, this model can choose to use one of the following effects. Arcane Machinery effects last for one turn.
•Arcane Calibrations - Reduce the COST of spells this model casts this activation by 1.
•Divinator - While in this model’s control range, models in its battlegroup can reroll failed attack rolls. Each roll can be rerolled only once as a result of Divinator.
•Range Amplifier - When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG.
•Power Magnifier - This model can spend a focus point at any time during its activation to give a friendly Faction warjack in its battlegroup two focus points.
•Vexing Alignment - Increase this model’s control range by 4" for one round.


Old Witch 3:

Arcane Machinery - Once per turn at any time during its activation, this model can choose to use one of the following effects. Arcane Machinery effects last for one turn.
•Arcane Calibrations - Reduce the COST of spells this model casts this activation by 1.
•Divinator - While in this model’s control range, models in its battlegroup can reroll failed attack rolls. Each roll can be rerolled only once as a result of Divinator.
•Range Amplifier - When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG.
•Vexing Alignment - Increase this model’s control range by 4" for one round.
•Hellhole - Return d3 friendly destroyed Faction Grunts to play. Models return with 1 unmarked damage box. Place the returned Grunts completely within this model’s command range, in formation, and completely within 3˝ of another model in its unit. Returned Grunts must forfeit their Combat Actions the turn they are returned to play.

Pour les grymkins ça me semble vraiment intéressant ! Après en avoir discuté avec un pote qui joue Khador, c'est peut être un poil fort chez les rouges.

Sinon, mon avis sur les changements de la semaine :

Dreamer : C'est cool, on pourra faire poper les phantasm que l'on souhaite plus facilement.

The child : Elle a l'air bien mieux comme ça.

The Heretic : Ca changera rien.

The wanderer : Quelle déception ! Il doit toujours être aussi chiant à jouer et ne pourra que rarement utiliser son arcana majeur. Franchement placer les tokens à 8" ça l'aurait pas rendu fumé... Son arcana est mieux maintenant.

Cage rager : C'est cool, super changement.

Lantern man : Il était peut être un peu cher.

Dread rots: Changement logique pour aider l'arbre. Leur ancienne speed 6 fait vraiment défaut pour moi. Ils ne sont là que pour mourrir.

Murder Crows: Ils étaient très bien avant, mais bon ça va pas leur changer grand chose.

Mad caps : A voir en jeu

Piggy back : Changement normal.

Cask imps : 2 corps possible au lieu d'un si il reste 1 point dans la liste.

Lord long fellow : Je l'aimais beaucoup avant. Peut être trop fort maintenant.

Witchwood : Je ne vois toujours pas l'intérêt. Faudrait changer complètement le profil. Je me range à l'avis de Kaeliss, peut être un truc qui bouge pas comme le hellmouth avec un effet plus grand: Wailing ou dark shroud peut être ?

Désolation : Ca a l'air vraiment fun et intéressant à jouer. Peut être un poil costaud.

Wrath / Tantrum : Ca rend the child meilleure et ça limite Tantrum qui était peut être un peu fort avant.

Accursed : J'aime pas du tout. Control range pour déclancher l'effet qui ne s'applique qu'en command range. Ca va encore favoriser l'hérétique. C'est un arcana très situationnel qui ne pourra fonctionner qu'avec certains warlocks.

Ce que j'aurai aimé voir :

Neigh slayers: Un bonus en speed et/ou ghostly en charge.

King of nothing arcana : Je le trouve toujours très faible et bien trop aléatoire. Ca fait un peu double effet avec ashes to ashes.

Twilight sister : Un sort différent pour chacune des frangines au moins...

Trapperkin : Devrait couter 1 de plus

Gremlin swarm en thème: Peut être réduire le FA.

eN-o-N-o:
Les rumeurs que j'ai entendus rajoutent également rng12 (nécessaire imho) et spd6 sur OW2/3.

Pour le coup, 5 capacité ça lui rajoute un peu de saveur, je trouve. 18" de control range avec storm wall ça sonne génial.

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