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CID Trollbloods

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Razhoir:
Voici la première semaine du CID Trollbloods !

Je colle le post original, qui sera traduit par la suite. :)


--- Citer ---New model rules

Brigadier General Gunnbjorn (Gunnbjorn 2)
Gunnbjorn 2 has, much like his initial iteration, a strong ranged combat element to his design and overall gameplan. However, unlike Gunnbjorn 1, Gunnbjorn 2 is almost exclusively about ranged combat. He loses the versatility of spells such as Rock Wall and a more defensive feat to become laser focused on doing one thing and doing it incredibly well: blowing stuff up from afar. This is the core of his design. Gunnbjorn 2 is THE ranged powerhouse of Trolls, but pays for it in a lack of any melee oriented utility, and Foxhole and Repo [3"] (on feat turn) as his only defensive tech.

His feat, Bombing Run, allows your army to bypass so many rules that could potentially prevent blast damage (such as Girded, trenches, etc) while cranking all that damage up to its full POW. There is counterplay to this feat, primarily your opponent spreading their forces out to try to minimize your AOE potential, but this means your opponent is positioning turn to turn based on your potential offensive output, which can greatly hinder their scenario play. Even with proper positioning, you can still run a friendly model up next to something you really need to destroy and blast your ally in the back to get the full AOE damage on an enemy caster or key model.

Gunnbjorn's spell list contains two new spells. First is Relentless Barrage, which is the Hordes version of Open Fire from Warmachine. Second is Expose, which is a powerhouse spell that requires Gunnbjorn to put himself into a potentially dangerous position to get the most use out of. Expose flat out turns off Shield Guard and Stealth on all enemy models in Gunnbjorn's control range, but that means Gunnbjorn has to be a bit up the board to get the most out of it. It's a tricky spell, its great when you need it, but if you fail to kill what you were Exposing you can find youself in a lot of trouble.

Gunnbjorn also has a list of unique Battle Plans, which act as his "fifth free spell", and all three of them are very strong. Bring it Down is especially potent on weapon Crews such as the Razorback in the new theme force, since the crew can run into position and be told to shoot (fully boosted) by Gunnbjorn and then shoot AGAIN with a Gunnery Sergeant. Relay Coordinates is the most situational of the three abilities but still has plenty of strong application, and Unload allows any warbeast to get an extra shot with its ranged weapons during its turn. Note that no trollblood warbeast currently has more than one ranged weapon, but in the future this ability could give a beast more than 1 shot if its packing more weapons.

Testing Call Out: We want to see loads of feedback on Gunnbjorn 2. Show us the lists you want to run with Gunnbjorn 2 at the helm, and what models you intend to bring with him to maximize his ranged offensive output.

Trollkin Barrage Team
The Trollkin Barrage team is straightforward, but very good at what they do. They provide incredibly long range, fairly accurate shots that can either hurt multiple infantry models or CRA a single big shot into a harder target. With Casters that can give them Snipe, such as Grim 2 or Gunnbjorn 1 this unit can sit just about anywhere they want on the table and rain down death upon their enemies.

Their Barrage ability is situational, and potentially not strong in the current competitive meta, but its still applicable in everyday gaming against hordes of light infantry and something we want them to retain.

Don't miss the fact that this unit has 5 damage boxes.

Testing Call Out: What casters and buffs are you looking to apply to this unit, and how will you use them?

Trollkin Gunnery Sergeant
The Gunnery Sergeant provides loads of value to ranged heavy lists, but especially to weapon crews. Capable of stripping Stealth from a single model, providing Artillerist, or even dropping a RNG 20 (!) ground pounder from across the board, this solo has tons of utility. That said, his most common use, we've found, is in his Ancillary Attack for weapon crews.

Note that this is specifically Ancillary Attack and not Battery Fire. This is intentional. Battery Fire allows a weapon crew to make an additional attack during its activation, but Ancillary (while shorter range to target) allows the Weapon Crew to run or charge into a position and then be told to fire by the Sergeant. Between the Sergeant and Gunnbjorn 2, the vector and ranges of weapon crews can be a bit scary for your opponent.

Farrow Sapper
The Farrow Sapper is a board position disruption piece, making it a great addition to Gunnbjorn 2 where your opponent needs to carefully position unless they get destroyed by his feat. If you take two of this solo, you can place two mine markers that you are guaranteed to be able to blow up later in the game within or near a scenario element. This can provide a decent amount of denial to where certain models can stand and strike your force.

While this solo can Ambush, don't always feel you have to.It has Stealth, Tough, and 5 damage boxes. It is sometimes better to deploy it normally and have it run up on the first turn so it can plant more mines centrally on the board. Also don't miss that when you do Ambush, this is a solo with a RNG 8, RAT 6, AOE 4 attack. You can use the sapper to really threaten your opponent's softer back line support, or shut down prominent areas where enemy snipers or archers might want to stand to take shots.


Boomhowler, the Destroyer (Boomhowler 3)
The latest incarnation of Boomhowler is a monster of support, and has recently had his offensive output increased as well (versus his initial preview a couple of months ago).

This Boomhowler has versatility, you can hold him back and just use him for Hoof It and Dinner Time before committing him to the fight later in the game. With Countercharge, even if you hold him back your opponent still has to pay attention to his positioning less they have one of their models knocked down during its own activation.

Don't miss that Shout Down its +2 to all attack rolls, not just melee. This Fell Call affects a lot of your own models (if they start in Boomhowler's command range), meaning they can't be affected by other fell calls, so make sure to use it when you don't need another Fell Call from a different source.

Finally, when Boomhowler does decide to get into combat he does two things that are new to the game. First, he has flat Amputation, not crit Amputation, making him a potential nightmare for jacks and beasts. Second, he threshers twice! Once you do manage to get him into combat try to maximize the number of models he is hitting, and then watch them explode. For better results, bring him with Madrak 2, cast Blood Fury on him, and feat. Good times.

Bumbles
Bumbles is a bear who likes to roll around, be petted, play catch, and murder.

Bumbles is a combat solo powerhouse, who we recently toned down by dropping his ARM a bit. Countercharge with his flat Pitch bite can be devastating to your opponent, so they must always play around it (which in turn allows you to dictate some of their positioning).

Like the Sapper, you won't always Ambush Bumbles, sometimes it is better to have him advance with the main bulk of your force under the protection of a Krielstone.

Testing Call Out: How do you intend to use Bumbles in your lists? Do you feel his offensive output is too strong at his points cost and why?

Legacy model rules

Ragnor Skysplitter, the Runemaster
We felt Ragnor was in a decent spot in the Trollblood warlock pantheon, but was missing just a few components to allow him to fully realize his potential and play to his gameplan each and every turn. The biggest problem was, he was short by 1 fury each turn. So we fixed this by upping his FURY by 1, and providing him a new spell that would also get great benefit out of his larger control range.

Finally, to play more into his Runeshaper theme and give him a unique style within the Power of Dhunia theme force, we added a Field Marshal that would provide some accuracy buffs to his (likely) melee heavy battlegroup
Gained +1 FURY
Gained the Chosen Ground Spell
Gained Weight of Stone on his melee weapon
Gained Field Marshal [Weight of Stone], providing it to the melee weapons of beasts in his battlegroup

Madrak, Great Chieftain (Madrak 3)
Unlike Ragnor, who we felt needed a few bumps to get to where we wanted him, Madrak 3 was underperforming more significantly. His feat felt a bit clunky, his spell list wasn't quiet right, and he also felt like he needed a passive buff (such as a Field Marshal) that could really define his role as an extremely defensive caster. That is what we see Madrak 3 as, a defensive trollblood caster, but we also wanted him to have at least one significant tool in his arsenal to make the most out of the models that survived into get into combat.
Feat changed so that friendly models do not suffer free strikes when they move as a result of it.
Gained +1 ARM.
Gained Field Marshal [Shield Guard]
Lost the spells Fortune and Soothing Song
Gained the spells Battle Lust and Defender's Ward

Pyre Troll
We reviewed all of the lights available to Trollbloods, determined what exactly we wanted them to do in terms of their role (are they primarily ranged, melee, meant to be survivable, a disruption piece, etc) and then reviewed their animi as well. Also, we identified a few animi we have decided that Trollbloods, as a Faction, will benefit from greatly if they can be cast on any model in the army. Helping to bring up some of the hitting power across the board, though this did require several of those animi to go up from COST 1 to COST 2 in exchange. All of the changes you see below are reflective of this overall review:

We see the Pyre Troll in a ranged offensive role, and thus increased the output of its Spew Fire to better reflect that.
Flaming Fists Animi changed to become COST 2, RNG 6. Can be cast on any friendly Faction model.
Spew Fire becomes ROF 2.

Slag Troll
We see the Slag Troll in a hybrid offensive role, which we feel it currently performs well.
Acidic Touch Animi changed to become COST 2, RNG 6. Can be cast on any friendly Faction model

Troll Axer
We see the Troll Axer in a melee offensive role, which we feel it currently performs well for a light warbeast, but its point cost was too high in comparison to other options.
Reduced to PC 9

Troll Impaler
We see the Troll Impaler in a ranged offensive role, and thus increased its ranged accuracy while also reducing its point cost, which felt far too high to us given other options.
Gained +1 RAT
Reduced to PC 9

Swamp Troll
We see the Swamp Troll in a defensive role, meant to survive on or near scenario elements while being able to fend off lighter armored enemies, and potentially drag contesting/controlling models away. We felt he wasn't feeling right in this defensive role, and have changed him accordingly.
Lost 2 ARM
Gained Impervious Flesh

Storm Troll
We see the Storm Troll in a hybrid offensive / disruption role, with a slight lean towards ranged. We wanted this troll to also offer some stronger anti-warjack tech, which isn't super common for the Trollbloods.
Lightning Fists Animi changed to become COST 2, RNG 6. Can be cast on any friendly Faction model
Gained +1 RAT
Lost Crit Disruption on Claws
Gained Cortex Damage on Claws

Night Troll
We see the Night Troll in a melee disruption role. Once a Night Troll is able to engage, we wanted it to be more meaningful, and have given it flat Paralysis on its Claws. This isn't the second coming of the Clockatrice in our opinions, as delivering the melee attacks of a Night Troll is far more difficult that the ranged sprays of the Clockatrice.
Lost Crit Paralysis on Claws
Gained Paralysis on Claws

Mulg
After loads of games and review on Mulg, we ultimately decided that we were happy with how he is performing on the table, and his unique utility such as becoming an "arc node". The problem isn't what Mulg does, its how much you pay for what he does.
PC reduced to 20.

Dire Troll Brawler
The Dire Troll Brawler needed just a little bump to help separate it from options such as the Mauler or the Earthborn. With his better than normal melee RNG (for trolls) we decided to make the most of that and give the Brawler the opportunity to fight into enemy lines and threaten a bit farther than normal.
Flails gain Beatback.

Trollkin Champions
Trollkin Champions were overall performing how we intended, but we felt that they suffered a bit more than they should from only having one Skaldi to go around. We wanted this elite unit to be able to reliably deliver itself into combat, which it mostly can thanks to Defensive Line and Sanguine Bond, but the lack of Pathfinder could really hurt running multiple units, which we feel can be critical to certain army builds.
Gains Relentless Charge

Skaldi Bonehammer
The above change meant that Skaldi now needed to provide some different utility to the unit he was attached to, which we quickly determined would be a quality of life change to how the unit could get itself into the right combat positions on various turns.
Loses Granted: Relentless Charge
Gains Granted: Practiced Maneuvers

Trollkin Champion Hero
Overall the Trollkin Champion Hero felt right in terms of his role and performance, but looking at him conceptually and the model, his armor was low in comparison to his other Champion kin. This is a minor change, but one we feel is appropriate while we are looking at Champions overall.
Gains +1 ARM

Trollkin Warders
We wanted to further separate Warders and Champions, and really cement Warders as the go-to defensive elite unit in Trolls. Part of the issue is, while the unit had Shield Guard, they also wanted to clump up together due to Wall of Steel. Clumping up, of course, reduced the effectiveness of the unit as Shield Guards for other models.

Instead, we want to see Warders spread out and protect small pockets or individuals, which we feel they do very well now with their new changes. They are not meant to be strong offensive elite models, that is the role of the Champions.
Loses Wall of Steel
Gains Carapace
Gains Roadblock
Testing Call Out: Warders under stone are effective ARM 23 against shooting, which is brutal for a Shield Guard unit of 5 models. Add a Dhunian Archon into the mix and you've got an incredibly tough nut to crack. What lists will you slot them in? Which models will you try to protect with them?

Typo: The Warder pdf shows an extra weapon at the moment with no name. Disregard this. They only have their normal Battle Weapon

Krielstone Bearer & Stone Scribes
The Krielstone Bearer & Stone Scribes are a fundamental aspect of most Trollblood armies. Rarely do you see a list without at least a minimum unit. We are happy with how they perform, and their place in the faction as a key support piece, but have decided that they are taking up a few too many points in basically every trollblood list out there.
PC reduced to 5/7

Dhunian Knot
The Dhunian Knot is a pure support unit, but felt like it was lacking something special. Thematically this is a unit all about protection, healing, magic and nurturing. The healing and nurturing bit was there, but we wanted to see this unit become more interesting in regards to protection and magic.
Gained the Prayer Circle ability
(Prayer Circle: While all three Dhunian Knot models in this unit are in formation, other friendly Faction models whose base is
within the triangular area between them cannot be knocked down or made stationary, and gain boosted magic attack rolls.)


Trollkin Runeshapers
Runeshapers have always been in a position of melee magic users, though they were only really encouraged to get into melee to trigger Battle Wizard if Janissa was nearby. We want these units to be able to spread out across the battle field, threaten multiple areas with their spells and the threat of them charging into something and firing off a Rock Hammer or a Trembler deeper into enemy lines.
Gained the Battle Wizard ability

Janissa Stonetide
With Runeshapers gaining Battle Wizard across the board, Janissa needed a new buff for the type of unit, but we also wanted her to help out Ragnor in the process. The decision was an easy one, and something we think Runeshaper lists will appreciate.
Loses Leadership Runeshaper
Janissa gains Veteran Leader [Runeshaper]

Troll Whelps
We wanted trolls to have some PC 1 options to help fill points as needed, and also wanted to ensure that when a whelp is eaten it guarantees a warbeast has all spirals fully functional. Please note that these changes don't affect any theme benefits which still give free whelps, as those benefits specify exactly how many whelps are provided.
Become FA 15
Reduced to PC 1
Alternate Food Source now heals d3+1

Horgle Ironstrike (Horgle 1)
Horgle 1 was missing a component to his overall gameplan, a way to make sure enemies were on fire. Having an enemy on fire is crucial to triggering his Burnt Meat ability, so we've given him a brand new spell to help facilitate that, even with his lower FURY stat.
Loses Molten Metal spell
Gains Ember Spark spell

Ember Spark (Cost 2, RNG 10, POW 10, Offensive)
Gain an additional die on this spell’s attack roll if the target is not affected by Continuous Effect: Fire. Ember Spark
causes fire damage. Models hit suffer the Fire continuous effect.

Theme Forces

Vengeance of Dhunia
The new theme force focuses, thematically, on the children of Dhunia (including Farrow, Ogruns, and Gobbers) and their combined use of military tactics and divine magic.

This was a tricky theme force to design, as it had to not step on the toes of Kriel Company or Power of Dhunia. It's sort of the hybrid of both, while having some very distinct features. This theme is very capable of playing beast-heavy, it can go full on ranged (though likely not as well as Kriel Company, which is intentional), but most often we expect to see it played in a combined arms manner. Which is our goal. If it runs beast lists better than most Power of Dhunia lists, or runs ranged lists better than most Kriel Company lists, then something has gone wrong. As stated, this is hybrid theme with a lot of versatility, and that is its strength in our opinion. It isn't strictly made for just one type of list or strategy, you've got options.

There are some key things to note about this theme force when you begin building lists for it:

1.) No Runebearer. This is the only Trollblood list that cannot bring a Runebearer. Now this is made up a bit by the fact that all warlocks can cast a free animi every turn (more on that in a moment), but we do not want the Farrow warlocks using the Runebearer. Additionally we feel the lack of the Runebearer helps us keep that distance between Kriel Company and Power of Dhunia, which as stated is very important.

2.) You can bring Farrow. Farrow warlocks can take Troll beasts, and Trollblood warlocks can take Farrow beasts. There has been loads to test here, so definitely think about the types of combos you want to run with this new slew of battlegroup options.

3.) All models in the army count as both Trollblood and Farrow, meaning all Faction buffs work on any model in the army. It also means that, with the benefit of Attuned Spirit [Trollblood[, since Farrow beasts count as Trollblood beasts in this theme force, troll warlocks now have access to things like Lightning Strike, Countercharge, etc and farrow warlocks get a whole new pigpen to play in.


Testing Call Out: There's some very powerful lists you can build in this theme. For example, one strong list we identified was a Lord Carver beast heavy list, full of cheap troll beasts benefiting from both Batten Down the Hatches and the Krielstone. There's a lot of ways you can build a Vengeance of Dhunia list, so show us what you consider to be the strongest and tell us why.

Power of Dhunia
As part of keeping some separation between Vengeance of Dhunia and Power of Dhunia, we wanted to up the benefit of playing beast heavy in a Power of Dhunia army. Previously this theme used the Serenity benefit on Dhunia Knots to allow you to run loads of beasts hot, and potentially keep them from frenzying. With the changes to several of the elemental light warbeasts' animi, and some of the stronger animi in the Faction, we wanted to take a new approach to fury conservation while also giving the beasts a benefit and not requiring the Dhunia Knot to be properly positioned (and thus possibly killed).
Loses the Serenity benefit
Gains the following benefit: When a living warbeast is forced to use its animus while in its controller’s control range, reduce the cost of the animus by 1.
--- Fin de citation ---

Grimgor:
Beaucoup des changements proposés sont ceux demandés depuis au moins 2-3 ans, mieux vaut tard que jamais :) Ca semble bien positif dans l'ensemble même si maintenant j'ai aucune idée de si ça remets les trolls suffisamment à niveau, ne pratiquant plus assez.
Madrak 3 a l'air de rendre les champions assez abusés en vrai

connetable_pa:
C'est... vraiment pas mal en fait  :o :D

BicheNeuve:
Un bon UP assez mesuré vu de ma fenêtre d'ancien joueur. Ca me ferait presque regretter d'avoir vendu ;)

John McForester:
J'ai vu des gens paniquer sur Boomy3, d'une part parce que Amputation auto contre un Gargant c'est immonde, et d'autre part parce que avec quelques buffs de dégâts il peut one-shot une paire de lourds non steady sans trop se forcer (un animus de pyre, un buff de caster*, la pierre = +5... pour peu qu'un hermit ou autre traîne dans le coin, paf pastèque) mais je suis pas hyper choqué, c'est un solo "archonesque" (il a été teasé comme "the axe archon", et coûte ses 8 points non-gratos !) et défensivement il a pas grand chose : aussi solide qu'un Void Archon, avec bien moins de distance de menace... Et il fera pas beaucoup plus mal qu'un Void Archon...

A part ça je trouve ça cool, perso rien ne me fait hurler au power creep / CID pété, tout a son intérêt... J'aime beaucoup le concept très "skew" de Gunny2 en mode "bah il fait du tir, du tir, et du tir, les buffs de close ou défensifs c'est pour les cons", notamment Expose qui quand ça avait été teasé a fait paniquer tout le monde, et que finalement on se rend compte que pour contrer un shield guard le caster doit être à 12" de la figurine qui shield guard, donc à 9-socle" de la cible. Autant dire qu'à part pour assassiner il va pas révolutionner le méta en termes de shield guards. Par contre, entre ça, son propre gun, et son feat, ouais, si tu fais pas gaffe, il t'assassine bien le cul à coups de POW 17 boostées de non-blast damage en tirant sur une autre figurine que le caster !

* en fait je me rends compte que c'est hyper rare les buffs de dégâts sur des casters troll (genre il n'y a que Madrak2 et quelques Calamortality), ce qui justifie d'autant plus le besoin de ce retour en arrière des animi des lights élémentaires !

PS : je vais peut-être poser la question sur le forum CID mais pour boomy3 toujours, Hoof It dit "non-warlock Faction model/unit" mais pas non-warcaster. Hors il est également merco donc un caster merco, à tout hasard Fiona ou Gorten, peut en bénéficier...

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