Monday, October 5, 2015

Devastation Review

So it seems that the text-form spoilers that hit the internet recently are very close to accurate, following this BOLS video showing Hoarluk's page for 10 mins and then skimming the rest of the book in the other 10 mins:


As is semi-traditional for me, I am doing a write up to help process the information through my game membrane, and to provide something to look back upon and laugh about how wrong/right I was about certain things. To spice things up and give everyone a chance to nod in agreement or tableflip in disagreement, I will assign an arbitrary grade/value of some sort out of 5 for each model.

Trolls


Doomshaper3 - a pretty cool new iteration on the old Troll beastlock. Hyper Regen is a legit battlegroup ability (source: Syntherion) and he brings quality variants of his old spell toolkit - Repudiate being the new less OP version of Purification, and Unminding being a new way to screw Hordes over. Admonition is decent defensive tech although he will still probably want Janyssa to babysit his poor defensive stats.
I hate Implacability - power attacks are one of the coolest thing in the game (tactically and thematically) and have already been pushed out of the game dramatically with huge bases. Now we have this douchebaggy spell version of Durst's b2b abilityto further cement it.
Th feat is stronger than the average Trollblood feat, and really pushes you to take a few high ARM, high wound beasts (Gargantuans and Mulg? Load up that theme list!) and maybe even a few tanky lights. It's like getting an effective ~+5 ARM on every model AND boosted attack rolls.
Scroll Bearer is cool - dunno why this is a unit rather than a solo like Borka's Keg Carrier though. No punishment for killing him means he will have a sniper's target on his head at all times.


Glacier King - Significantly better than the Mountain King. Good melee with the Freeze fists, a gun so excellent it wouldn't look out of place on a Cygnar or Retribution model, useful support with the concealment and an animus that lends itself to grindfests due to it's 3" extent. Throw in a hefty amount of Troll buffs, and we're cooking with.... frost... fire. Frostfire. So cool it burns.




Dhunia Knot - Neat support unit. At first glance they seem bland (as most Troll things tend to) but then you see "Puppet Master" and then you see 3 guys and think "interesting". Basically Puppet Master bots who will occasionally be called upon to stop frenzies or heal a thing. Seems to help the beast heavy Troll lists a bit. If I were a well rounded Troll player I would probably have a strong favourable/unfavourable opinion on this, alas I am but a mere mortal.


Pyg Bushwhacker UA - I don't really get why there's a mortar attached (at least it's not light artillery) but the officer brings some cool buffs to the unit. Combined Arms is excellent since the best use of the unit was already doing 5x 2-man CRAs, and Slip Away partially stops enemy models running to engage you, as you can just walk past them and snipe out their support! Very nice addition to the faction.

 


Circle

 

Kromac2 - Basically the Circle Butcher, Kromac2 sacrifices subtlety and denial for being a mushroom-fueled, blood crazed berserker. He gets to melee, he melees accurately and he melees hard. He also makes Undead even better with a slew of powerful living-only abilities. Oh, Soles. You sly dog, you.


Storm Raptor - Holy infantry shred, Batman! This MAT 5 Gargantuan basically just shits out lightning attacks and acts as a giant tesla coil: buffing lightning attack hit and damage rolls nearby, and frying stuff that attacks it with Plasma Nimbus. If you have no lightning damage, then it's not particularly synergistic, so I'm guessing it's a sign of Krueger3 to come.
I think it's interesting enough as a release and will do nice things for Circle, bringing in some meaty boxes and P+S values along with the characteristic infantry shred.


Blackclad Mist Riders - Classic Circle - fast, high DEF, low ARM, total BS. With Blizzard up they are DEF 18, which is pretty hard to shoot, while blocking LoS with the cloud. Yay cloud walls - gotta systematically buff those Assault Kommandos while buffing all Legion at the same time! Making clouds at will is great for Circle and its many Prowl models.
I think the low MAT is the only issue but Circle has a million ways to squeaky shine it to excellence. Super mobile cloud wall + high potential of annoying, long range slams = douche city.


Blood Weaver Night Witch - Enemy of the Day Witch! Basically two things jump out about this model - first is Grievous Wounds on a SPD 7 stealth pathfinder solo which can also boost attack/damage rolls, meaning Circle's assassination game against Hordes got a lot better. Second is granting Killing Spree (basically Madrak1's feat) to Bloodweavers, a very good utility unit that was already pretty baller at killing infantry with a POW 6 5" AoE. I guess the free move does help get gang bonuses and a little mobility is always nice. Oh, and it also has Killing Spree itself, which means it can kill lots of infantry... typical Circle.

 

Legion


The Twins - Two pretty decent solos were given a spell list and made to work together under unit coherency rules. Despite some technical hangups, I think this warlock can actually be really powerful following enough practice. Saying that, the technical aspects make them difficult to use (ie. highly constrained) in several situations and therefore less powerful than several of their solo counterparts. I would not be surprised to see them do well in tournaments though, since the difficult technical aspects for you are also confusing for your opponent.



Blight Bringer - SPD4 beast in Legion?! The sky must be falling. In any case, this seems like it would fit right in with the grindier, infantry-focused Legion that has been filling up design space as of late. You get pretty decent artillery support with a 5" AoE that stays in play and provides FU effects to the enemy, along with good melee punch (crit poison POW 18 tail - ouch) and some good short range support/denial tools. Exactly the kind of thing you want to bring back with pThags!

 

Grotesque Banshees - Mmmm... not entirely sold. Silencer is potentially a really powerful ability that can hurt casters and several solos significantly, however it is only on a direct hit and with RAT 5, that's not going to happen too often outside say Lylyth1's feat.
Basically you have several SP6 POW 12s, which is a good tool to have in a jam to hit many things (see: Reciprocators in CoC - which don't hit your own guys), and Flight allows you to walk over your own models to position those sprays better. I guess in the end I don't particularly understand what Grotesques are supposed to bring to Legion.


Grostesque Assassin - Another mediocre Legion melee solo. Actually this one is a little nicer than mediocre in that it has Sprint and multiple attacks (or a P+S15 combo), and if for some reason you wanted to run Grotesques, they can now get there without dying. Neato!
I think its best use is to Desperate Pace the Banshees, as high advance values on spray-toting units is legit. Then late game you can get in some opportune kills due to Flight & Sprint.



Skorne


Zaal2 - It's like Zaal got downgraded but his Skornergy went epic. He seems to want to hearken back to the (very cool) Mk1 Skorne design of "getting stronger as your stuff dies", but Skorne has moved so far away from that playstyle in Mk2, and the pieces that made it work aren't really there anymore (AGs got nerfed to crap compared to what they could do with souls in Mk1).
Most Skorne players seem to dislike him as well so either he will turn out to be super amazing and annoying, or completely unplayed.
Fundamentally, it seems like a warlock that scales well above 50pts where he can get both disposable infantry AND a good selection of warbeasts in addition to his constructs. At 50 or below, he is a warlock who can do many things but only gets to do one of those things depending on how you build the list, and that's not very interesting.


Desert Hydra - This thing can deal monstrous damage against a variety of things in a variety of ways. It's a bit like Typhon on crack, with a much better animus (would be great on warlocks like Makeda3). If you can keep it alive, it can deal out a lot of pain. Nothing especially new for Skorne, but I feel it's a Gargantuan that is different enough from the Mammoth to have a reason to exist.


Immortals UA - Pretty good UA that against pays homage to Mk1 Skorne. I think if you want to take Immortals, you can spend 2pts to get a) an excellent ranged weapon, and b) some cool abilities - both of which have great synergy with Makeda1 (fortunately the Skornergy with her feat prevents it from being over the top).


Legends of Halaak (character unit) - well, this is out of left field. Basically a unit of capable combat solos who flank with each other and have 3 granted abilities - Side Step, +2 DEF when B2B, and Relentless Charge. One of them has reach and def strike, one has two swords + combo, and one has two mauls + combo.
They are basically the Great Bears' evil cousins. I think the Great Bears are better (Tough+Steady OP!), but that explains the point differential!



Minions


Now we get to the highly critical and introspect part of this summary :)

Battle Boar - Take a Gun Boar, remove the gun, reduce the PC by 1 and give it Rabid (force for +2SPD, Pathfinder and fully boosted melee for a turn). Also give it an equally bad but situationally useful animus (basically a RNG 6 spell that grants injured warbeasts RFP).
Overall, not terrible, which for Pigs is a huge win. I'd put it on par with the Razor Boar in that it's a throwaway meatshield that can do a little bit of damage, cause a little chaos and screen the rest of your stuff before it frenzies/dies. Will be good with Carver.... like everything else in the game.



Splatter Boar - This beast may actually be the only legitimately good pig beast. That means a lot coming from me!
First, it's a Gun Boar with a useful animus - from the Slag Troll (+2 to melee damage, immune to Corrossion and Crit Corrossion on RNG 6). Very useful in general to buff one of your terrible heavies, or more useful to buff Maximus or a Slaughterhouser. Probably worth taking one in an Ark list just for this reason.
Second, it's a Gun Boar with a good gun! You'll almost never directly hit anything with it, but the three ammo types are all legit. Acid Bomb for a 3" POW 12 Corrossion AoE (ala Gorman) to wreck Shield Wallers, POW 14 Fire Smoke Cloud to be annoying (or give stealth to Brigands with Warlord ZOMG), and an AoE that causes Command and Frenzy checks on HIT. I was super surprised this wasn't on direct hit, given that it's a Pig model which are consistently handicapped. You spam out three of those a turn and it's a pretty skewy list vs Hordes/non-fearless infantry.
Third, it actually fits my idea of Pig design - barely controlled chaos and randomness. A design approach that would make Pigs somewhat unique and interest and has been dabbled in but definitely needs more emphasis for them to stop sucking balls.


Brigand Warlord UA - Take a decent 2pt solo, make him cost 3pts, and attach him to a mediocre deadweight of a unit granting them some good but uncoordinated abilities. What a missed opportunity.


Blindwalker - After some consideration, I think this is the worst Gator release since the Boneswarm.
Which isn't too bad considering that our releases since the Boneswarm have been Maelok, Witch Doctor, Swamp Horror, Rask, Shamblers, Sacral Vault, Jaga and Croak Raiders!
Basically it's ok but not great. It is a meatshield that positions around the battlefield to use its two useful abilities - arcing spells and Shield Guarding as needed, and then dying unceremoniously when it's usefulness has been outlived.
Its main redeeming features in this role are ARM 20 and PC 7. Its damage output is pathetic for a heavy at 2xP+S 14 (non reach) and MAT 5. It does have two open fists and STR 11 so should be ok at doing power attacks in the few circumstances were those have any remaining value (ie. throws, occasional arm locks).

I can absolutely see it played with Calaban (which is the main benefit this model brings), since it provides both valuable tools for Calaban and another channel to spend his fury if he gets too much on his feat turn.
You might see it with Jaga, you'll never see it with Rask, and I would also be surprised to see it regularly with Barnabas. With Maelok it has low potential, which would have been significantly increased had this model been Undead (theme list, feat).


Croak Raiders - the best release in the book. The amount of damage these guys can deal at range is just stupid. The Oil Gourd being a scatterable AoE and the debuff lasting a round is especially stupid, and the fact that they AD on top of a pretty independent and accurate 16" threat range which ALSO cause fire is madness.

M-A-D-N-E-S-S!



Lynus & Edrea - where the hell did these come from? Apparently they are supposed to be Pendrake's students, which explains the animosity with Saxon Orrik. This also makes them idiots, since Saxon is the man.
There are two sides to this nitwits - first is the synergy they have with other models via a special action that grants a friendly warrior model a boost on its first attack roll. Note this is a BOOST, not an additional attack die. As such it's not worth that much on warlocks outside a little fury efficiency, so is mostly useful on solos like Alten Ashley, Totem Hunter, Maximus, a Posse member and so on. Not bad, but not great either.
The second thing is the Applied Knowledge ability, which allows them to take a second action each turn IF they made a regular attack during their combat action. Basically this means you will move up, shoot with each of them (they have RNG 10 POW 11 rifles and Ebrea has True Sight, but also only RAT 5) and then either make another shot or use their special actions: for Lynus, that's the attack boost buff and for Edrea that's either Arcane Bolt, Zephyr or Wind Wall (or unit equivalent). You'll need the later two abilities to keep them alive because at 14/12, they will die to strong opinions.
EDIT: ROF 1 weapons = 1 shot each max! Things Applied Knowledge actually allows:
  • Rifle -> melee,
  • melee -> rifle and 
  • melee -> melee
  • Edrea can also go melee/rifle -> arcane bolt
I am thinking they might be ok with Calaban for the boost (useful for even a Croak Hunter), and multiple attacks potential.

I think if Croak Raiders hadn't come out, these guys would have been pretty good as ranged support (potential 4 guns shots is nice, especially if you get to aim) for Gators, and the boosted hit buff can be neat. I probably won't buy them.



Hutchuck (Ogryn Bounty Hunter aka Hordes Gorman) - what a name. Ambush, Take Down, and a solo version of Hog Wild. His main thing (outside those manly Ogrun stats) are his three alchemical grenades - Rust, Brain Damage and Quake. All these are 3" POW 12 AoEs with RAT 6.

Like most Hordes versions of OP things (ie. Thrullg, the Hordes Eyriss), he is significantly more balanced that his Warmachine counterpart:
  • Brain Damage must cause damage for its effect (no casting spells, upkeeping spells or using animi) to trigger, so unlikely unless directly hit.
  • Quake is a 3" AoE, but only triggers on a direct hit.
  • Rust is Rust, -2 ARM to warjacks.
Furthermore, unlike Gorman, he is a medium base with no special defensive tech so can be killed by conventional weapons. Overall I think he is cool, despite not working for Minions and also working for Cygnar & Khador.



Gremlin Swarm - This model is just dumb. Why did this have to exist? Not only does the model itself look like ass, but the rules make me want to stick it up someone else's ass.
Basically it does two things - one is be incorporeal AND stealth while moving between 8" and 14" a turn. This means it is difficult to spell it to death, so you have to either get close or melee it to death with magical weapons, or shoot it with magical stealth ignoring guns. These things are not common outside Cygnar. As such it is awesome at scenario play just by existing.
Second, it fucks with warjacks, based on a random roll and not player decisions. Did we really need more models that specifically make warjacks less rewarding to use, and also grind the game down further?
As a final straw, it doesn't even work for either Minion Pact.
It's not even that good, it just seems like such a pointlessly negative games experience.




Summary


I feel this was a decent book with an overall good quality of releases, but not as good as Exigence. The new Gargantuans all look better than the last lot (which isn't hard) and probably make me less angry about their existence as well.
Croak Raiders are very likely to invade every Hordes player's lists at some point, and hopefully nobody ever plays Gremlin Swarms.
If I had to pick a winner and loser for the book (ignoring Croaks), as is customary in the community, I'd put Trolls as winners and either Skorne or Legion as losers. If it weren't for the Blight Bringer, who I feel might finally make infantry-grind Legion a competitive choice, then Legion would be clearly at the bottom.


Best Caster: Doomshaper3
Worst Caster: Zaal2

Best Beast: Blight Bringer
Worst Beast: Battle Boar / Blindwalker

Best Warrior Model/unit: Croak Raiders
Worst Warrior Model/unit: Farrow Warlord

The Cryx "Total BS" award: Gremlin Swarm

Friday, October 2, 2015

Blindwalker Hype #2 - Spoilers

From the internets:

Blindwalker
Blindwater Heavy Warbeast


SPD: 5
MAT: 5
RAT: 1
DEF: 10
ARM: 20
Fury: 3
Threshold: 10
HP: 27



PC: 7
Claws x2, P+S 14, Open Fist

Amphibious
Shield Guard
Empathic Transference: Can be transferred to even if on full fury.

Animus: Rites of Power: RNG Self, Cost 2, Controller can channel spells, takes D3 damage for each channel (assuming this damages the beast, not the caster)



Obviously disclaimer that these may not be legit, but we'll go with that assumption for now. Here are my initial thoughts:

  • Obviously not a combat beast given it's craptacular combat stats. HOWEVER, it does have two open fists which makes it at least capable of having some combat impact
  • Relatively cheap at 7PC, and at 10/20 with 27HP, is overall slightly less tanky than a Wrastler.
  • No Undead?
  • The two most useful abilities on the card are Shield Guard and the Animus:
    - Shield Guard fits in with the Gator anti-shooting theme, and with good ARM makes it generally useful. Good for Calaban if he wants to put Occultation somewhere else.
    - The animus is basically a "shitty arc node", but an arc node nevertheless. This makes a huge difference to Calaban, who also likes the idea of a Shield Guard a lot.
  • I see no reason to play this with Rask since he neither needs Shield Guards nor arc nodes.
  • If Undead, could be decent with Maelok, not only for the tankability but also for the Shield Guard capability and the ability to cast an opportune Venom or cycle Death Pact from a distance.
  • Not super useful with Barnabas, although with Warpath can get some pretty long range Flesh Eaters.
  • Decent with Jaga as it provides her a buddy for Escort (although I usually use a Bull Snapper for this), and Deadweight is a REALLY good spell. Shield Guard can also help protect her troops as she otherwise has little anti-shooting tech.
  • Obviously designed for Calaban - Shield Guard, Arc Node, consistent transfer target. Almost everything he could want - except that the arc node starts killing itself so not too useful to spam attack spells on the feat! Just the threat projection of Hex Blast and Parasite should be good though.

Anyway, I'll probably do a full write-up of my opinions for the full book as spoilers develop over the coming days.

Croak Raiders

Croak Raiders - Blindwater's first ranged unit... which synergizes better with every other faction in Hordes.
On the surface, at least. And if we know anything about the swamp, it's what's under the surface that should concern you.....

Damage

First, their melee output is garbage in general but adequate in a pinch thanks to the frog people's predisposition to teamwork. MAT 5, P+S 8 hand weapons is crap, but MAT 7 P+S 10 is workable. As a result, they can do things in melee if they have to. Put Fury on them and that's equal to a Gatorman. Not bad for a ranged unit.

Where they really pull their weight is their ranged weapons - RAT 6, RNG 10, POW 12 auto-fire Fire-typed weapons. Boom. That is some nasty damage right there. You can use them to stand still and clear out most single wound troopers in the game, or set those tankier medium infantry (Cetrati, Warders, etc) on Fire where they don't benefit from their stacking ARM buffs. Tasty.

On top of that, each Raider also carries oil bombs with them. Like Gorman's bomb, this is a 3" AoE that leaves a sticky Oil residue on its target. Unlike Gorman's Black Oil however, this sticky residue only makes the target take automatically boosted damage from Fire-typed attacks (this includes Continuous Effect Fire), rather than make them completely incapable of doing anything. That makes the rest of the unit POW 12 ranged weapon masters, which is very good. Just don't throw it on your own guys and get shot by Legion beasts, because that would suck. A lot.
This ability is ridiculous for three reasons - first is the AoE, which allows it to hit multiple targets at once (two nearby heavies, 3 base-to-base shield wall guys...). Second, as an AoE it never "misses" but has a chance to deviate - often all you need to kill a squishy high DEF caster is one Oil Gourd, one direct spear hit and one boosted fire roll. Third is that it lasts for a round, so the POW 12 fire damage roll from the continuous effect is also boosted.


Survivability

Pretty average here - 13/14. No special survivability rules other than amphibious for the Mystical Gator God Table that has deep water on it. Basically, they will die to anything that manages to hit them, except Conquest's Secondary Battery.

They also have immunity to corrosion,  which can come into play especially vs Cryx and Legion (ie. Bile Thralls). It's a neat bonus, especially when these will probably go into anti-Cryx lists.

HOWEVER - if they do survive a melee attack, the attacking model suffers the Corrosion continuous effect thanks to the Vitriol rule. Thanks, PP!




Utility

First off the bat, the obvious in-built synergy is Oiling something with the Oil Gourds and shooting it with fire attacks. As you may have guessed from a water/corrosion-theme force, Blindwater currently has ZERO fire-based attacks. ZERO. This means the Oil debuff is only of any value to other members of the Raider unit, which to be honest is perfectly fine.

Besides being Blindwater's only ranged unit and all the benefits that inherently brings (ie. being able to attack things from a distance), the one useful bit of utility they provide is Advanced Deploy. This is very powerful ability combined with a 16" threat range on decent guns - if your opponents lack the ability to punish them (and/or if you can protect them with Swamp Pits, Occultation or Rask's feat), then you can get a few good turns of shooting out of them, giving Blindwater some valuable early game aggression.
If your opponent can deal with them off the bat, then you just deploy them at the back so they can support your Gatorman advance and pick things off and clear charge lanes mid and late game. Since they are capable of dealing so much damage at range thanks to the Oil, this is a perfectly valid way to use them.

The one thing that took me a while to get my ahead around is unpacking the rest of my army behind/beside the Croak Raiders, as having an AD unit is not something I am used to!


Synergies

Some cool synergies:

Spitter - GIRDED IS FINALLY USEFUL OMG - and you can also shoot them with Spitter shots to unjam them in melee as they are immune to Corrosion! Synergasm!
Croctor - Tough them so they have a 1/3 chance of Vitriol proccing! Skilltastic!
Croak Hunters - Hide them in the unit so your opponent forgets they are there, then hit them in the face with a POW 12 charging weapon master! Tricksarific!
Gatormans - if you take Gators, your army becomes instantly better! WAOW!


More seriously, like many Minion models, they don't synergize all that well with other Minion models, especially given the lack of fire attacks anywhere at present. However, also like other Minion models, they do synergize quite well with our warlocks (besides being amazing on their own):

  • Barnabas - Iron Flesh for DEF 16 (same as Dirged Posse), Swamp Pits to protect them early if you're using them aggressively with AD. His feat allows for very legit ranged assassination and generally killing of many things. Good stuff.
  • Calaban - Parasite for POW 15 weapon master guns is sickeningly good. Occultation to protect them early. Feat will give Calaban a lot of fury that he will camp and make his beasts frenzy and/or spam Spiny Growth on things. Cool in theory, but it's still Calaban.
  • Jaga - Spellpiercer, of course. And the extra threat from an AD ranged units could potentially make the feat crippling in a scenario game (although it's a bit of a gamble). Pinning a Colossal in place with Deadweight also allows them to go to town!
  • Rask - Rask likes guns since he can potentially camp his side of the table like a boss if he wants to, between Inhospitable Ground, Feat, Admonition, and his gun's control potential. Fury in a pinch makes them hit like Gatormans, just like the Shamblers. You could easily build a Rask list without Gators, just Shamblers, Spitters, Vaults, and a lot of Croaks, and play pretty cagey while shooting your opponent to death Cygnar-style.
  • Maelok - not really any straight synergy between the two. Different gameplans entirely, but his toolbox certainly can be useful to them. Incorporeal to disengage or walk through enemy jammers, Death Pact for resilience to blast damage, and Revive is some potent threat range in any situation. Regardless, ranged support helps out A LOT, and Croaks are thus very useful as a second wave rather than the alpha strikers (leave that to the tanky Gatormans!)


Conclusion

Capacity for Burnination:

[Ice]------------------------[Cooking bacon while drunk at 3am]-----X---[Trogdor]

Croak Hunters are legit. I think they are slightly OP - you could have the Oil Gourd only work on a direct hit and the ensuing debuff only last one turn and they would still be a very good unit.
But hey - I'll take it. Unfortunately for the game though, so will every other faction in Hordes.

Disclaimer: this article has been sitting on the shelf for many months and it thus mostly theorymachine. After getting 2 good games with Croaks, I feel comfortable enough confirming most of what I've written but will update things as needed.