WARMACHINE/HORDES > CID : Intégration continue de développement des profils
Tharn CID
TheLazyHase:
--- Citation de: John McForester le 06 septembre 2018 à 12:24:24 ---La vache ce qu'il faut pas lire ! Tout ça parce que c'est huge et que ça bouge pas un tir RNG 14 POW 14 AOE4 high explosive boostable qui ignore l'intégralité des règles ça devient nul ?! +2" de Bestial / windstorm / contrôle du BG / feat (baldur1, krug2, etc.) c'est nul aussi ?
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Le tir est bien si il a des trucs un peu value à tuer. C'est pas si évident, parce que justement 14" + immobile c'est court. Genre, dans mon pairing actuel l'adversaire a intêret à se sortir les doigts pour en faire plus que 2-3 dégats sur tout le match, parce que j'ai une liste qui a trop d'armure pour de la POW 14, et l'autre qui va le tuer depuis au dela de sa portée de tir.
Et aprés, justement, c'est un seul tir avec une POW convenable mais pas non plus estourbissante.
Le reste, c'est mineur. Le mieux aprés le tir et le solo,c'est en effet le +2 en control, et c'est bien mais c'est pas non dramatiquement bon. Tout les trucs qui font cela sont bon, mais aussi ils donnent d'autre truc pour pas cher.
Maintenant, avec 14" de range, beaucoup moins de truc le tue depuis au dela de sa portée de tir, et ca c'est bien. Mais je pense que tu t'emporte en disant qu'il serait pris tout les jours, même en Cryx. (notez qu'avec des âmes et en Cryx, il est automatiquement beaucoup mieux vu qu'il donne des focus au caster pour pas trés cher, 17 points les 6 focus de plus dans une partie par exemple)
Thyamath:
Bon on va enfin pouvoir recommencer à chouiner sur l'archangel, maintenant que c'est à nouveau le pire gargant. ^^ Le raptor lui faisait de l'ombre. Maintenant aussi à force de voler trop haut, reamarquez.
Bon content, pour boros quand même, hein. Fly high, ça à l'air cool et efficace. Et pour 34 points, il m'a l'air aussi bien que l'AA avant de prendre ça en compte. ^^
Razhoir:
Voici les changements en Week 3. Le Storm Raptor gagne 2 en portée, Sustained attack, Reload 2, et une attaque spéciale qui touche tous les ennemis à 6" dans la LOS (et il perd Lightning Generator)... Dans les autres gros changements, Morv1 qui gagne Mortality à la place de Regrowth, dont les effets viennent fusionner avec Restoration. That's huge folks!
--- Citer ---Iona the Unseen: Iona saw some minor changes this week. Her feat's secondary funciton now only works on Faction models (sorry minions, the Beast was not your time). Additional, Abaittoir was not performing quite as well as we'd hoped. We realize this is a very corner case spell but wanted to give it a little bump in power when those corner cases did come up.
Time of the Beast feat text changed to:
While in Iona’s control range, friendly Tharn models gain +3 STR and ARM. Additionally, while in Iona’s control range, friendly Faction warrior models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Time of the Beast. Time of the Beast lasts for one round.
Abattoir spell COST 2.
Morvahna the Autumnblade: This is a request from the community, and one that I quite like. I think there is a very interesting choice now on Morvahna 1 - Do you use Restoration (Formerly Regrowth) to return a bunch of models or do you try to leverage Mortality? If Harvest is up and running you could try for both! Please submit feedback about the direction of these changes and how you feel they affect Morvahna 1 on a turn by turn basis.
Gain Mortality:
Mortality 3 10 – – RND Yes
Target model/unit suffers –2 DEF and ARM, loses Tough XICONX, and cannot have damage removed from it. Mortality lasts for one round.
Cut Regrowth.
Change Restoration to:
Restoration 2 6 – – UP No
Target friendly Faction unit gains +2 ARM. Models are not affected by Restoration while out of formation. During your Control Phase, the spellcaster can spend fury points to return one destroyed small-or medium-based living Grunt from that unit to play for each fury point spent. A returned Grunt must be placed in the spellcaster’s control range, in formation, and within 3” of another model in its unit. The Grunt is returned with one unmarked damage box and must forfeit its Combat Action the turn it is put into play.
Brennos the Elderhorn: This change allows Brennos to be a little more active and aggressive while still maintaining a support role. We're not looking for Brennos to become a combat oriented beast but we also did not want to punish players for getting him into the mix.
Gain Battle Wizard:
Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
Shadowhorn Satyr: The Shadowhorn was over-performing. Instead of reducing stats or removing rules that players seemed to enjoy we decided to slightly increase it's point cost.
Cost 12.
Storm Raptor: We've decided to get a little aggressive in the changes here. Sustained Attack and an increase in Reload to two make the Storm Raptor a little more aggressive in it's ranged output. Energy Pulse combined with Sky Fire brings a very powerful attack that could very well affect both sides of the table. We're very cautious about these changes and really want to see how this does on the table. Please make sure to get some games in with these new rules.
Sky Fire lasts for one round.
Lightning RNG 14.
Cut Lightning Generator from Lightning.
Lightning gains Energy Pulse (★Attack) and Sustained Attack:
Energy Pulse (★Attack) - This attack does not need a target. Each other model within 6˝ of this model that is in its front arc is automatically hit unless this model’s LOS to it is blocked by terrain. Models hit suffer a POW 12 electrical damage roll XICONX. Energy Pulse damage rolls are simultaneous.
Sustained Attack - During this model’s activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
Replace Reload [1] with Reload [2]:
Reload [2] - This model can be forced to make up to two additional ranged attacks with this weapon during its Combat Action. It can make one additional attack each time it is forced.
Bríghid & Caul: We're fairly happy with this unit's output and turn by turn application but many players found them a little over-costed. We also felt the change to Devourer's Host reduced their effectiveness a little so we wanted to give them a slight bump.
Cost 7.
Bloodweaver Night Witch: This is a nice quality of life change so she can be deployed with the unit she supports.
Gain Advanced Deployment XICONX.
Lord of the Feast: We've decided after the change to Devourer's host to return this classic rule to the Lord of the Feast. This should help it function on a turn by turn basis while also allowing it to utilize Shifter more consistently than it's pre CID version.
Wurmblade gains Blood Reaper:
Blood Reaper - When this model makes an initial attack with this weapon, it makes one melee attack with this weapon against each model in its LOS that is in this weapon’s melee range. Blood Reaper attacks are simultaneous.
Well of Orboros: 10 seems to be slightly aggressive on the point cost scale but there is still a lot of discussion to be had about the point cost of the Well of Orboros. Please continue to test and supply feedback on this model.
Cost 12.
Circle Theme Force: The Devourer’s Host: This is change that was very hotly discussed in week one of this CID. We've decided to give it a try for quite a few reasons, primarily that it takes the spot light off of the Death Wolves and allows many other things to shine without the player feeling like they are handicapping themselves.
Replace the fourth benefit with the following:
· Each model in this army that can gain corpse tokens begins the game with one corpse token.
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slec:
Tous les tharns qui commencent avec un corps tocken, c'est pas mal.
Les autres changements sont plutôt bons. Le bond de brennos devient sympa avec mortality.
Razhoir:
--- Citation de: slec le 11 septembre 2018 à 08:28:50 ---Tous les tharns qui commencent avec un corps tocken, c'est pas mal.
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On ne verra plus trop les Death Wolves, mais c'est pour le mieux. C'est toujours nul pour le Blood Pack, mais les Ravagers et les solos sont assez heureux de cette règle.
Seul truc qui me dérange avec ce changement dans le thème, c'est le Lord of the Feast. Ils lui redonnent l'équivalent de thresher utilisable après un tir de Raven, mais avec un seul corpse token en début de partie, il y perd.
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