Showing posts with label CoC. Show all posts
Showing posts with label CoC. Show all posts

Monday, February 3, 2014

5 systemic changes I'd like to see

MkIII has been a recurring topic of discussion amongst the community for a good half year now. Like many people, I don't think a brand new edition is really required as the core rules of the game are still in a relatively good state, unlike the late- MKI rule which were bloated with errata, clunky in wording and kinda ridiculous in interpretation at times. However, like many, I also believe the meta has become a bit stale and the top pieces are staying where they are and the bottom pieces are too. A few careful nerfs are in order if we are to keep things vibrant, along many buffs/redesigns to highly maligned models.

Being a game that is best played from a competitive mindset, I can understand why people take the best stuff they can, but at the same time a stagnating meta leads to stagnating challenge. On the other hand, I think the number of OP models and the number of total garbage models is really small. There is a lot of stuff around the "pretty damn crap" bracket which could use a little sheen though.

I've made posts about things I would change in Gators (very little, without an edition change), and also a post about how I would approach changing warjacks within factions. All theoretical, naturally.

Here are 5 things, outside individual model power balance changes, I feel should be addressed going forward.

1.Tough spam


So anyone who has read any other article on this blog knows I think tough spam is a major issue in the game. In fact they are probably tired of me whining about it (1).I think it's one of the few things in this game that I dislike more than Gargossals, but where I feel Gargossals simply reduce the potential for excellent playing experiences, tough spam can and usually does create negative play experiences for both the spammer and the guy on the bottom.

The main culprits here are the Piper and the Witch Doctor. These can grant tough to ANY UNIT IN THE LIST. If that doesn't cockblock design space, I don't know what does. I think neither of them should grant tough at all. The Witch Doctor can just make something Undead (which is a REALLY good buff in itself) and the Piper can just make something fearless (being able to give Dirge and Pathfinder is already quite legit). Straight "nerfs" to both, still good models.

Secondary culprits are Terminus and Irusk2 with their giant FU auras of tough. These types of auras should be removed because they are just stupid. They're on all the time and you don't have to sacrifice anything to get them. If they were tied into a feat or similar it wouldn't be so bad, but they aren't. Remove those entirely, still good models.

Tertiary culprits are 4+ tough things like Irusk1's feat, Doc Killingsworth, Boomhowlers and so on. These aren't so bad because they exist in a vacuum - you know from now until the next edition what exactly can be affected by these things and when. Irusk1's feat lasts for one turn, Doc can only be taken in a specific list and can be sniped out with a little luck (and isn't 4+ tough himself). Boomhowlers are a bit OP but it's not just because of the 4+ tough (which, again, is a competing alternative with 2 other really good effects after initial engagement). These don't bother me as much as the primary and secondary culprits which are the equivalent to rolling your face on a keyboard in terms of game skill and strategic brilliance.

I don't mind tough granting models in the style of Kovnik Joe because he only does it for a specific unit and it is at the sacrifice of making that specific unit have "normal" damage output that turn rather than calling down half-naked, steel-clad valkyries to skewer your opponent on spikes (metaphorically speaking).
I don't mind Trolls either. They are still a bit frustrating but usually more frustrating to the Troll player than not, and their limitations as a faction (bricky and not too sneaky) don't allow them to take advantage of tough spam like other factions can. It almost feels... you know, balanced.

The Skorne Minion Task Master "UA" on the other hand is kinda dumb in that it will apply to ANY MINION UNIT EVER MADE, which is just another thing new Minion units will have to be balanced around. Unless the unit doesn't work for Skorne, but the fluffers on the PP staff will probably never let that happen. At present it's not a big deal because there are only 4 combat minion units - Gators, Slaughterhousers, Brigands and Bog Trogs. These all have low DEF stats so no drama with No Sleeping on the Job. Slaughterhousers are already tough, Brigands are overcosted, Bog Trogs should be ambushing so will be too far out and Tough on Gators isn't a big deal because they are only a 5man unit (at 2pts each). Whether Shamblers + Task Master becomes annoying/OP or not remains to be seen. In the end, the Task Master probably means Minions will never get a high DEF unit.


Basically, any ability than can grant tough without restriction and on a large scale is stupid and should be eradicated from the face of the earth.


 2. Efficiency of focus when spent on warjacks relative to when spent or camped by caster


Basically, the problem with warjacks is that each point of focus is usually spent more effectively on either camping or casting spells, and therefore warjacks are less resource efficient than a competing choice after warjack points have been spent. There are two exceptions to this: CoC and PoM.
CoC gets around this problem via the focus induction mechanic. Basically, this means that the first focus spent on each warjack each turn is worth TWICE as much as a focus point spent elsewhere, because that focus point will replicate itself on another warjack. This allows you to do amazing things like running your entire battlegroup for one focus on turn 1, and is 100% based on your ability to plan ahead and activate things in the right order. This rule makes me want to high-five DC and buy him a beer or eight.
PoM gets around this problem by making warjacks mostly independent from the warcaster's focus pool. They do this by having a large range of support models that buff warjacks offensively and defensively such as Choir, Vassal and Reclaimers, as well as warjacks that pretty much run themselves like Sanctifiers and the Avatar. If a warcaster chooses to give a warjack a focus, they are getting a really high quality, high polish attack out of it. Ultimately, PoM uses Army Points as a warjack resource.

Khador, Cryx, Cygnar, Ret and Mercs don't have anything like that.
Each has a few casters with amazing battlegroup buffs , but still have a limited focus pool which is more efficiently spent camping for ARM or buffing infantry units. There are of course exceptions to this observation, like Mortenebra's all-in Rube Goldberg assassination machine or eVyros Synergy griffon spam. Or Stormwall being a god amongst titans.

Even PoM or CoC do not run all warjack lists. The lists are pretty balanced on average looking at every caster. These two factions usually run lists a bit more like Hordes lists. There is still only so many resources to go out, even in PoM and CoC, just like there are only so many beasts you can run before they all go crazy.  For the most part, you're looking at 0 - 20% of non-WJ points spent on jacks in competitive lists. I would say Hordes is closer to 50% on average, with a much larger deviation depending on faction and warlock. Someone like Madrak might just take a single Dire Troll Mauler, whereas someone like Vayl puts up to 80% of her army points into beasts (the other 20% being beast support pieces).

Quick suggestions to get an idea of what I am suggesting, paraphrasing what I wrote previously:
  • Khador: All jacks have innate Powerful Attack (boost attack and damage rolls for 1 focus per attack) and Mechanics grant free Pathfinder charges or free power attacks to warjacks as a special action (thus Mechanics become like a Khador Choir).
  • Cryx: Warcasters can "heal" helljacks (not bonejacks, because healing arc nodes is stupid) during their activations like warlocks heal warbeasts, and all helljacks/bonejacks have Cull Souls which counts towards their focus allocation.
  • Cygnar: All warjacks have a Grenadier/Stormclad-like ability that grants them a buff if they positioned a certain way from a unit type, ie. Cyclone gets boosted attack rolls when shooting at model/unit previously hit by Long Gunner models that turn.
  • Retribution: Something to do with power fields, like every focus spent by the jack heals d6 from the field irrelevant of the generator system. Unspent focus on jacks could also add to ARM while the generator is online. This gives them something tanky they otherwise don't have to tarpit and hold zones.
  • Mercs: Maybe just way better jack marshall options, or the equivalent of Minion Lesser Warlocks (where you get a lesser warcaster/super jack marshall and character jack combo).

In order for warjacks to become a more competitive choice in list building, each focus point spent on warjacks has to be at least as efficient as a focus point spent elsewhere, all things considered. The release of the new journeyman warcasters will probably lead to slightly more warjacks being put on the table by increasing the supply of focus on the table. That's nice I guess, but it doesn't really solve the core problem.

3. Exaggerated Khador arcnode / Morvahnna douchisms / rubberbanding


Everyone knows it's stupid but hey, it's completely legal. Why not do it? I would if I played an asshat faction with asshat models.


The main problem with this is primarily with full unit recursion, because any mechanic this powerful that is uncounterable is not really interesting games design. You reduce Morvahna's feat and Regrowth by fully wiping out a unit, the same way you deal with Maelok's Revive, or the Revenant Crew of the Atramentous (who are vastly underrated). But that is almost impossible when one model from that unit is sitting 5" behind the enemy caster, feigning distress. So I suggest this asshattery be dealt with by adding the following rules to Units:

1) Models out of formation when the current unit leader model is destroyed cannot be field promoted.
2) If no model can be field promoted while no Officer models are part of the unit, the unit is removed from play. If an Officer model leaves play and the unit does not have a Leader model, remove the unit from play.

Something like that anyway. This can represent the unit collapsing from lack of leadership and scattering to the winds or whatever, makes it that if you kill an entire unit and one guy is rubberbanding, then the unit goes pop.

The second issue is the exagerated Khador arc node. The Khador arc node is basically leaving a single model in the unit as far away from the leader model as possible while maintaining formation, so that he can be within range of those RNG 6 buff spells. This is perfectly fine in my opinion.
The exaggerated version of this is to leave a model from the unit standing next to your warcaster, way out of formation and running 0" toward its leader every turn. Any unit buff spells targetting him will affect the whole unit. This is stupid, and Privateer Press also seems to think it is stupid since they errata-ed the Bane Thrall standard bearer to not grant his buff while not in formation. Which brings up the question of why it hasn't been errata-ed yet. One would think it's not as simple as these 3 rules I made up in 10 seconds seem to indicate. Or that they in fact are totally cool with Pendrake/Bloodtracker/Croctor parties in the backfield so they can sell all the Morvahnas. Then again, it did take them a long ass time to errata the Shield Guard/Cover/LoS thing.

3) Any spells targeting friendly models not currently in formation automatically miss / Friendly models cannot be targeted by friendly spells while outside formation / something to that effect.

And now people can have a chance at killing your entire unit of Bloodtrackers before you feat them back. It's not easy, but not easy is better than impossible.

4. Spells are spells, animi are animi.

The 'spell vs animi' thing can be annoying to keep track of. It means for example that I always have to cast Spiny Growth on my warlock with my Snapper if I want MHSF to not ignore it. Is that really a decision I have to make (ie. skill), or just something annoying? At least in my lists, it is the latter.

Have animi be animi, and spells be spells plox. If a warlock casts an animi, it can be cast just like a spell as it currently is, but is still an animi in effect.

There are probably some unintended consequences here that will break open the game, like Wrongeye's dual faction allegiance having some supposedly unintended consequences with Galleon.

5. Water re-examined as a terrain piece

I play Blindwater so one would think I shouldn't care, but shallow water is very negative towards warjacks to the point where I never see it on the table except for Swamp Pits and the almost entirely inconsequential Blindwater Pact templates. Therefore it is not only bad for terrain diversity, it is bad for me.

Shallow water could be considered rough terrain (as present) and non-amphibious models who are knocked down or made stationary in shallow water cannot shake. That basically makes throwing beasts, warcasters and warjacks into water reasonably sweet while not completely hosing warjacks (the few that I see these days, anyway). It smooths out the effects across the board, makes water not the worst thing of all time for Warmachine, and makes amphibious more than just shitty pathfinder.

Deep water can remain as is and will continue to never see table time as it completely screws anyone and anything that is not amphibious.

-----------------------------------------

Aside from individual models and the above rules, the only thing I really dislike about the game at present are Gargossals and the way they flatten the tactical depth of the game. I don't think there is really a way around it. The main issue I have with them is their general invulnerability to the majority of game effects, with a handful of exceptions like attack damage, Black Oil and a small handful of special rules and effects (ie. Backlash, Voltaic Snare, etc.) But they are pretty balanced for what they are, just not really tactically interesting in the greater scheme of the game.


I have a 35 pt event coming up in about 2 weeks, but SR 35pts is kinda stupid after you've played a lot of 50pts so I'll probably just bring stupid lists and hope to outstupid my opponent's list. Using skill, of course. Look for the write-up of me losing my first round then.


(1) This is the best reason for it to be #1 on the list.

Friday, August 2, 2013

My first time playing with CoC

Technically, it would be my second time since I have played a couple of proxy CoC Box games. But this is my first time playing with someone else's CoC. It began badly, when in my enthusiasm to demonstrate proper dice shuffling technique, I sent plastic Syntherion flying off the table and breaking one of his little plastic arms. Boy did he fly. I broke that CoC good. It was not easy to fix. I don't like plastic CoCs.

Axis, the Harmonic Enforcer (*6pts)
* Corollary (3pts)  (CoC Squire)
* Diffuser (3pts)  (Hunter's Mark light)
* Galvanizer (3pts) (Repair light)
* Cipher (9pts) (Double Pistons/Gun Face)
* Inverter (8pts) (KD Hammer guy)
Obstructors (Leader and 9 Grunts) (6pts) (shield wall infantry with reach flails)
Optifex Directive (Leader and 2 Grunts) (2pts) (CoC Choir)
Enigma Foundry (3pts) (CoC Necrosurgeon)
Steelsoul Protector (2pts)  (Shield Guard)

+2 more points (probably some bodge servitors or Flare servitors)

Much like new Protectorate warjacks, the names of these models mean nothing for a few months and you just use descriptive names for them instead.
I played a standard 35 Barnabas list: Wrastler, Spitter, Snapper, 2 Full Posse, Totem Hunter.

Good view of hammer hands and elephant feet.

The scenario was Incursion, and the middle flag dissapeared. 

Round 1:
  • He went first and ran some stuff up and put up upkeeps.
  • I ran some stuff up and put up a Swamp Pit and Warpath.
Round 2:
  • He moved everything like 2" forward and turtled in Shield Wall since he was afraid of all the Gatormans. Razor wall was put in front of the Obstructors as a joke. Moved some jacks to contest flags.
  •  I shot a clump of Obstructors in Shield Wall with the Spitter, killing my target and triggering Warpath to move the Wrastler up (the other 5 guys I hit all died to Corrosion next turn - yay!). Barnabas moved up inside a Swamp Pit and feated, catching all the CoC except for the Cipher and Galvanizer + Protector who were on my left + right flanks respectively. The Wrastler charged the steady Inverter (taking 1pt from Razor Wall) and managing to kill it on my last damage roll needing an 11. Yay. I jammed one unit of Gators up into the Cipher/ Diffuser/ Obstructors, and the other unit sat in the middle of the table non-committedly (my only big mistake).

Round 3:
  • He shakes with Axis and holds the rest of the focus. Some Obstructors return to play thanks to the Foundry - the 1" leash on its return ability is really restricting! But at 3pts for ARM 18 and 8 boxes, repair ability, repairable and easy access to a Shield Guard, can't really complain too much. Anyway, the Obstructors do nothing, most of the army does nothing so Axis decides to take matters into his own hammers - pops his feat, casts Onslaught for the pathfinder, charges a Gator in front of Barnabas, beats it back. I wanted to counter-charge with Barnabas and place him directly behind this Gator so he could not have been moved and thus forcing Axis to spend more focus than he wanted to get to Barnabas, but -2 SPD from Axis' feat stops charging. He uses his second attack on the nearby Spitter to make his way over to Barnabas, fluffs 4 of the 6 extra attacks and leaves him at 9 boxes.
  • Spitter headbutts, Barnabas kills Axis with auto-hitting boosted POW 12s.


Postgame thoughts

In retrospect, had that second unit of Gators just run 2.1" in front of the Obstructors I would have been safe from assassination and weathered the feat turn better. -2 STR and SPD is very damaging to Gators so my retaliation would have been very poor that turn - even killing Shield Walled Obstructors would have been tough with POW 11 Gator attacks. I probably would have only just killed the Enigma Foundry with a Spitter shot and Flesh Eater, and just put Spiny Growth on everything to try and weather the next round.

I also didn't have Spiny Growth on Barnabas due to Fury issues (Wrastler at 4, Spitter at 1) but probably should have put it up and let the Wrastler frenzy as he wasn't going to do much under Axis' feat anyway. Assassination would have been even more unlikely in that instance. The Swamp Pit also helped by protecting Barnabas from those Flare guns.
Scenario was a non-issue during the game since he skillfully placed warjacks with Countercharge 3.9" away from each flag, warjacks that were tough enough to take a couple of Gator hits without too much fuss.

The lack of living models in CoC really sucks for our threat ranges and many living-only abilities, and the armor stacking potential is a worry. Axis in particular will become quite nasty as more CoC models are released because his feat really shuts down Gator lists for a turn, he is capable of dishing out significant damage in a melee grind situation, and he has access to a ridiculous number of push effects to set up almost any charge lane he needs.
My first impression is that it seems a bit like a Skorne matchup, which means Rask will again prove to be the best all-around choice. But they are pretty fun to play with and against (at least until Lucant comes out, that guys is going to give everyone fits).