Yay, a thing. Or two things.
Jaga-Jaga has risen to prominence as a high priestess of the Blindwater
Congregation. In her talons writhe the spirits of death drawn from the
swamps, each eager to comply with her designs. She is an enigmatic
creature, whispering into the darkness to converse with ravening things
of shadow. Around her the unseen spirits bubble close to the surface,
drawn to her as leeches are drawn to disturbances in the water.
So the model looks pretty nice. They've tried to accentuated the femininity of the model by totally covering the space where her mammaries would be (if she were a mammal) and generally made her more slender and less bulky than her male counterparts.
As for rules, we get basically nothing. As far as I can tell, the blurb text may as well be describing the latest cheesy black metal album from Dimmu Borgir, Cryptic Doormat Extinguish. Let's hope she doesn't suck.
UPDATE: TO RELEASE IN OCTOBER 2014. Woot.
Then there is the blurb for Exigence:
HORDES: Exigence brings you the next thrilling chapter of the HORDES saga. Hold nothing back in your fight for survival with:
• New warlocks, including new epic versions.
• Three new character lesser warlocks who bring even more furious support to your army.
• New units and solos to expand HORDES armies with new strategic possibilities.
• New narrative fiction picking up directly after the harrowing events of HORDES: Gargantuans.
• A painting and modeling guide to help you prepare your forces for battle.
• Theme Force lists for each new warcaster, which allow you to create
armies based on specialized forces found in the HORDES world.
There's some fluff stuff beforehand, but I will safely assume that not much happens, nobody anyone cares about dies, nobody feels strongly about things, and the realm is safe for another year.
What is really interesting with the blurb is that it does not mention ANY new beasts. If the "real" factions hadn't received 1-2 new beasts each already, I would probably break out in hysterical laughter as Pigs get screwed again. At this point, I can only hope.
However, you do get a Theme Force list for each new warcaster. I don't expect any new warcasters in a Hordes book, so I will say no new Theme forces. GG PP.
Showing posts with label Soles. Show all posts
Showing posts with label Soles. Show all posts
Friday, July 11, 2014
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.
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.
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:
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.
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.
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.
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.
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.
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Thursday, January 9, 2014
Fury Management in Minions
So the holiday period is over and I am back, about as neutral about the game of Warmachine as one can be. I think I managed to get in one game over the holidays, Barnabas vs an Arkadius list that resulted in a reasonably close game in which I manage to come out the victor thanks to favourable dice and no thanks to a Slaughterhouser making 5 tough saves in a row to deny me control points and making things hard for me (I never did manage to kill him and he lived to the end).
This game, specifically effective use of Arkadius' feat, brought to mind a frequent "request" I hear on behalf of Minion players to fill a serious design gap in the Pacts: fury management. I don't really agree that this is a design gap. I argue that this would make little difference to our competitive power, because our warbeasts are pretty crappy so being able to manage fury better wouldn't really change things all that much - Gators would take the same amount
Fury management is a term used to refer to models, abilities or spells that can directly or indirectly add or remove fury from friendly warbeasts.
Examples of this include Paingiver Beast Handlers' Condition ability, Kaya1's Soothing Song spell, or the Comfort Food ability on Troll Whelps.
All Hordes armies have fury management built into their warlock's fury leeching ability and fury stat. Warlocks with a low fury stat of 5 can "manage" fury on warbeasts less effectively than warlocks with a higher fury stat of 7 or 8. Looking at that stat alone, one can conclude that warlocks with a higher fury stat can run more warbeasts safely (where safely means less chance of frenzy) because they can leech off more fury than those with a lower stat, thereby leaving less fury on your warbeasts.
What fury management does is allow you to run more warbeasts safely, where "safely" is used to mean "lower chance of frenzy".
That's about it. If you have good fury management, you can run more beasts, and beasts can run hotter than they would otherwise, either by generating more attacks, running more models first turn, casting support animi, etc. It provides a higher artificial fury cap for your list.
It's a bit like a reverse of 'focus multiplication', a term used for spells in Warmachine like Terminal Velocity, Guided Fire or Full Throttle where the effect is relatively greater the more models make use of them. For example, spending 3 focus to cast Full Throttle in Khador is efficient if you intend to charge with a jack and make at least 3 attacks with either jacks or warcaster. However, if you have 3 Juggernauts in your list with one focus each for additional attacks, then you are getting 3 charges and 9 to-hit boosts (effectively 9 focus), making that 3 focus expenditure very efficient.
Fury management is like focus multiplication in the sense that it allows you to get more out of your points investment in warnouns by making better use of the resource, in the Hordes case that means being able to do more things with more beasts (go to your fury cap) without the downside (frenzy risk).
The short answer is beasts in Blindwater are only taken to generate fury, provide animi, and provide high P+S numbers. If Gatorman Posse could do those things, then you probably wouldn't see beasts at all, because Gatormans are freaking sweet. So unless the meta changes to a ridiculous number of 20+ ARM targets in each list, you will only want a moderate number of Gator warbeasts in any given list.
The long answer is that our beasts aren't really that good. We don't have beasts that we actually want to take many of, except perhaps the Bull Snapper - which, while quite capable for a 3pt beast, doesn't really deliver the volume or quality of attacks required to kill things and doesn't have a lot of health. Coincidentally, this is also the only Minion warbeast with any fury management via the Torpor rule that removes a fury from it and ends its activation immediately after destroying a living model, a.k.a. "free boost". Bull Snapper - one of the best designed models in the game.
Spitters are the only heavy of which you might want three in a specific type of list, but even then you're probably only boosting hit rolls and a few direct damage hits. Since the AoE causes Corrosion, you don't usually end up boosting the blast damage rolls when fury is a concern. Fury management would basically allow you to boost all the blast damage rolls in exchange for a couple of points. Worth it? I wouldn't say so in the majority of situations.
Wrastlers can have a good and unpredictable threat with their animus but don't hit hard enough to be a super serious threat in themselves, and also lack reach or movement shtick (you can give them reach with Elasticity, but then you lose a lot of flexibility in making a Rise Missile happen). Dual Wrastler lists can do some cool stuff, but again I think this is something that gets taken due to lack of options, not because it's really THAT sweet.
Swamp Horrors could also be taken in multiples as they hit hard-ish and have lots of reach initials so can deal with multiple targets and heavy targets. Unfortunately they are squishy as shit in melee and die to charging mechaniks.
Boneswarms are just crap at everything.
In terms of specific battlegroup-wide buffs, we have Warpath. And Admonition and Flesh Eater at a stretch, I guess. Everything else probably gets more out of it when used in conjunction with Gatorman Posse. That isn't much of an incentive to bring warbeasts, let me tell you.
On the Legion side of things, you have Archangels, Ravagores, Scytheans, and Typhon. These beasts are quite versatile in that they can not only do sizable melee damage, but are also versatile enough to handle infantry well with abilities like Overtake, Bloodbath, Slaughterhouse (takedown), Scather/AoEs and sprays. Sweet animi, sweet stats, sweet abilities, sweet weapons.
Skorne has the likes of Gladiators, Bronzebacks, Tiberion and Molik Karn, along with excellent lights like Brutes, Drakes and Kreas. Similar to Legion, these beasts have great secondary use and sweet animi (or are just really tanky as shit). The Holy Skorne Trinity of Molik, Gladiator and Bronzeback can deal with almost anything, from troop masses to high ARM to rough terrain to Crippling Grasp (ok, maybe not that last one).
Not only are the beasts really sweet, but a good number of their casters support the beast heavy playstyle through feats, abilities and spells, making beasts even more attractive. Have a look at Vayls, Makedas, Saeryn, Lylyth2, Hexeris2, Morghoul1, Rasheth, Naaresh, Xerxis, etc..
Lylyth2 is a great example - Fury 5, no real fury management to speak of and all about increasing attacks. With a few Shepards and Forsaken however, those 3 Ravagore/2 Angel lists are destroying everything on feat turn and then acting totally cool the next rather than flipping out and killing each other. Morghoul1 is in the same boat - with 5 fury and a tendency to die, without Paingivers he would really really suck.
Circle and Trolls don't have as much in terms of general fury management. Shifting Stones can remove fury from friendly warbeasts within 1" during your control phase (an ability that was not present in Mk1 but was thrown in last minute in the field test to appease Circle players who felt heavily crippled by the lack of fury management - lolz). This fury management is not that great for Circle because of its highly limited range, and as we all know Circle likes mobility, especially on their Warpwolf Stalkers which you see in every list. Besides, these Stalkers are usually going to be Primaled so will frenzy next turn anyway, resulting in effective fury management. They do however have a few warlocks that do very well running warbeast heavy (Kromac, Kaya, Baldur2 tier) due to great support buffs, built-in fury control, construct warbeasts that don't frenzy and models like the Druid Wilder that get animi out.
Trolls have Whelps, who I don't usually see on the table very often despite what I consider to be pretty strong rules (2pts for 5 solos, who can either be a MAT/RAT debuff, alternate source of beast healing or fury management - seems good). I attribute this to Troll beasts being a heavily synergistic faction, and as a result their beasts are bad to average for their high costs (outside of Mulg), so they always try to max on troops and the beasts are primarily taken for animi/support and to be a "cog in the fleshy blue machine", besides Bombers and maybe Earthborns.
They also have a couple of fury and frenzy management abilities on some casters, like Calandra and Hoarluks.
The main point is that fury management is only a really useful tool IF you have really good warbeasts of which you want to take more than your warlock can handle by itself. Minions do not have this issue because our warbeasts are good at best and mediocre at other times.
WHY IT COULD CHANGE THINGS FOR PIGS, BUT PROBABLY WON'T
On the flipside of BG buffs, you have Farrow, whose casters are shitting out amazing battlegroup buffs with alarming consistency:
War Hogs, Road Hogs and Gun Boars all share pretty crappy stats (the Gun Boar is quite tanky for a light though) and relatively high points costs, and only become respectable in any degree when they combine their "pain activated" abilities with their warlocks' super sweet BG buffs.
The only beast that is actually pretty sweet for its cost is the 2pt Razor Boar, perspectives of which will forever be cursed by its unexplainedly 100% overcosted Friendly Faction animus*. However a respectable tanky 2pt solo with boosts that you can spam and benefits from your sweet BG buffs is hard to overlook.
Pigs have access to 4 infantry units (all FA:2, 3 in Thornfall):
This is partially out of necessity (not too many options available), and partially because of the aforementioned amazing battlegroup buffs. War Hogs tend to be the most common in my experience (I almost always see 2 at 50pts) and it is pretty bad as far as melee heavies go.
With that in mind, would fury management make a big difference to Pigs? I sure as hell don't know. Probably. They are taking list made up primarily of beasts anyway, so I can't see how being able to manage fury better would be a negative. It would make spamming the Razor Boar animus easier for one, which could be neat.
I'm not convinced the lack of fury management in Pigs is a design gap though. I always thought the best approach to fury management in Pigs should be frenzy. Give Pig players every incentive to just go crazy all the time. It would be both fun and unique, require pretty good decision making skills and familiarity with the frenzy rules to maximize efficiency and not get stuck in the regimented "order of activation uber alles" playstyle of Skorne and PoM.
If I take less, I make my caster more vulnerable by having lower fury generation (meaning I might have to cut for fury regularly) and by reducing the number of potential transfer targets (not only will there be less on the table, but the ones that are there are more likely to be fill up on fury).
If I take more, I use my points less efficiently than I could otherwise (on infantry or solos) and will probably have more fury than I can handle if I want my beasts to function effectively.
Here are some pro-tips (or at least, "tips"):
Fury management is a non-issue in my opinion. I think the actual design gaps for Gators are:
On the flipside, I can't do anything about tough, and will always have to play Rask against heavy armor unless there is an errata on Barnabas/Maelok/Calaban, or some stuff gets released that specifically does not work for Rask (like a warbeast affinity).
Well, that was ranty. Maybe I'll have another equally ranty post in the near future, probably also about how tough spam is retarded. Or whatever the flavour of the month is. Until then, relish being the underdog!
* Seriously, wtf. It can ONLY work on Pig warbeasts and it's not that strong an ability in itself. I'd understand if it could work on things that weren't warbeasts since Rorsch could cast it on almost anything in the game. The only explanations I can come up with are 'DC hates Pigs' or 'future fury management incoming'.
This game, specifically effective use of Arkadius' feat, brought to mind a frequent "request" I hear on behalf of Minion players to fill a serious design gap in the Pacts: fury management. I don't really agree that this is a design gap. I argue that this would make little difference to our competitive power, because our warbeasts are pretty crappy so being able to manage fury better wouldn't really change things all that much - Gators would take the same amount
WHAT IS FURY MANAGEMENT
Fury management is a term used to refer to models, abilities or spells that can directly or indirectly add or remove fury from friendly warbeasts.
Examples of this include Paingiver Beast Handlers' Condition ability, Kaya1's Soothing Song spell, or the Comfort Food ability on Troll Whelps.
All Hordes armies have fury management built into their warlock's fury leeching ability and fury stat. Warlocks with a low fury stat of 5 can "manage" fury on warbeasts less effectively than warlocks with a higher fury stat of 7 or 8. Looking at that stat alone, one can conclude that warlocks with a higher fury stat can run more warbeasts safely (where safely means less chance of frenzy) because they can leech off more fury than those with a lower stat, thereby leaving less fury on your warbeasts.
Nasum fits everywhere.
WHAT FURY MANAGEMENT ACTUALLY DOES
What fury management does is allow you to run more warbeasts safely, where "safely" is used to mean "lower chance of frenzy".
That's about it. If you have good fury management, you can run more beasts, and beasts can run hotter than they would otherwise, either by generating more attacks, running more models first turn, casting support animi, etc. It provides a higher artificial fury cap for your list.
It's a bit like a reverse of 'focus multiplication', a term used for spells in Warmachine like Terminal Velocity, Guided Fire or Full Throttle where the effect is relatively greater the more models make use of them. For example, spending 3 focus to cast Full Throttle in Khador is efficient if you intend to charge with a jack and make at least 3 attacks with either jacks or warcaster. However, if you have 3 Juggernauts in your list with one focus each for additional attacks, then you are getting 3 charges and 9 to-hit boosts (effectively 9 focus), making that 3 focus expenditure very efficient.
Fury management is like focus multiplication in the sense that it allows you to get more out of your points investment in warnouns by making better use of the resource, in the Hordes case that means being able to do more things with more beasts (go to your fury cap) without the downside (frenzy risk).
WHY FURY MANAGEMENT WOULDN'T REALLY CHANGE ANYTHING FOR GATORMANS
The short answer is beasts in Blindwater are only taken to generate fury, provide animi, and provide high P+S numbers. If Gatorman Posse could do those things, then you probably wouldn't see beasts at all, because Gatormans are freaking sweet. So unless the meta changes to a ridiculous number of 20+ ARM targets in each list, you will only want a moderate number of Gator warbeasts in any given list.
The long answer is that our beasts aren't really that good. We don't have beasts that we actually want to take many of, except perhaps the Bull Snapper - which, while quite capable for a 3pt beast, doesn't really deliver the volume or quality of attacks required to kill things and doesn't have a lot of health. Coincidentally, this is also the only Minion warbeast with any fury management via the Torpor rule that removes a fury from it and ends its activation immediately after destroying a living model, a.k.a. "free boost". Bull Snapper - one of the best designed models in the game.
Spitters are the only heavy of which you might want three in a specific type of list, but even then you're probably only boosting hit rolls and a few direct damage hits. Since the AoE causes Corrosion, you don't usually end up boosting the blast damage rolls when fury is a concern. Fury management would basically allow you to boost all the blast damage rolls in exchange for a couple of points. Worth it? I wouldn't say so in the majority of situations.
Wrastlers can have a good and unpredictable threat with their animus but don't hit hard enough to be a super serious threat in themselves, and also lack reach or movement shtick (you can give them reach with Elasticity, but then you lose a lot of flexibility in making a Rise Missile happen). Dual Wrastler lists can do some cool stuff, but again I think this is something that gets taken due to lack of options, not because it's really THAT sweet.
Swamp Horrors could also be taken in multiples as they hit hard-ish and have lots of reach initials so can deal with multiple targets and heavy targets. Unfortunately they are squishy as shit in melee and die to charging mechaniks.
Boneswarms are just crap at everything.
In terms of specific battlegroup-wide buffs, we have Warpath. And Admonition and Flesh Eater at a stretch, I guess. Everything else probably gets more out of it when used in conjunction with Gatorman Posse. That isn't much of an incentive to bring warbeasts, let me tell you.
Let's have a look at other factions for comparison's sake:
Legion and Skorne have the best fury management in the game in Paingivers, Sheperds and Forsaken. This allows them to run lots of beasts, specifically heavies. This is fine by them because they have access to amazing heavies that they want to take a lot of by choice, rather than by necessity.On the Legion side of things, you have Archangels, Ravagores, Scytheans, and Typhon. These beasts are quite versatile in that they can not only do sizable melee damage, but are also versatile enough to handle infantry well with abilities like Overtake, Bloodbath, Slaughterhouse (takedown), Scather/AoEs and sprays. Sweet animi, sweet stats, sweet abilities, sweet weapons.
Skorne has the likes of Gladiators, Bronzebacks, Tiberion and Molik Karn, along with excellent lights like Brutes, Drakes and Kreas. Similar to Legion, these beasts have great secondary use and sweet animi (or are just really tanky as shit). The Holy Skorne Trinity of Molik, Gladiator and Bronzeback can deal with almost anything, from troop masses to high ARM to rough terrain to Crippling Grasp (ok, maybe not that last one).
Not only are the beasts really sweet, but a good number of their casters support the beast heavy playstyle through feats, abilities and spells, making beasts even more attractive. Have a look at Vayls, Makedas, Saeryn, Lylyth2, Hexeris2, Morghoul1, Rasheth, Naaresh, Xerxis, etc..
Lylyth2 is a great example - Fury 5, no real fury management to speak of and all about increasing attacks. With a few Shepards and Forsaken however, those 3 Ravagore/2 Angel lists are destroying everything on feat turn and then acting totally cool the next rather than flipping out and killing each other. Morghoul1 is in the same boat - with 5 fury and a tendency to die, without Paingivers he would really really suck.
Circle and Trolls don't have as much in terms of general fury management. Shifting Stones can remove fury from friendly warbeasts within 1" during your control phase (an ability that was not present in Mk1 but was thrown in last minute in the field test to appease Circle players who felt heavily crippled by the lack of fury management - lolz). This fury management is not that great for Circle because of its highly limited range, and as we all know Circle likes mobility, especially on their Warpwolf Stalkers which you see in every list. Besides, these Stalkers are usually going to be Primaled so will frenzy next turn anyway, resulting in effective fury management. They do however have a few warlocks that do very well running warbeast heavy (Kromac, Kaya, Baldur2 tier) due to great support buffs, built-in fury control, construct warbeasts that don't frenzy and models like the Druid Wilder that get animi out.
Trolls have Whelps, who I don't usually see on the table very often despite what I consider to be pretty strong rules (2pts for 5 solos, who can either be a MAT/RAT debuff, alternate source of beast healing or fury management - seems good). I attribute this to Troll beasts being a heavily synergistic faction, and as a result their beasts are bad to average for their high costs (outside of Mulg), so they always try to max on troops and the beasts are primarily taken for animi/support and to be a "cog in the fleshy blue machine", besides Bombers and maybe Earthborns.
They also have a couple of fury and frenzy management abilities on some casters, like Calandra and Hoarluks.
The main point is that fury management is only a really useful tool IF you have really good warbeasts of which you want to take more than your warlock can handle by itself. Minions do not have this issue because our warbeasts are good at best and mediocre at other times.
WHY IT COULD CHANGE THINGS FOR PIGS, BUT PROBABLY WON'T
On the flipside of BG buffs, you have Farrow, whose casters are shitting out amazing battlegroup buffs with alarming consistency:
- Carver: Mobility, Batten Down the Hatches, [Hog Heaven feat is arguably just as useful for melee heavies as it is for troops]
- Arkadius: Aggravator, Forced Evolution, Primal Shock, Psycho Surgery, Maltreatment, Monster Mayhem feat
- S&D: Watcher, Killing Ground, Goad, Pack Hunters, [Vision is also best for battlegroup]
- Midas: Butchery, Pet Cemetary feat
War Hogs, Road Hogs and Gun Boars all share pretty crappy stats (the Gun Boar is quite tanky for a light though) and relatively high points costs, and only become respectable in any degree when they combine their "pain activated" abilities with their warlocks' super sweet BG buffs.
The only beast that is actually pretty sweet for its cost is the 2pt Razor Boar, perspectives of which will forever be cursed by its unexplainedly 100% overcosted Friendly Faction animus*. However a respectable tanky 2pt solo with boosts that you can spam and benefits from your sweet BG buffs is hard to overlook.
Pigs have access to 4 infantry units (all FA:2, 3 in Thornfall):
- Brigands - good with Carver due to fearless + CRA (a big deal), not good with anyone else.
- Slaughterhousers - all around excellent melee unit. Their special rules (Take Down, Finisher, Reach, Powerful Charge, Fearless, Tough) make up for their mediocre victim stats in spades. If Minions were one faction rather than two, I would definitely take a unit of these in many lists.
- Bone Grinders - good support unit and very cheap. Craptacular damage output though, despite having a nice RNG 12 POW 11 nuke.
- Razorback Crew - one of the better light artillery pieces in the game, but still light artillery.
This is partially out of necessity (not too many options available), and partially because of the aforementioned amazing battlegroup buffs. War Hogs tend to be the most common in my experience (I almost always see 2 at 50pts) and it is pretty bad as far as melee heavies go.
With that in mind, would fury management make a big difference to Pigs? I sure as hell don't know. Probably. They are taking list made up primarily of beasts anyway, so I can't see how being able to manage fury better would be a negative. It would make spamming the Razor Boar animus easier for one, which could be neat.
I'm not convinced the lack of fury management in Pigs is a design gap though. I always thought the best approach to fury management in Pigs should be frenzy. Give Pig players every incentive to just go crazy all the time. It would be both fun and unique, require pretty good decision making skills and familiarity with the frenzy rules to maximize efficiency and not get stuck in the regimented "order of activation uber alles" playstyle of Skorne and PoM.
HOW TO MANAGE FURY WITHOUT SPENDING POINTS
One of the nice things, in my opinion, about Gators is the lack of fury management forces you to get good at the fundamentals of the game. You can't go balls out with fury on any given turn, and then cover your ass by spending points on fury control models. I also feel in building lists that the balance between infantry and warnouns is exactly where I would like it to be for Warmachine and other Hordes factions - I need to take a certain number of warbeasts in order to generate fury for my warlock AND also provide a decent number of transfer for safety. That usually ends up being 2 heavies and a light at all points levels, a proposition that makes Khador soil itself with envy.If I take less, I make my caster more vulnerable by having lower fury generation (meaning I might have to cut for fury regularly) and by reducing the number of potential transfer targets (not only will there be less on the table, but the ones that are there are more likely to be fill up on fury).
If I take more, I use my points less efficiently than I could otherwise (on infantry or solos) and will probably have more fury than I can handle if I want my beasts to function effectively.
Here are some pro-tips (or at least, "tips"):
- The fundamentals of fury management are planning and estimating.
- The most important factor in planning is to know what your caster will be doing that turn, specifically how much fury you want to spend and how much you want to hold onto. The difference between there two is ideally how much you want to have on the table at the end of your opponent's next turn.
- If you expect a beast do die next turn, such as a beast used in a Rask Missile or Rise Missile, then max it out on fury and don't reave it if it'll bring you over cap. Better to cut for 1 or 2 damage to get the missing fury (if needed) than have a warbeast frenzy and do nothing on top of killing your own stuff. If it somehow lives, then you're likely to get a free fully boosted attack out of it when it frenzies.
- Very rarely will I aim to have more fury on that table than what my caster can handle. However, if I am able to go completely overboard and put your opponent in a really really bad position by maxing out your beasts, then it's probably worth the risk. Better to risk frenzy to kill an enemy heavy than to have it kill you next turn.
- Fury management also takes place during your turn, since that's when transfers are likely to take place. You can think of a transfer as costing you one point of life, since that's what it cost to make up a lost fury. If you reasonably expect your caster to take a few hits, having an extra fury or two on your beasts can save you cutting yourself next turn. In my experience however, if you do a good job at protecting your caster, most experienced players won't even try to kill it without some top-level assassination tech.
| The wonders of nature |
ACTUAL DESIGN GAPS
Fury management is a non-issue in my opinion. I think the actual design gaps for Gators are:
- Lack of anti-tough - the increasing prominence of tough (no thanks to the Witch Doctor!) is one of the bigger contemporary design issues in the game in my opinion. There has also been quite a bit of discussion about it on the forums in the last few months, with a lot of arguments thrown both ways.
My stance on the matter is that Tough as a rule, namely a single 5+ unmodifiable dice roll to survive (almost) any attack, is fine in itself. It adds a lot of character and a bit of depth into the game strategy. The issue I have with it is that it is everywhere, with the Piper, Kovnik Joe, huge FU caster auras like Terminus and Irusk and Tough is no longer a special unique rule with character but is turning things into 40k Roll to Hit -> Roll to Damage -> Roll to Save.
And the worse part of it is that Gators cannot do ANYTHING about it at all, except getting that crit consume on Barnabas' bite (I will almost always roll to hit on KD tough models to get that crit).
So either fix the game (lots of work), or give me easily accessible anti-tough tech. Shit, I'd take Slaughterhousers. Thanks.
- Lack of magical attacks - outside caster melee and ranged weapons, and some magical nukes we have the following things: Thrullg's 3 melee weapons, Pendrake's sword, Croctor's Sacral Blade and Sacrificial Strike. Not to best to deal with those rogue incorporeal zone contest solos, or Cryx ghost infantry BS.
- Low number of ranged attacks - less of an issue for me than in the past, but I've fortunately managed to avoid hard control casters like Haley, Denny, Old Witch, etc. If I played those more often I would most likely rage about not being able to play a lot of the time. Obviously Gators, like Cryx or Skorne, are supposed to be heavily melee oriented, but even Cryx has some of the offensive spell toolboxes in the game, and Skorne has a decent number of ranged options and/or magical attacks for those bad matchups too so they aren't 100% boned (just 85%).
- Dealing with armor without Rask - not a huge deal, but having +1 POW on Barnabas' cleaver and Maelok's Bite would be a big help. Having to cup my balls and hold my breath when I charge into a slightly damaged heavy might be exciting if I succeed, but it'd be nice to push the odds a little bit in my favour and maybe leave me with 1 fury at the end of my attacks.
On the flipside, I can't do anything about tough, and will always have to play Rask against heavy armor unless there is an errata on Barnabas/Maelok/Calaban, or some stuff gets released that specifically does not work for Rask (like a warbeast affinity).
Well, that was ranty. Maybe I'll have another equally ranty post in the near future, probably also about how tough spam is retarded. Or whatever the flavour of the month is. Until then, relish being the underdog!
* Seriously, wtf. It can ONLY work on Pig warbeasts and it's not that strong an ability in itself. I'd understand if it could work on things that weren't warbeasts since Rorsch could cast it on almost anything in the game. The only explanations I can come up with are 'DC hates Pigs' or 'future fury management incoming'.
Wednesday, November 13, 2013
The Mk2.5 Balancing drama
There have been a lot of threads recently (last couple of months) about the desire for Mk 3 or Mk 2.5 or some kind of balancing errata so that the meta game can get shaken up a bit and we can maybe play without the absolute certainty that your Cryx opponent will be packing a list with Tartarus and a shitload of Banes, and your Cygnar opponent won't have a Haley list with Stormwall or whatever for a couple of months before the new superpowers settle on their thrones high above and the cycle beings anew. All we know is that Minions will remain the worst faction in the game.
So I decided to think out loud (in written form) and put together a little article about what changes I would put forward for Blindwater under such an update patch. Hopefully this at worst will give people a perspective of how I play Gators and what the meta around here is like. Here are the fruits of my mental labour.
There are a few ways to balance things in games.
For example, there is a sizable degree of difference between MAT 5 (Titan Sentry), MAT 6 (Assault Kommando), MAT 7 (Doom Reaver) and MAT 9 (Vilmon). In relative/descriptive terms, we can say the Sentry is 'competent' in melee combat, the AK is 'trained', the Doom Reaver is 'highly skilled' and Vilmon is 'one of the best in the entire world'. We can encapsulate these differences by assigning those numbers to their MAT, and this will play out in the game via the exciting realm of dice and probability. Thus changing a number makes something better or worse in that regard.
Points Cost is probably the single most important stat because it determines the relative total value of any given model to another potential option. Points are one of the most important resources in Warmachine, and changing the PC of a model (especially in the lower 1-5pt bracket) can make a huge difference to the power of a model.
Another example of this would be the multiple changes to Lich2's feat, from changing the returned models from 'Incorporeal' to 'Ghostly', or changing valid feat targets from 'warrior models' to 'grunts'. The feat does essentially the same thing as it did before - bringing back a bunch of ethereal banes to kill half your army - but certain mechanics of the ability were changed to reduce its power.
I'd also put Calaban as a candidate for redesign, as anyone who has read pretty much any article on here knows how I feel about playing him, as well as his validity in a competitive setting post-Rask.
Finally, a disclaimer - balance is in the eye of the beholder, much like power. Everything takes place within a complicated interconnected system where changing one small thing can have trigger a chain of events further down the line. Some people have a good sense for this type of thing, while the average player in a game does not. This is why balance decisions are best when they occur as the result of careful statistical analysis and systemic thinking combined with consensus-based discussions of subjective perspectives and values.
In my opinion, Privateer Press has a mixed record on game balancing in Mk2. I like how they have approached Lich2 nerfs with gradual tweaking rather than huge sweeping nerfs (as game companies like Blizzard are wont to do) and have done a pretty good job of quickly fixing core mechanic issues that have popped up like the Shield Guard, headlocks from behind, Cover LoS, Sloan's feat, Backswing, etc. but have been almost entirely non-committal on rebalancing the game in terms of power levels or fixing units that are just plain unattractive (with occasional exceptions like Asphyxious, the Blood Hag or more recently Taryn).
I think there is a lot to gain if a large balance errata were released. It would stimulate the metagame for the better part of 6 months to a year (far more than a handful of new releases), thus getting current players more excited about the game and buying new stuff. There is always the issue that your netdecked list won't be playable anymore exactly as is, or that your beloved OP models won't be as broken anymore, but as long as they don't nerf anything into the ground or make really dramatic changes to models that people currently use regularly, then everyone wins.
On the Gatormans!
This just adds a little more warjack/warbeast killing power to Barnabas himself. Too often I charge an average heavy like an Ironclad, Harrower, Banshee, Scythean etc. and fall short of killing it by a few boxes despite charging and spending all my fury. It's a bit of a downer for a Gatorman tank, and I think this change will make a noticeable difference in smoothing out his crippling difficulty with ARM 20+.
I think Blood-Quenched would be an amazing rule on eBarnabas :)
I would perhaps make Malediction 'target model in this model's battlegroup' rather than 'RNG: Self', but that would probably make him a bit too strong since it's like giving Gators +2 MAT and POW vs any given large target, thereby almost removing the need to take heavy warbeasts and giving a lot more power to the Maelok + 3 Snappers list (it'd be like Dark Shroud on crack).
He is obviously better than the other Gator warlocks. 1 less WB points usually means you don't get those Swamp Gobbers to give him concealment or a Feralgeist to annoyingly contest zones. I considered also removing his Energy Siphon attack since it's just icing on the cake that can potentially win games for no real reason, but it's not really a huge deal. As long as Gators remain super weak in ranged combat, Rask will refrain from being broken as balls and just remain really strong.
Rask has taken this guy's previous niche of ARM cracking and just does it way more efficiently and safely. I would like a redesign to emphasize his manipulative voodoo asshole persona, focusing on denial, spell assassination and debuffs. Think of spells like Bad Blood, Breath Stealer and Shadowmancer, or douchy abilities like Harrow (pMorv) and Talion (pVayl). I like the idea of Shadowmancer a lot more than Parasite + Occultation since it gives you an incentive to NOT take 3 full Posse at 50pts, as they will get shot up. Gameplay wise, he could also be designed to do well vs hard-hitting infantry swarms so that Gators can have a 50/50 against it.
Either way he goes, his arc node mechanic (if kept) needs to be less clunky, like straight-up making Spell Martyr equivalent models that can activate that turn (which will only be really strong on his feat turn), or anything I've written on at length previously.
I just think it's really annoying and janky to try and get a point of damage on your beast so that you can RFP if you want to. Just have it RFP all the time as the thing gets eaten or ripped up good. This would be a 'buff' to Dire Trolls too... and Shredders (although Shredders should probably lose Snacking altogether).
+1 POW on the claws would be nice but not necessary. The Wrastler isn't great in the scheme of things but does his job well enough if you know how to use him.
The Spitter sucks pretty bad in melee, is slow and not particularly hard to kill for something covered almost entirely in a hard shell. Fine, because it has a sweet AoE gun and RAT 5 with 4 fury. That alone is almost worth the admission. However, in well over 100 games with Blindwater, I have never cast the Ornery animus. It is, for all intents and purposes, a total waste of card space for the Spitter.
I assume Ornery is supposed to symbolize the tendency of snapper turtles to ferociously bite down on things in self-defense (since they are too big to fully retreat into their shell), but in gameplay it fails.
I think Locker (from the Titan Sentry) would be an adequate replacement. Counterblast is the next most logical option since it is Ornery but better, however that animus is also pretty crap.
Or allow it to Stoneform as an animus. That would be sweet and probably not too strong on any caster all things considered (since it doesn't stack with Spiny Growth). Maelok could be ARM 23 for a turn at worse.
They are neat because they have lots of attack and don't die to shooting (but die to everything else). I wish this had been the Gargantuan though, basically the same thing with bigger numbers and an automatic crit.
They are squishy support beasts that can missile out and kill a thing sometimes. Basically the same deal as a Shredder or Gorax, just more Gatory.
This thing sucks. I have seen it be decent in Midas' tier list when it starts with 3 bone tokens because it is then quite tanky at DEF 13 ARM 18 (just like a dirged Gator! For twice the cost!), so you park it on a flag somewhere and it kills 1-2 models a turn, healing itself and such. Or it does some decent damage to an enemy heavy at POW 15 and then lives long enough to be annoying. Decent - not great. Basically it needs a sense of purpose which it does not currently have.
Prior to the release of the Warspear and Skinwalker UAs, I'd have said that they needed something to make them less attractive to other factions, but now I don't see Legion or Circle players use Gatormans all that much... or at all. They are still super good but still die rather handily if you know how to do it and have the tools (weapon masters, smart use of heavies, control, etc.).
They are kind of costly for their poor base stats really but are a finesse unit with quite a few special rules.
Amazing game-changing buff. I still think they will relatively be much better outside Blindwater than within it, unlike the two above units.
1pt for a cloud seems ok, especially considering they do nothing else and die to incidental blast damage.
I am a little bummed that these guys cost 3pts in general but only 2pts in Maelok's tier list, where they are precisely at their most powerful for Gators, which signifies a Minion tax. However I can suck it up since they are pretty good anyways.
No surprise.
Ah Croaks.... I have never even seen them played outside Blindwater since they are so mediocre. I have barely seen them played within Blindwater since they are so mediocre. They have done ok for me purely because they allow me to clear single-models here and there without activating a whole unit of Gators or a beast.
My first thought was that Jump will allow them to do this even better. Plus it is incredily froggy. The only issue is that they basically become crappy Totem Hunters for 1pt less, and we don't really want that... or do we.....?
Secondary thought was to make them blow up when they die like Bloat Thralls, because that'd be hilarious. But then they would just run/jam and kill heaps of infantry for nothing and then I realized this would be way too faceroll / Cryxian.
Tertiary thought was to just buff their DEF by 1 so they are less prone to death after they fail to hit something with their spears, and just went with that.
I just took Vitriol off the card because it does nothing and it's just some fluffy ability for fluffers.
This is the most minor change ever and is only a real deal for Blindwater since we are starved for magic attacks. Makes sense though, no? That bow has to be lucky for a reason (and that reason is MAGIC).
These guys are great and don't really bust anything in the game outside putting Spiny Growth on Galleon. You could make them 2-3pts more and that wouldn't change though - a hard skew is a hard skew and I am 99% sure this is just something that wasn't picked up in playtesting. Would need a subtype change perhaps, or a change with how lesser warlocks work.
All in all, very small balance changes since I feel Blindwater is in a good place other than the lack of options leading to really bad matchups vs things like weapon master swarms (need some guns/scathers/A2A-type infantry clear) and incorporeal spam (magical weapons).
I would have like to have more nerfs to give the impression that I can have a balanced mindset about things, but to be honest I only view Rask and Gatormans on the really high part of the curve.... this is still Minions we're talking about!
The redesign are for two models I never use because other models within the same faction do similar things in much more effective and well-designed ways. For a thought exercise, Boneswarms at 3pts are still much less appealing than Snappers, and Calaban at +7WB points is still as irritating as groin chaffing and worse than Rask at everything except throwing out POW 12 nukes (mostly because Rask has no offensive spells). This indicates to me that the models just don't really work so need some deeper changes. Some may disagree of course.
In the greater scheme of the game, I think that several models could use small-tweaks in cost or ability use in order to level out power inequalities or obstacles to player engagement. Little changes like:
Alas, we will wait and see what happens. I know it's way cheaper for me to play Minions when I know Pigs are really bad and don't bring anything better to the table so there's no reason to buy a Pig list other than lolz :) I will keep playing the same lists for another year or three if need be.
So I decided to think out loud (in written form) and put together a little article about what changes I would put forward for Blindwater under such an update patch. Hopefully this at worst will give people a perspective of how I play Gators and what the meta around here is like. Here are the fruits of my mental labour.
A little theory to kick things off....
There are a few ways to balance things in games.
- Numbers change - you can make something relatively better or worse in some specific regard by increasing or decreasing a particular stat.
For example, there is a sizable degree of difference between MAT 5 (Titan Sentry), MAT 6 (Assault Kommando), MAT 7 (Doom Reaver) and MAT 9 (Vilmon). In relative/descriptive terms, we can say the Sentry is 'competent' in melee combat, the AK is 'trained', the Doom Reaver is 'highly skilled' and Vilmon is 'one of the best in the entire world'. We can encapsulate these differences by assigning those numbers to their MAT, and this will play out in the game via the exciting realm of dice and probability. Thus changing a number makes something better or worse in that regard.
Points Cost is probably the single most important stat because it determines the relative total value of any given model to another potential option. Points are one of the most important resources in Warmachine, and changing the PC of a model (especially in the lower 1-5pt bracket) can make a huge difference to the power of a model.
- Mechanics change - changing one mechanic on a model can change its effectiveness.
Another example of this would be the multiple changes to Lich2's feat, from changing the returned models from 'Incorporeal' to 'Ghostly', or changing valid feat targets from 'warrior models' to 'grunts'. The feat does essentially the same thing as it did before - bringing back a bunch of ethereal banes to kill half your army - but certain mechanics of the ability were changed to reduce its power.
- Redesign - some models do not work on the table as intended, or have a role or purpose already fulfilled by a competitive option.
I'd also put Calaban as a candidate for redesign, as anyone who has read pretty much any article on here knows how I feel about playing him, as well as his validity in a competitive setting post-Rask.
Finally, a disclaimer - balance is in the eye of the beholder, much like power. Everything takes place within a complicated interconnected system where changing one small thing can have trigger a chain of events further down the line. Some people have a good sense for this type of thing, while the average player in a game does not. This is why balance decisions are best when they occur as the result of careful statistical analysis and systemic thinking combined with consensus-based discussions of subjective perspectives and values.
In my opinion, Privateer Press has a mixed record on game balancing in Mk2. I like how they have approached Lich2 nerfs with gradual tweaking rather than huge sweeping nerfs (as game companies like Blizzard are wont to do) and have done a pretty good job of quickly fixing core mechanic issues that have popped up like the Shield Guard, headlocks from behind, Cover LoS, Sloan's feat, Backswing, etc. but have been almost entirely non-committal on rebalancing the game in terms of power levels or fixing units that are just plain unattractive (with occasional exceptions like Asphyxious, the Blood Hag or more recently Taryn).
I think there is a lot to gain if a large balance errata were released. It would stimulate the metagame for the better part of 6 months to a year (far more than a handful of new releases), thus getting current players more excited about the game and buying new stuff. There is always the issue that your netdecked list won't be playable anymore exactly as is, or that your beloved OP models won't be as broken anymore, but as long as they don't nerf anything into the ground or make really dramatic changes to models that people currently use regularly, then everyone wins.
On the Gatormans!
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Warlocks
Our warlocks are pretty strong on the whole. Rask is probably a little on the powerful side, and Calaban is a little on the never-gets-played-because-he-is-annoying-to-use-and-pretty-much-inferior-to-Rask-in-every-way side.Bloody Barnabas
+ 1 POW on Bone CleaverThis just adds a little more warjack/warbeast killing power to Barnabas himself. Too often I charge an average heavy like an Ironclad, Harrower, Banshee, Scythean etc. and fall short of killing it by a few boxes despite charging and spending all my fury. It's a bit of a downer for a Gatorman tank, and I think this change will make a noticeable difference in smoothing out his crippling difficulty with ARM 20+.
I think Blood-Quenched would be an amazing rule on eBarnabas :)
Maelok, the Dreadbound
No change.I would perhaps make Malediction 'target model in this model's battlegroup' rather than 'RNG: Self', but that would probably make him a bit too strong since it's like giving Gators +2 MAT and POW vs any given large target, thereby almost removing the need to take heavy warbeasts and giving a lot more power to the Maelok + 3 Snappers list (it'd be like Dark Shroud on crack).
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| I love this artwork. |
Rask
-1 WB point.He is obviously better than the other Gator warlocks. 1 less WB points usually means you don't get those Swamp Gobbers to give him concealment or a Feralgeist to annoyingly contest zones. I considered also removing his Energy Siphon attack since it's just icing on the cake that can potentially win games for no real reason, but it's not really a huge deal. As long as Gators remain super weak in ranged combat, Rask will refrain from being broken as balls and just remain really strong.
Calaban, the Grave Walker
Heavy redesign.Rask has taken this guy's previous niche of ARM cracking and just does it way more efficiently and safely. I would like a redesign to emphasize his manipulative voodoo asshole persona, focusing on denial, spell assassination and debuffs. Think of spells like Bad Blood, Breath Stealer and Shadowmancer, or douchy abilities like Harrow (pMorv) and Talion (pVayl). I like the idea of Shadowmancer a lot more than Parasite + Occultation since it gives you an incentive to NOT take 3 full Posse at 50pts, as they will get shot up. Gameplay wise, he could also be designed to do well vs hard-hitting infantry swarms so that Gators can have a 50/50 against it.
Either way he goes, his arc node mechanic (if kept) needs to be less clunky, like straight-up making Spell Martyr equivalent models that can activate that turn (which will only be really strong on his feat turn), or anything I've written on at length previously.
Warbeasts
Blindwater warbeasts are very average. They don't have great stats, are a little pricey, but do come with some neato abilities make all the difference in using them.Blackhide Wrastler
Change Snacking so that the RFP effect is not conditional upon the heal effect.I just think it's really annoying and janky to try and get a point of damage on your beast so that you can RFP if you want to. Just have it RFP all the time as the thing gets eaten or ripped up good. This would be a 'buff' to Dire Trolls too... and Shredders (although Shredders should probably lose Snacking altogether).
+1 POW on the claws would be nice but not necessary. The Wrastler isn't great in the scheme of things but does his job well enough if you know how to use him.
Ironback Spitter
New animus.The Spitter sucks pretty bad in melee, is slow and not particularly hard to kill for something covered almost entirely in a hard shell. Fine, because it has a sweet AoE gun and RAT 5 with 4 fury. That alone is almost worth the admission. However, in well over 100 games with Blindwater, I have never cast the Ornery animus. It is, for all intents and purposes, a total waste of card space for the Spitter.
I assume Ornery is supposed to symbolize the tendency of snapper turtles to ferociously bite down on things in self-defense (since they are too big to fully retreat into their shell), but in gameplay it fails.
I think Locker (from the Titan Sentry) would be an adequate replacement. Counterblast is the next most logical option since it is Ornery but better, however that animus is also pretty crap.
Or allow it to Stoneform as an animus. That would be sweet and probably not too strong on any caster all things considered (since it doesn't stack with Spiny Growth). Maelok could be ARM 23 for a turn at worse.
Swamp Horror
No change.They are neat because they have lots of attack and don't die to shooting (but die to everything else). I wish this had been the Gargantuan though, basically the same thing with bigger numbers and an automatic crit.
Bull Snapper
No change.They are squishy support beasts that can missile out and kill a thing sometimes. Basically the same deal as a Shredder or Gorax, just more Gatory.
Boneswarm
Redesign.This thing sucks. I have seen it be decent in Midas' tier list when it starts with 3 bone tokens because it is then quite tanky at DEF 13 ARM 18 (just like a dirged Gator! For twice the cost!), so you park it on a flag somewhere and it kills 1-2 models a turn, healing itself and such. Or it does some decent damage to an enemy heavy at POW 15 and then lives long enough to be annoying. Decent - not great. Basically it needs a sense of purpose which it does not currently have.
Units
We have three units, one of which won't be released until 2017. Gatormans are one of the best units in the Hordes (almost said 'the game'... then remembered Warmachine units) and are the backbone of Blindwater and will probably remain so for as long as the Pact exists.Gatorman Posse
No change.Prior to the release of the Warspear and Skinwalker UAs, I'd have said that they needed something to make them less attractive to other factions, but now I don't see Legion or Circle players use Gatormans all that much... or at all. They are still super good but still die rather handily if you know how to do it and have the tools (weapon masters, smart use of heavies, control, etc.).
Bog Trog Ambushers
No change.They are kind of costly for their poor base stats really but are a finesse unit with quite a few special rules.
Gatorman Bokor and Swamp Shamblers
Change their status to 'released'.Amazing game-changing buff. I still think they will relatively be much better outside Blindwater than within it, unlike the two above units.
Swamp Gobbers
No change.1pt for a cloud seems ok, especially considering they do nothing else and die to incidental blast damage.
Solos
We have two distinct Gatorman solos, the Croaks and Croctor, and then have a couple of more general Minion solos to go with the legendary Wrong Eye.Gatorman Witch Doctor
No change.I am a little bummed that these guys cost 3pts in general but only 2pts in Maelok's tier list, where they are precisely at their most powerful for Gators, which signifies a Minion tax. However I can suck it up since they are pretty good anyways.
Totem Hunter
No change.No surprise.
Croak Hunter
Gain + 1 DEF, lose VitriolAh Croaks.... I have never even seen them played outside Blindwater since they are so mediocre. I have barely seen them played within Blindwater since they are so mediocre. They have done ok for me purely because they allow me to clear single-models here and there without activating a whole unit of Gators or a beast.
My first thought was that Jump will allow them to do this even better. Plus it is incredily froggy. The only issue is that they basically become crappy Totem Hunters for 1pt less, and we don't really want that... or do we.....?
Secondary thought was to make them blow up when they die like Bloat Thralls, because that'd be hilarious. But then they would just run/jam and kill heaps of infantry for nothing and then I realized this would be way too faceroll / Cryxian.
Tertiary thought was to just buff their DEF by 1 so they are less prone to death after they fail to hit something with their spears, and just went with that.
I just took Vitriol off the card because it does nothing and it's just some fluffy ability for fluffers.
Viktor Pendrake
Bow becomes Magical.This is the most minor change ever and is only a real deal for Blindwater since we are starved for magic attacks. Makes sense though, no? That bow has to be lucky for a reason (and that reason is MAGIC).
Wrong Eye + Snapjaw
No change.These guys are great and don't really bust anything in the game outside putting Spiny Growth on Galleon. You could make them 2-3pts more and that wouldn't change though - a hard skew is a hard skew and I am 99% sure this is just something that wasn't picked up in playtesting. Would need a subtype change perhaps, or a change with how lesser warlocks work.
Total changes:
- Barnabas - Increase POW of melee weapon 'Bone Cleaver' from '5' to '6'. (or just give him Dark Shroud, that's probably better :P )
- Rask - Reduce WB points from '+6' to '+5'.
- Calaban - redesign.
- Wrastler - replace the text of Snacking with: 'When this model boxes a living model with a melee attack, the boxed model is removed from play and this model can heal d3 damage points'.
- Spitter - replace 'Ornery' animus with something I will cast at least once in 100 games. Or not.
- Boneswarm - redesign.
- Pendrake - add weapon quality: 'magical weapon' to ranged weapon 'Lucky Bow'.
- Croak Hunter - Increase DEF stat from '13' to '14'. Remove rule 'Vitriol'.
All in all, very small balance changes since I feel Blindwater is in a good place other than the lack of options leading to really bad matchups vs things like weapon master swarms (need some guns/scathers/A2A-type infantry clear) and incorporeal spam (magical weapons).
I would have like to have more nerfs to give the impression that I can have a balanced mindset about things, but to be honest I only view Rask and Gatormans on the really high part of the curve.... this is still Minions we're talking about!
The redesign are for two models I never use because other models within the same faction do similar things in much more effective and well-designed ways. For a thought exercise, Boneswarms at 3pts are still much less appealing than Snappers, and Calaban at +7WB points is still as irritating as groin chaffing and worse than Rask at everything except throwing out POW 12 nukes (mostly because Rask has no offensive spells). This indicates to me that the models just don't really work so need some deeper changes. Some may disagree of course.
In the greater scheme of the game, I think that several models could use small-tweaks in cost or ability use in order to level out power inequalities or obstacles to player engagement. Little changes like:
- Making eMorvahna's rerolls in her CMD rather than CTRL to force her to play a bit more forward, or at least consider order of activations a bit more.
- Smoothing out uber-crippling feats that literally stop you playing the game, like pDenny (ie. remove the -2 FOC and 'no running') or eHaley's.
- Making Assault Kommandos cheaper so they might have a place as meat shields with Strakhov and Vlads.
- Reducing the amount of tough rolls in an average game, or changing the mechanic if they want to keep it at that scale so it doesn't feel like I'm playing 40k.
- Changing Excarnate to basically be Revive attached to a POW 13 nuke - place the model within 3" of its unit rather than the caster and in this model's CTRL (nerf Lich, buff Scaverous = everyone wins).
Alas, we will wait and see what happens. I know it's way cheaper for me to play Minions when I know Pigs are really bad and don't bring anything better to the table so there's no reason to buy a Pig list other than lolz :) I will keep playing the same lists for another year or three if need be.
Monday, November 4, 2013
Rallypoint - The Reckoning
2 day tournaments are soul-draining affairs, which I guess is why Cryx does so well.
Here are some quick reports from my games. I have no pictures or anything from the event, and only had a punnet of strawberries for lunch on day one. I will therefore have to keep you entertained using witty anecdotes and my own brand of bitter rage. Opponents' list have been gathered from repressed depths of my memory, while my lists were the same as Choptober except WE + Snapjaw instead of a 3rd Posse with Rask.
We left Auckland at 6:30am and got to the venue in Hamilton about 8am. Road tripping is the best part of the tournament since you can talk about how awesome you'll do on the way down and rage about how bad you did on the way back up. It is especially good when you have a Retribution player on board and they constantly talk about switching factions on the return trips.
Faction: Legion of Everblight
Vayl, Disciple of Everblight (*6pts)
* Shredder (2pts)
* Ravagore (10pts)
* Scythean (9pts)
* Seraph (8pts)
* Typhon (12pts)
Blighted Nyss Striders (Leader and 5 Grunts) (6pts)
* Blighted Nyss Striders Officer & Musician (3pts)
Blighted Nyss Shepherd (1pts)
Blighted Nyss Shepherd (1pts)
Strider Deathstalker (2pts)
The Forsaken (2pts)
Nikola is one of the guys who drove down with us in the car. He is a new player and a Croatian immigrant, which makes him alright in my book. I chose to play Barnabas vs Legion, and he dropped pVayl since that's the list he was comfortable with (pVayl is one of the strongest Legion matchups against Gators with Typhon due to Incite + Rampager). He went 3-1 with his Vayl list, and 0-3 with his Lylyth2 list over the tournament.
This was the only game of the tourmanent where I felt I played legitimately badly and was outplayed by my opponent and lost. This could be because I spent most of the time explaining everything on the table in multiple ways and as a result blew up my brain and ignored vital factors like scenario, threat ranges, and board control, but either way I got crushed pretty bad after my poor plans combined with some crotch dice and lost Barnabas to a Typhon melee assassination. Typical of my tournament starts were I get nutstomped round one.
0 CPs
Points: 48/50
Kaelyssa, Night's Whisper (*7pts)
* Banshee (10pts)
* Phoenix (10pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Dawnguard Sentinels (Leader and 9 Grunts) (9pts)
* Dawnguard Sentinel Officer & Standard (2pts)
Houseguard Halberdiers (Leader and 9 Grunts) (7pts)
* Houseguard Halberdiers Officer & Standard (2pts)
Mage Hunter Infiltrators (Leader and 9 Grunts) (8pts)
Arcanist (1pts)
Mage Hunter Assassin (2pts)
Mage Hunter Assassin (2pts)
I am missing some filler points it seems. Maybe there was Scyir in there somewhere.
I have never played against Chris before and it was a pleasant experience. He was a good player and put up a strong game with a sweet-looking Ret army. I chose to drop Barnabas again so I could save Rask for later since he didn't have a Hyperion in either list. This made the matchup much more even than if I had dropped Rask but still in my favour. He chose to drop Kaelyssa rather than Ravyn (good call).
Barnabas spent the whole time hiding in a Swamp Pit inside my zone, and I sent a single unit of Posse to contest his zone, which they did fine vs Infiltrators for the whole game. I responded to his feat by running about ~7 Gatormans into the Halberdier wall, which then became a huge line of jam as Halberdiers and Sentinels tried to kill as many Gators as possible (they got most them). The one odd thing is he didn't use the Halberdiers mini-feat that turn, since he felt he would get to use it again more effectively later. I asked if he had played against Gators before, and he said no.
I then killed almost all the Sentinels and Halberdiers with a Spitter, Totem Hunter, Croaks and a couple of the remaining Gatormans. I also charged the Phoenix with my Wrastler, death rolled boosted and rolled a 1,2,2 like a boss. GG Wrastler. Anyway, I got to 4CPs that turn and he didn't have much left, so he ran Kaelyssa into my zone to steal 3 CPs (Incoming is a pretty stupid scenario) since I forgot to leave a non-warcaster model in the zone. This minor mistake would later cost me a game the next day.
Another thing I remember in this game is Chris passing like 7 terror checks over the course of the game. It was a sight to behold as the elves stood firm to the end. Who needs fearless?
5CPs
Points: 44/50
Tiers: 4
Dominar Rasheth (*5pts)
* Bronzeback Titan (9pts)
* Titan Gladiator (7pts)
* Titan Gladiator (7pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)
Agonizer (2pts)
Agonizer (2pts)
Paingiver Task Master (2pts)
Obviously missing some stuff. I dropped Rask. This gap is memory is understandable given the events that followed:
Round 1, Turn 1: I run up.
Round 1, Turn 2: He runs up. He casts a Breath of Corruption through a Nihilator, killing a Gatorman.
Left flag disappears.
Round 2, Turn 1: I run Snapjaw into B2B with the right hand side flag, and run a unit of Gators close to the middle flag. Rask feats and puts up Inhospitable Ground.
Round 2, Turn 2: He backs everything up and contests nothing. I get 2 CPs.
Round 3, Turn 1: I move Rask in B2B with the middle flag, bringing me to 5 CPs.
TO's reaction:
I didn't roll a single die. My opponent was obviously super bummed that he let something like that happen, but that's why they say there's no better place to learn the game than tournaments. The better course of action would have been to run most stuff into my Gators, feat and use dual Agonizer auras to reduce incoming damage significantly. After that it would probably be a dice rolling contest of Furied Gatormans vs Enraged beat-back heavies, since I don't have the guns to remove the Agonizers from the back, making my beasts near useless.
So I won in the douchiest way possible (pro skillz) and got a much desired 1.5 hour break to go walking around the venue and play some Watchmachine.
10 CPs
Points: 49/50
High Exemplar Kreoss (*5pts)
* Reckoner (8pts)
Avatar of Menoth (11pts)
Choir of Menoth (Leader and 3 Grunts) (2pts)
Exemplar Errants (Leader and 9 Grunts) (8pts)
* Exemplar Errant Officer & Standard Bearer (2pts)
Holy Zealots (Leader and 9 Grunts) (6pts)
* Holy Zealot Monolith Bearer (2pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Knight Exemplar Seneschal (3pts)
Rhupert Carvolo, Piper of Ord (2pts)
The Covenant of Menoth (2pts)
The Wrack (3 wracks) (1pts)
Vassal Mechanik (1pts)
Vassal of Menoth (2pts)
Vassal of Menoth (2pts)
I seem to play Chris once every tournament. He plays a different army every tournament, but always complains about how bad he is, irrelevant of faction, while taking nutbusting lists and getting a winning record. This time he played PoM, and I dropped Rask. There were also two HUGE obstruction pieces to either side of the zone. These factors resulted in a really stupid game played on the middle 16" of the board with very little room for tactics or clever use of game mechanics.
Here is a summary of the game, turn by turn:
My turns - Cast Inhospitable Ground, disrupt Reckoner. Stab Errants.
His turns - No KD on book, Tough on Defender's Warded Errants, blind my Wrastler with Gorman hiding behind three Errants (which I will obviously never kill due to their Self-Sac, thus never getting an attack on Gorman). Stab Gators.
This went on for about 5 rounds or so (he used his feat somewhere in the middle to kill about 6 Gators with Zealot bombs and Errants), until I managed to get a Furied Boundless Charge Swamp Horror onto the Avatar and within reach of Kreoss, who totalled the Avatar and pulled Kreoss in to get charged by Snapjaw. I brought Kreoss down to 3 boxes, and probably would have killed him had I boosted my last damage roll instead of futilely fishing for a crit with my initial tail attack (forgot that no KD was up on the book, somehow).
Things then got serious as stuff started really dying, and I was looking to either lose on attrition or win on deathclock until Kreoss charged forward to kill some Gators, camped 8 like a boss, then got shot in the face with Rask's Disruptor Bolt, getting rid of that focus and rolling some death. Yep, Rask actually killed someone himself.
Oh, I also gave him a CP by destroying my own objective. Apparently that changed from SR2012 to SR2013. Anyway, I got 2 zealot kills out of it. Totally worth it.
10 CPs
So as is common with me, I lose my first game of the day horribly and win the next 3. Typical JS chipmunking. We drive back to Auckland and hear about how bad Retribution is.
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Points: 50/50
Warwitch Deneghra (*5pts)
* Deathripper (4pts)
* Deathjack (12pts)
* Skarlock Thrall (2pts)
Bane Knights (Leader and 9 Grunts) (10pts)
Bloodgorgers (Leader and 9 Grunts) (8pts)
Satyxis Raiders (Leader and 9 Grunts) (8pts)
* Satyxis Raider Sea Witch (2pts)
General Gerlak Slaughterborn (3pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Satyxis Raider Captain (2pts)
Warwitch Siren (2pts)
Yay Cryx. Dave is possibly the nicest person one could ever play against and his army looks really stellar so it's tough to hold his choice of faction against him. Tough, but not impossible. There is always a place in my heart for Cryx hate.
He dropped pDenny, I dropped Barnabas. I decided to push for the zone, he pushed for the flag. I feel that he delayed his feat too long (used it Turn 3), which allowed me to feat first and kill basically his entire army, except for some Satyxis, all Bloodgorgers (who both have No Sleeping on the Job because they are Cryx) and Deathjack who was miles away and terrified of the Swamp Pits. That satisfaction you get when you kill a full unit of Bane Knights in one turn.... oh yeah. There were 2 Satyxis in the zone I wasn't able to clear, so I didn't get any CPs at this time.
He then feated and killed some stuff and we went back and forth on points as stuff died. Eventually I lost out in the end as I didn't leave a model in my zone again (see game 2), therefore allowing him to score a point there by toeing in and win 5 to 4. If I had left a model in there, I would have had to kill a now-fully healed Deathjack with Barnabas and maybe a Wrastler... not the greatest proposition. Probably the best game of the tournament, where I made 2-3 tiny positioning mistakes that lost me CPs and the game. If only Barnabas didn't hit like a wet noodle....
14 CPs
Points: 50/50
Morvahna the Dawnshadow (*5pts)
* Gorax (4pts)
* Warpwolf Stalker (10pts)
* Warpwolf Stalker (10pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Shifting Stones (2pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (2pts)
Warpborn Skinwalkers (Leader and 4 Grunts) (8pts)
* Warpborn Alpha (3pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Gatorman Witch Doctor (3pts)
Luke was the only undefeated player at this point so in my opinion should have won, but alas this is a 2 day NZ format that rewinds grinding your face against the wall until you bleed. He got matched up against me despite my pretty average record due to some unusual pairing system and was pretty confident in the matchup given that eMorvahna is an OP grinding monster.
Anyway, he ran tough undead Bloodtrackers in my face and slowly killed Gators with hit/damage rerolls, traded one Stalker for my Wrastler. I then proceeded to move Barnabas up to the halfway mark, feat, and kill all but one Skinwalker (who was in melee with Barnabas, so I should really have killed him), most of the Bloodtrackers, and the Gallows Groves. He responded by feating and bringing back EVERY SINGLE MODEL I HAD KILLED then running back behind an obstacle right on the edge of the kill box. Demoralizing to an extreme, but at least I can comfort myself with the fact that unlike eHaley and Deneghra's feats, I could have done something about it (wipe out units to the man). Alas, the Croaks failed me. There's a reason I'm not generally thrilled with Croak Hunters.
Seeing how screwed I was with most of my Gatormans dead and only a dead Stalker in his casualties pile, I decided to try and execute a plan the likes of which I have not executed since the release of Rask and Gargossals, both of which have dumbed down the game for me to a large extent and made me the mediocre player I am today. The moment where I was concocting this convoluted and low-probability assassination run was probably the most exciting minute of Warmachine for the last 10 months of my life, which I guess is an indication of the state of the game these days. Either that, or I'm getting old:
Morvahna has approx. 5 boxes left after the feat and a crapload of fury. She has two transfer targets - a half dead Gorax and a Stalker about 13" away from her since she had moved so far back. I managed to kill the Gorax with the last 2 members of my blue Posse (who were now surrounded by Skinwalkers), triggering Warpath so my Spitter can walk up and throw the Stalker outside her control area. A Croak Hunter and Snapper then killed a model each to try and give Barnabas a wider charge lane (which proved futile in the end as Morvahna still gained the cover bonus from the obstacle so their activations were redundant), which Barnabas used to charge into a Gallow Grove to get a free Blood Boon Flesh Eater on Morvahna, needing 13s and rolled 6,5,2 to hit and killed her with boosted damage.
Barnabas - clutch as fuck.
So I ruined Luke's tournament that he probably should have won by taking him out of the finals and turning him off eMorvahna. Good job, JS. Kingslaying like a boss.
14 CPs
Points: 50/50
Tiers: 4
Hoarluk Doomshaper (*7pts)
* Troll Axer (6pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Janissa Stonetide (3pts)
Dat list.....
I was paired up to play against Chris Baker again for whatever reason, but managed to haggle with the TO to play someone I hadn't played that tournament since rankings were not at stake in either match-up. Fortunately for me, this person was Luke Harvey, a Troll player of legend with a very manly beard. He has yet to beat me in a tournament game, including a loss in a Who's the Boss event where I had Wrong Eye as my warlock, but this time he came prepared with this ridiculous pDoomshaper Runes of War tier.
Here is a summary of the design meeting for this tier list:
Privateer Employee A: "Hey, Troll players think Doomshaper sucks."
Privateer Employee B: "Purification, Goad, Rampager, Fortune, that feat... what were we thinking designing this piece of crap? He does absolutely nothing against half the game!"
A: "Totally. I think we should take a highly underrated unit with a crapload of rules and damage boxes and make a list that includes like... an unlimited number of them, but also reduce their cost by 25%."
B: "Mmmm... that seems kinda OP. We should make it difficult to achieve by adding some rough tier requirements like 'must include Janyssa, two Dire Trolls and two units of Runeshapers'."
A: "What? That is way too harsh! You better give them sweet bonuses like extra 2" deployment and some walls just in case they get shot. That Doomshaper is surely going to die even at DEF 17 ARM 17 with transfers and troll animi."
B: "And Mulg too I guess. For lolz."
A: "Mega lolz."
FU A and B. You guys are assholes.
Anyway, this list is pretty good. You can either lead with the Runeshapers or the beasts depending on who you want to take the hit. He led with the walls, because having 3 walls is fair. Usually I have zero problems with Trolls, but a swarm of cheap steady pathfinder guys with POW 14 crit KD AoEs and damage boxes is really problematic. To put Runeshapers in context, they basically get to cast a 3 cost magical AoE (more or less Baldur's Earth Spikes), along with good survivability, Tremor and Force Lock for 1 pt. That is really, really strong, and makes Gorgons look like absolute horse shit. It's almost enough to make me respect Trolls. Almost.
I traded Mulg for my Wrastler bottom of 2 (Rask shooting off animi + Fury + Boundless Charge + feat => dead Mulg and safe army), then jumped up to 3 CPs next turn through dominating his zone and mine (with the Effigy objective). I didn't any get more points after that as he just grinded into my Gators with POW 14 AoEs and made more toughs than I did, basically out-listing me. In the end I had lost every single model but Rask, and went for a list ditch assassination on Doomshaper which need like a 14 on 3 dice for damage, but failed.
Looking back I think I may have made one mistake, which was to use Wrong Eye to clear the enemy zone giving me 2CPs on turn 3, where I probably should have just kept him back and left those CPs on the table, since trading heavies is pretty much where the game is won/lost in this matchup. Especially since Doomshaper's feat was up and that put 12 or so damage on Wrong Eye in the end. If I can take out his heavies while keeping mine, then he will just deathclock himself since Luke is the NZ deathclock master. Next time.....
Luke also gave me his best sports vote (out of guilt, because I am actually a terrible person to play against since I question everything). I gave mine to Chris Baker on the futile hope that he will one day win best sports instead of best painted. I gave my best painted vote to Nikola, since I like the colour black. Everywhere. Some may call it primer, I call it grim minimalist art.
17 CPs
Tournament Total: 4 wins, 3 losses, 17 CPs
with 2 very close losses and 2 very close wins. Also managed to beat the top 2 ranked players in the country :P
I placed in the upper half of tournament so I am happy with my play and placing despite the numbers, except for the first game of course.
The tournament final was Cryx on Cryx (both players named Dave), and was won by a Cryx player (coincidentally also named Dave, who is my blog's biggest fan) for the second year in a row. The shock, the horror, the surprise. OP faction whining aside, they are both top blokes who usually rank well and play really strong lists so congrats to them (for choosing the right faction, Cryx, which is OP, especially when your name is Dave).
Thanks to Dan Conlon for organizing and being super chill the whole time despite our whining about pairings and terrain and such. What a guy.
Here are some quick reports from my games. I have no pictures or anything from the event, and only had a punnet of strawberries for lunch on day one. I will therefore have to keep you entertained using witty anecdotes and my own brand of bitter rage. Opponents' list have been gathered from repressed depths of my memory, while my lists were the same as Choptober except WE + Snapjaw instead of a 3rd Posse with Rask.
DAY ONE
We left Auckland at 6:30am and got to the venue in Hamilton about 8am. Road tripping is the best part of the tournament since you can talk about how awesome you'll do on the way down and rage about how bad you did on the way back up. It is especially good when you have a Retribution player on board and they constantly talk about switching factions on the return trips.
Game 1 vs Legion (Nikola) - Scenario: Close Quarters
Faction: Legion of Everblight
Vayl, Disciple of Everblight (*6pts)
* Shredder (2pts)
* Ravagore (10pts)
* Scythean (9pts)
* Seraph (8pts)
* Typhon (12pts)
Blighted Nyss Striders (Leader and 5 Grunts) (6pts)
* Blighted Nyss Striders Officer & Musician (3pts)
Blighted Nyss Shepherd (1pts)
Blighted Nyss Shepherd (1pts)
Strider Deathstalker (2pts)
The Forsaken (2pts)
Nikola is one of the guys who drove down with us in the car. He is a new player and a Croatian immigrant, which makes him alright in my book. I chose to play Barnabas vs Legion, and he dropped pVayl since that's the list he was comfortable with (pVayl is one of the strongest Legion matchups against Gators with Typhon due to Incite + Rampager). He went 3-1 with his Vayl list, and 0-3 with his Lylyth2 list over the tournament.
This was the only game of the tourmanent where I felt I played legitimately badly and was outplayed by my opponent and lost. This could be because I spent most of the time explaining everything on the table in multiple ways and as a result blew up my brain and ignored vital factors like scenario, threat ranges, and board control, but either way I got crushed pretty bad after my poor plans combined with some crotch dice and lost Barnabas to a Typhon melee assassination. Typical of my tournament starts were I get nutstomped round one.
0 CPs
Game 2 vs Retribution (Chris Ford) - Scenario: Incoming
Faction: Retribution of ScyrahPoints: 48/50
Kaelyssa, Night's Whisper (*7pts)
* Banshee (10pts)
* Phoenix (10pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Dawnguard Sentinels (Leader and 9 Grunts) (9pts)
* Dawnguard Sentinel Officer & Standard (2pts)
Houseguard Halberdiers (Leader and 9 Grunts) (7pts)
* Houseguard Halberdiers Officer & Standard (2pts)
Mage Hunter Infiltrators (Leader and 9 Grunts) (8pts)
Arcanist (1pts)
Mage Hunter Assassin (2pts)
Mage Hunter Assassin (2pts)
I am missing some filler points it seems. Maybe there was Scyir in there somewhere.
I have never played against Chris before and it was a pleasant experience. He was a good player and put up a strong game with a sweet-looking Ret army. I chose to drop Barnabas again so I could save Rask for later since he didn't have a Hyperion in either list. This made the matchup much more even than if I had dropped Rask but still in my favour. He chose to drop Kaelyssa rather than Ravyn (good call).
Barnabas spent the whole time hiding in a Swamp Pit inside my zone, and I sent a single unit of Posse to contest his zone, which they did fine vs Infiltrators for the whole game. I responded to his feat by running about ~7 Gatormans into the Halberdier wall, which then became a huge line of jam as Halberdiers and Sentinels tried to kill as many Gators as possible (they got most them). The one odd thing is he didn't use the Halberdiers mini-feat that turn, since he felt he would get to use it again more effectively later. I asked if he had played against Gators before, and he said no.
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| Here is a picture of a Gatorman in combat with Ret infantry. Notice the mass casualties on the right. |
I then killed almost all the Sentinels and Halberdiers with a Spitter, Totem Hunter, Croaks and a couple of the remaining Gatormans. I also charged the Phoenix with my Wrastler, death rolled boosted and rolled a 1,2,2 like a boss. GG Wrastler. Anyway, I got to 4CPs that turn and he didn't have much left, so he ran Kaelyssa into my zone to steal 3 CPs (Incoming is a pretty stupid scenario) since I forgot to leave a non-warcaster model in the zone. This minor mistake would later cost me a game the next day.
Another thing I remember in this game is Chris passing like 7 terror checks over the course of the game. It was a sight to behold as the elves stood firm to the end. Who needs fearless?
5CPs
Game 3 vs Skorne (Gavin) - Scenario: Incursion
Faction: Rasheth - Chain GangPoints: 44/50
Tiers: 4
Dominar Rasheth (*5pts)
* Bronzeback Titan (9pts)
* Titan Gladiator (7pts)
* Titan Gladiator (7pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)
Agonizer (2pts)
Agonizer (2pts)
Paingiver Task Master (2pts)
Obviously missing some stuff. I dropped Rask. This gap is memory is understandable given the events that followed:
Round 1, Turn 1: I run up.
Round 1, Turn 2: He runs up. He casts a Breath of Corruption through a Nihilator, killing a Gatorman.
Left flag disappears.
Round 2, Turn 1: I run Snapjaw into B2B with the right hand side flag, and run a unit of Gators close to the middle flag. Rask feats and puts up Inhospitable Ground.
Round 2, Turn 2: He backs everything up and contests nothing. I get 2 CPs.
Round 3, Turn 1: I move Rask in B2B with the middle flag, bringing me to 5 CPs.
TO's reaction:
I didn't roll a single die. My opponent was obviously super bummed that he let something like that happen, but that's why they say there's no better place to learn the game than tournaments. The better course of action would have been to run most stuff into my Gators, feat and use dual Agonizer auras to reduce incoming damage significantly. After that it would probably be a dice rolling contest of Furied Gatormans vs Enraged beat-back heavies, since I don't have the guns to remove the Agonizers from the back, making my beasts near useless.
So I won in the douchiest way possible (pro skillz) and got a much desired 1.5 hour break to go walking around the venue and play some Watchmachine.
10 CPs
Game 4 vs PoM (Chris Baker) - Scenario: Supply and Demand
Faction: Protectorate of MenothPoints: 49/50
High Exemplar Kreoss (*5pts)
* Reckoner (8pts)
Avatar of Menoth (11pts)
Choir of Menoth (Leader and 3 Grunts) (2pts)
Exemplar Errants (Leader and 9 Grunts) (8pts)
* Exemplar Errant Officer & Standard Bearer (2pts)
Holy Zealots (Leader and 9 Grunts) (6pts)
* Holy Zealot Monolith Bearer (2pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Knight Exemplar Seneschal (3pts)
Rhupert Carvolo, Piper of Ord (2pts)
The Covenant of Menoth (2pts)
The Wrack (3 wracks) (1pts)
Vassal Mechanik (1pts)
Vassal of Menoth (2pts)
Vassal of Menoth (2pts)
I seem to play Chris once every tournament. He plays a different army every tournament, but always complains about how bad he is, irrelevant of faction, while taking nutbusting lists and getting a winning record. This time he played PoM, and I dropped Rask. There were also two HUGE obstruction pieces to either side of the zone. These factors resulted in a really stupid game played on the middle 16" of the board with very little room for tactics or clever use of game mechanics.
Here is a summary of the game, turn by turn:
My turns - Cast Inhospitable Ground, disrupt Reckoner. Stab Errants.
His turns - No KD on book, Tough on Defender's Warded Errants, blind my Wrastler with Gorman hiding behind three Errants (which I will obviously never kill due to their Self-Sac, thus never getting an attack on Gorman). Stab Gators.
This went on for about 5 rounds or so (he used his feat somewhere in the middle to kill about 6 Gators with Zealot bombs and Errants), until I managed to get a Furied Boundless Charge Swamp Horror onto the Avatar and within reach of Kreoss, who totalled the Avatar and pulled Kreoss in to get charged by Snapjaw. I brought Kreoss down to 3 boxes, and probably would have killed him had I boosted my last damage roll instead of futilely fishing for a crit with my initial tail attack (forgot that no KD was up on the book, somehow).
Things then got serious as stuff started really dying, and I was looking to either lose on attrition or win on deathclock until Kreoss charged forward to kill some Gators, camped 8 like a boss, then got shot in the face with Rask's Disruptor Bolt, getting rid of that focus and rolling some death. Yep, Rask actually killed someone himself.
Oh, I also gave him a CP by destroying my own objective. Apparently that changed from SR2012 to SR2013. Anyway, I got 2 zealot kills out of it. Totally worth it.
10 CPs
So as is common with me, I lose my first game of the day horribly and win the next 3. Typical JS chipmunking. We drive back to Auckland and hear about how bad Retribution is.
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DAY TWO
All three of my Day Two games were quite close despite the matchups not being in my favour at any point.Game 5 vs Cryx (Evil Dave) - Scenario: Into the Breach
Faction: CryxPoints: 50/50
Warwitch Deneghra (*5pts)
* Deathripper (4pts)
* Deathjack (12pts)
* Skarlock Thrall (2pts)
Bane Knights (Leader and 9 Grunts) (10pts)
Bloodgorgers (Leader and 9 Grunts) (8pts)
Satyxis Raiders (Leader and 9 Grunts) (8pts)
* Satyxis Raider Sea Witch (2pts)
General Gerlak Slaughterborn (3pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Satyxis Raider Captain (2pts)
Warwitch Siren (2pts)
Yay Cryx. Dave is possibly the nicest person one could ever play against and his army looks really stellar so it's tough to hold his choice of faction against him. Tough, but not impossible. There is always a place in my heart for Cryx hate.
He dropped pDenny, I dropped Barnabas. I decided to push for the zone, he pushed for the flag. I feel that he delayed his feat too long (used it Turn 3), which allowed me to feat first and kill basically his entire army, except for some Satyxis, all Bloodgorgers (who both have No Sleeping on the Job because they are Cryx) and Deathjack who was miles away and terrified of the Swamp Pits. That satisfaction you get when you kill a full unit of Bane Knights in one turn.... oh yeah. There were 2 Satyxis in the zone I wasn't able to clear, so I didn't get any CPs at this time.
He then feated and killed some stuff and we went back and forth on points as stuff died. Eventually I lost out in the end as I didn't leave a model in my zone again (see game 2), therefore allowing him to score a point there by toeing in and win 5 to 4. If I had left a model in there, I would have had to kill a now-fully healed Deathjack with Barnabas and maybe a Wrastler... not the greatest proposition. Probably the best game of the tournament, where I made 2-3 tiny positioning mistakes that lost me CPs and the game. If only Barnabas didn't hit like a wet noodle....
14 CPs
Game 6 vs Circle (Luke Brimblecombe) Scenario: Fire Support
Faction: Circle OrborosPoints: 50/50
Morvahna the Dawnshadow (*5pts)
* Gorax (4pts)
* Warpwolf Stalker (10pts)
* Warpwolf Stalker (10pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Shifting Stones (2pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (2pts)
Warpborn Skinwalkers (Leader and 4 Grunts) (8pts)
* Warpborn Alpha (3pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Gatorman Witch Doctor (3pts)
Luke was the only undefeated player at this point so in my opinion should have won, but alas this is a 2 day NZ format that rewinds grinding your face against the wall until you bleed. He got matched up against me despite my pretty average record due to some unusual pairing system and was pretty confident in the matchup given that eMorvahna is an OP grinding monster.
Anyway, he ran tough undead Bloodtrackers in my face and slowly killed Gators with hit/damage rerolls, traded one Stalker for my Wrastler. I then proceeded to move Barnabas up to the halfway mark, feat, and kill all but one Skinwalker (who was in melee with Barnabas, so I should really have killed him), most of the Bloodtrackers, and the Gallows Groves. He responded by feating and bringing back EVERY SINGLE MODEL I HAD KILLED then running back behind an obstacle right on the edge of the kill box. Demoralizing to an extreme, but at least I can comfort myself with the fact that unlike eHaley and Deneghra's feats, I could have done something about it (wipe out units to the man). Alas, the Croaks failed me. There's a reason I'm not generally thrilled with Croak Hunters.
Seeing how screwed I was with most of my Gatormans dead and only a dead Stalker in his casualties pile, I decided to try and execute a plan the likes of which I have not executed since the release of Rask and Gargossals, both of which have dumbed down the game for me to a large extent and made me the mediocre player I am today. The moment where I was concocting this convoluted and low-probability assassination run was probably the most exciting minute of Warmachine for the last 10 months of my life, which I guess is an indication of the state of the game these days. Either that, or I'm getting old:
Morvahna has approx. 5 boxes left after the feat and a crapload of fury. She has two transfer targets - a half dead Gorax and a Stalker about 13" away from her since she had moved so far back. I managed to kill the Gorax with the last 2 members of my blue Posse (who were now surrounded by Skinwalkers), triggering Warpath so my Spitter can walk up and throw the Stalker outside her control area. A Croak Hunter and Snapper then killed a model each to try and give Barnabas a wider charge lane (which proved futile in the end as Morvahna still gained the cover bonus from the obstacle so their activations were redundant), which Barnabas used to charge into a Gallow Grove to get a free Blood Boon Flesh Eater on Morvahna, needing 13s and rolled 6,5,2 to hit and killed her with boosted damage.
Barnabas - clutch as fuck.
![]() |
| I stole this game so bad, I expected police to be waiting outside to question me. |
14 CPs
Game 7 vs Trolls (Luke Harvey) - Scenario: Rallypoint
Faction: Hoarluk - Runes of WarPoints: 50/50
Tiers: 4
Hoarluk Doomshaper (*7pts)
* Troll Axer (6pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Janissa Stonetide (3pts)
Dat list.....
I was paired up to play against Chris Baker again for whatever reason, but managed to haggle with the TO to play someone I hadn't played that tournament since rankings were not at stake in either match-up. Fortunately for me, this person was Luke Harvey, a Troll player of legend with a very manly beard. He has yet to beat me in a tournament game, including a loss in a Who's the Boss event where I had Wrong Eye as my warlock, but this time he came prepared with this ridiculous pDoomshaper Runes of War tier.
Here is a summary of the design meeting for this tier list:
Privateer Employee A: "Hey, Troll players think Doomshaper sucks."
Privateer Employee B: "Purification, Goad, Rampager, Fortune, that feat... what were we thinking designing this piece of crap? He does absolutely nothing against half the game!"
A: "Totally. I think we should take a highly underrated unit with a crapload of rules and damage boxes and make a list that includes like... an unlimited number of them, but also reduce their cost by 25%."
B: "Mmmm... that seems kinda OP. We should make it difficult to achieve by adding some rough tier requirements like 'must include Janyssa, two Dire Trolls and two units of Runeshapers'."
A: "What? That is way too harsh! You better give them sweet bonuses like extra 2" deployment and some walls just in case they get shot. That Doomshaper is surely going to die even at DEF 17 ARM 17 with transfers and troll animi."
B: "And Mulg too I guess. For lolz."
A: "Mega lolz."
FU A and B. You guys are assholes.
Anyway, this list is pretty good. You can either lead with the Runeshapers or the beasts depending on who you want to take the hit. He led with the walls, because having 3 walls is fair. Usually I have zero problems with Trolls, but a swarm of cheap steady pathfinder guys with POW 14 crit KD AoEs and damage boxes is really problematic. To put Runeshapers in context, they basically get to cast a 3 cost magical AoE (more or less Baldur's Earth Spikes), along with good survivability, Tremor and Force Lock for 1 pt. That is really, really strong, and makes Gorgons look like absolute horse shit. It's almost enough to make me respect Trolls. Almost.
I traded Mulg for my Wrastler bottom of 2 (Rask shooting off animi + Fury + Boundless Charge + feat => dead Mulg and safe army), then jumped up to 3 CPs next turn through dominating his zone and mine (with the Effigy objective). I didn't any get more points after that as he just grinded into my Gators with POW 14 AoEs and made more toughs than I did, basically out-listing me. In the end I had lost every single model but Rask, and went for a list ditch assassination on Doomshaper which need like a 14 on 3 dice for damage, but failed.
Looking back I think I may have made one mistake, which was to use Wrong Eye to clear the enemy zone giving me 2CPs on turn 3, where I probably should have just kept him back and left those CPs on the table, since trading heavies is pretty much where the game is won/lost in this matchup. Especially since Doomshaper's feat was up and that put 12 or so damage on Wrong Eye in the end. If I can take out his heavies while keeping mine, then he will just deathclock himself since Luke is the NZ deathclock master. Next time.....
Luke also gave me his best sports vote (out of guilt, because I am actually a terrible person to play against since I question everything). I gave mine to Chris Baker on the futile hope that he will one day win best sports instead of best painted. I gave my best painted vote to Nikola, since I like the colour black. Everywhere. Some may call it primer, I call it grim minimalist art.
17 CPs
Tournament Total: 4 wins, 3 losses, 17 CPs
with 2 very close losses and 2 very close wins. Also managed to beat the top 2 ranked players in the country :P
I placed in the upper half of tournament so I am happy with my play and placing despite the numbers, except for the first game of course.
The tournament final was Cryx on Cryx (both players named Dave), and was won by a Cryx player (coincidentally also named Dave, who is my blog's biggest fan) for the second year in a row. The shock, the horror, the surprise. OP faction whining aside, they are both top blokes who usually rank well and play really strong lists so congrats to them (for choosing the right faction, Cryx, which is OP, especially when your name is Dave).
Thanks to Dan Conlon for organizing and being super chill the whole time despite our whining about pairings and terrain and such. What a guy.
Thoughts + mini-rant zone
- Still not a fan of Divide and Conquer but I can live with it over a long tournament. It's potentially a dealbreaker for factions with less depth like Mercs/Minions and barely relevant for Cryx, Legion and PoM. It worked out alright for me this time with the right matchups happening at the right time. The only time I would rather have dropped something else was in game 2, where I would rather play Rask vs Ret than Barnabas (and it turns out, I could have).
- I have a bit more respect for the Maelok + 3 Posse list. Not so much because I think Maelok is necessarily stronger than Barnabas overall, but because Undead is a really strong buff. I was reminded over the weekend how many abilities trigger off living only. It's a bit ridiculous at times. Bring more Witch Doctors.
- Rask with 3 Posse is stronger against Trolls I feel, but Rask with WE + Snapjaw is stronger against PoM, Skorne, Cygnar, Khador...
- F*ck Cryx, that faction is so stupid. Nobody even defends this anymore, and instead of fixing the many broken things, PP just go passive aggressive and stop releasing Cryx models for a year and a half. That'll teach them!
- Broken 2pt merc solos need some serious balance work. Gorman, Piper and Witch Doc Croc were my bane this time around, but they are just the tip of the iceberg. OP Merc stuff is a large contributing factor to lists getting stale as options just get sidelined and make balancing the game a lot more difficult. Remember how bad Cygnar was pre-Stormwall when they actually used Cygnar models?
- Whoever came up with spam tier lists (the ones that combine FA:U on already good units with point discounts) is either a dumbass who has made a grievous error, or a clever businessman who understands pewtercrack addiction at a fundamental level.
- eMorvahna - demoralizing to play against. It's not so much the feat or all the healing - while it is an insanely powerful timewalk feat like eHaley's or Deneghra's, it's that she does all that while rerolling everything and being miles away. Fits the OP formula of 'why does X Cryx model have Y ability'.
- I really dislike Rally Point as a scenario. I am guessing it was included here purely for the name. Movable or cutesy objective-based scenarios become a distraction rather than an addition to the game most of the time. The purpose of a scenario is to force engagement. That is it. I like most of the Masters scenarios (with the exception of Destruction because that one is just a huge clusterfuck).
Labels:
Barnabas,
Blindwater Congregation,
Cryx,
Gatormans,
Horror,
Rallypoint,
Rask,
Snapjaw,
Soles,
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Wednesday, August 7, 2013
Stuff that sucks
Some models are bad - and that's ok.
That is going to be my post for the week - talking about models considered bad and my experiences with them. It's bound to offend some people, but entertain me.
First, some theory for framing perspective. Here are some reasons why models are bad:
1. Badly costed
Points cost is the single most important statistic on a model's card, especially at lower points levels, as the difference between X and X-1 can be quite significant. Lowering or increasing a model's PC can have a huge impact on whether you see them in a list or not, or if you see 8 or 1. Cryx Stalkers, for example, were PC:3 in the Mk2 Field Test, and Cryx players were spamming those things like crazy. Get a single Stalker with 3 focus on the enemy caster and that was probably game over. Fortunately they were increased to PC: 4 at release and their value relative to Bane and Satyxis swarms decreased and we thankfully don't have to play against 6 Stalkers anymore.
On the flip side, you have Trenchers, where a full unit with all the UAs and support modules costs about 4.2 million points, and is still not as good as the Winterguard Deathstar, buffs or not.
2. Opportunity Cost
A different way to look at the cost issue. Sometime there are just models available to you that do practically the same thing at better value, or bring additional options to the table. Often this will be a merc model, but sometimes within the same faction. That is like the ultimate kick in the nuts.
3. Very situational
Some models have abilities that are extremely dependent on matchup, and their effectiveness is thus dependent on your opponent's list. This is not really a cool place to be, unless you know exactly what you're going to be playing against every time
Take Strakhov for example, who is pretty good against Legion shooty lists because he has Occultation and he is immune to fire. Meaning that Legion has no way to shoot him to death outside Bolt Throwers. And his stuff is really really fast. Sometimes abilities that are fundamental to a model's effectiveness but only work on living models, or warbeasts. As you would expect, these models are usually noticeably less sweet when their preferred targets are not around. This point of course bleeds into....
4. The Meta
What you play against has a large impact on the value of your models. If you expect to play against a lot of heavy armor, as has been the case in a Colossals meta, then armor crackers like heavies and weapon masters are valuable. If you expect to face lots of troops, then models that can generate multiple attacks in a turn and AoEs and sprays are valuable.If you expect lots of tough, anti-healing and Take Down is good. If you expect incorporeal, then magic weapons become more valuable, etc. etc. etc.
Points size is also a factor, as are tournament formats. Character restrictions have made a big difference in model viability by removing the option to take more powerful character choices in every list. Playing scenario vs not playing for scenario makes a huge difference to the power of some models. Some casters and models are much
5. Clunky design
Some models actually do fine in games purely on a capability perspective, but are annoying to play or get to "work" for many people. Sometimes there are too many hoops to jump through, sometimes they Skornergize* with your models, sometimes they just try to do lots of things and suck at them all. Either way, they still suck. In any case, they are just not really enjoyable to use in a real game but usually look sweet in theorymachine.
6. Designed for that annoying tart that wants to make everything work all the time
You know those guys that want everything to work all the time? Yeah. They are the guys that post threads on the PP boards every few weeks about how they've figured out Assault Kommandos and Tharn Ravagers. I admit I am guilty of this type of behavior at times. But I've come around to the fact that some stuff just sucks.... and that's ok. Pleasure from pain. If you still enjoy putting your balls in a vice and spinning the handle at varying speeds in random directions in the hope that you'll find some kind of personal satisfaction or enlightenment, you go ahead and give yourself blue balls.
7. Light artillery
Pretty much all light artillery sucks, except perhaps the Mortar crew. Nobody really knows why, but my theory is that because they can't move and shoot, they lose a lot of tactical depth and become predictable. If you look at the stats of most light artillery models, they are pretty decent and usually straight up better than a ranged solo at the same cost. However they only do one thing, which is shoot AoEs or potentially high-ish POW attacks at highly predictable ranges. They also usually can't boost on top of that, which makes you hate them more and just spend your points on super expensive warjacks with the same gun instead (which are probably worse).
Much like Gargantuans, I can't complain that Gators don't have any light artillery.
8. Design decisions that err on the side of caution
I think several members of the Warmachine design team engaged in Opus Dei-type self-flagellation as the result of Mk1 brokenness. It is quite clear these days that whenever given they choice, they will choose to make a model tamer and lower on the power curve rather than risk a model winning the majority of tournaments. That would be really horrible. In my opinion, this will often lead to some changes late in the design process that don't get playtested as thoroughly as they should and have a bigger impact on a model's viability than expected.
I'm sure everyone prefers this state of affairs to Mk1 "everything is broken" balance. It is funny how often I hear that MkII is 'perfectly balanced' after hearing the same thing about MK1 for years. PP do a great job of keeping the game balanced, but anyone who has played Warmachine for a few years is aware that balance issues will almost always be present to varying degrees. You can't compare an eLich to a Venethrax, or McThralls to Drudges. There is always room for improvement, not only in terms of nerfs, but also of buffs.
Here is a small, non-exhaustive selection of models that are usually held up as bad/ crap:
Feel free to share your thoughts. Remember that, at least in this context, 'good' and 'bad' are entirely relative, so it makes sense for every eLich, Molik, or Satyxis unit, we have an eMorghoul, Avalancher or Grotesques.
*Skornergy, for you young ones, is a term coined by the podcast Focus and Fury to describe the Skorne list design process during the Hordes Playtest. It is essentially synergy that looks amazing but doesn't actually work, or screws itself over at some stage in the process. Lots of Skorne warlocks had this feature.
That is going to be my post for the week - talking about models considered bad and my experiences with them. It's bound to offend some people, but entertain me.
First, some theory for framing perspective. Here are some reasons why models are bad:
1. Badly costed
Points cost is the single most important statistic on a model's card, especially at lower points levels, as the difference between X and X-1 can be quite significant. Lowering or increasing a model's PC can have a huge impact on whether you see them in a list or not, or if you see 8 or 1. Cryx Stalkers, for example, were PC:3 in the Mk2 Field Test, and Cryx players were spamming those things like crazy. Get a single Stalker with 3 focus on the enemy caster and that was probably game over. Fortunately they were increased to PC: 4 at release and their value relative to Bane and Satyxis swarms decreased and we thankfully don't have to play against 6 Stalkers anymore.
On the flip side, you have Trenchers, where a full unit with all the UAs and support modules costs about 4.2 million points, and is still not as good as the Winterguard Deathstar, buffs or not.
2. Opportunity Cost
A different way to look at the cost issue. Sometime there are just models available to you that do practically the same thing at better value, or bring additional options to the table. Often this will be a merc model, but sometimes within the same faction. That is like the ultimate kick in the nuts.
3. Very situational
Some models have abilities that are extremely dependent on matchup, and their effectiveness is thus dependent on your opponent's list. This is not really a cool place to be, unless you know exactly what you're going to be playing against every time
Take Strakhov for example, who is pretty good against Legion shooty lists because he has Occultation and he is immune to fire. Meaning that Legion has no way to shoot him to death outside Bolt Throwers. And his stuff is really really fast. Sometimes abilities that are fundamental to a model's effectiveness but only work on living models, or warbeasts. As you would expect, these models are usually noticeably less sweet when their preferred targets are not around. This point of course bleeds into....
4. The Meta
What you play against has a large impact on the value of your models. If you expect to play against a lot of heavy armor, as has been the case in a Colossals meta, then armor crackers like heavies and weapon masters are valuable. If you expect to face lots of troops, then models that can generate multiple attacks in a turn and AoEs and sprays are valuable.If you expect lots of tough, anti-healing and Take Down is good. If you expect incorporeal, then magic weapons become more valuable, etc. etc. etc.
Points size is also a factor, as are tournament formats. Character restrictions have made a big difference in model viability by removing the option to take more powerful character choices in every list. Playing scenario vs not playing for scenario makes a huge difference to the power of some models. Some casters and models are much
5. Clunky design
Some models actually do fine in games purely on a capability perspective, but are annoying to play or get to "work" for many people. Sometimes there are too many hoops to jump through, sometimes they Skornergize* with your models, sometimes they just try to do lots of things and suck at them all. Either way, they still suck. In any case, they are just not really enjoyable to use in a real game but usually look sweet in theorymachine.
6. Designed for that annoying tart that wants to make everything work all the time
You know those guys that want everything to work all the time? Yeah. They are the guys that post threads on the PP boards every few weeks about how they've figured out Assault Kommandos and Tharn Ravagers. I admit I am guilty of this type of behavior at times. But I've come around to the fact that some stuff just sucks.... and that's ok. Pleasure from pain. If you still enjoy putting your balls in a vice and spinning the handle at varying speeds in random directions in the hope that you'll find some kind of personal satisfaction or enlightenment, you go ahead and give yourself blue balls.
7. Light artillery
Pretty much all light artillery sucks, except perhaps the Mortar crew. Nobody really knows why, but my theory is that because they can't move and shoot, they lose a lot of tactical depth and become predictable. If you look at the stats of most light artillery models, they are pretty decent and usually straight up better than a ranged solo at the same cost. However they only do one thing, which is shoot AoEs or potentially high-ish POW attacks at highly predictable ranges. They also usually can't boost on top of that, which makes you hate them more and just spend your points on super expensive warjacks with the same gun instead (which are probably worse).
Much like Gargantuans, I can't complain that Gators don't have any light artillery.
8. Design decisions that err on the side of caution
I think several members of the Warmachine design team engaged in Opus Dei-type self-flagellation as the result of Mk1 brokenness. It is quite clear these days that whenever given they choice, they will choose to make a model tamer and lower on the power curve rather than risk a model winning the majority of tournaments. That would be really horrible. In my opinion, this will often lead to some changes late in the design process that don't get playtested as thoroughly as they should and have a bigger impact on a model's viability than expected.
I'm sure everyone prefers this state of affairs to Mk1 "everything is broken" balance. It is funny how often I hear that MkII is 'perfectly balanced' after hearing the same thing about MK1 for years. PP do a great job of keeping the game balanced, but anyone who has played Warmachine for a few years is aware that balance issues will almost always be present to varying degrees. You can't compare an eLich to a Venethrax, or McThralls to Drudges. There is always room for improvement, not only in terms of nerfs, but also of buffs.
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Here is a small, non-exhaustive selection of models that are usually held up as bad/ crap:
Cygnar:
- Trenchers - They cost too damn much. They can do lots of stuff (not particularly well), but 1pt per guy is a hefty cost, especially when you throw in all the additional stuff. They already have an amazing UA which doesn't fix their standing - I think it's just a matter of reexamining the cost decisions on Cygnar units (who are obviously costed with great shooting buffs in mind). Long Gunners are arguably in the same boat but benefit hugely from Snipe.
- Stormblades - Cost too much for SPD 5, totally average defensive stats, and no reach. Sure, they can hit hard and have guns and tons of gizmos, but what's the point when you can't even do the basics? Again, already have a UA and WA, so I'm thinking either Stryker3 gets Lightning Tendrils AND Deflection/Deceleration or these guys will be coated in a thick coat of grey dust by the time Mk2 Remix hits.
Cryx:
- Venethrax - First of all, he isn't one of the other Cryx casters. Second, he is very skewed towards livings models. Third, his feat ranges from random as hell, to self-defeating, to not doing much at all. It's cute. Unlife in the Cryxian Empire has not been kind to Skeletor.
- Drudges - These are just straight up worse than McThralls for more points. Or worse than any unit in Cryx for any points. And 90% of their effectiveness is tied to one pretty easy to kill model. Like... what? Redesign these so they have flexible weapon modes like CoC infantry and don't hold onto the Mind Slaver for dear life and we might see them on the table.... one day.
- Cryx Heavies - Two problems with Cryx heavies, who for the most part are actually pretty good: One, they are squishy as all hell and have no repair option that can really keep up with them at full speed so losing 3 systems to a boosted Reckoner shot makes you want to just play more Banes instead. Two, you could just take Banes/ Satyxis/ McThralls, who hit equally hard, put out more attacks and need less focus to do it. Opportunity cost at work here.
Deathjack ADs, has armour and heals itself, so he is immune to criticism and costs a ton.
PoM:
It's hard to find bad things in Protectorate,because the whole faction is based around jerking itself off so everyone feels good and high-fives each other. I mean, Amon is considered bad in that faction, since he has some incentive to not stay 6 miles back.- Deliverers - Perfectly fine unit. However, nobody takes them because they take soooooooo long to resolve at full efficiency, and don't get all the buffs a Redeemer does. They attempted to fix them in Mk2 by giving them a huge 5" AoE CRA so they can activate faster, but even then Redeemers are better and die slower.
- Paladin? - What happened here? I never see these anymore. I guess they aren't as tough as Seneschals, and only become really great with Vilmon, who people don't take anymore for some reason. Too many magic weapons in the meta I guess.
Khador:
- Zerkova - universally acknowledged as the worst caster in Khador for many reasons. First she is squishy and her defensive tech is bad. Second, she has every incentive to move upfield since her main influence on the game is through offensive spells and her pDenny-style feat. The most effective way to play her would be to take some shield guards (Bokurs), upkeep her spells, feat and then camp focus all the time and hope to live. That is even more boring than eKreoss. Third, no real game plan - everything is reactionary or denial, and not that great at it.
- Decimator- requires wayyyyyy too much focus to make up for his craptastic RAT. I suspect he will come back with Malakov, because that Beat Back POW 15 gun combined with a POW 20 sustained attack melee weapon seems really good on a SPD 6 jack.
- Assault Kommandos - Do like 10 things, and all of them suck. There's no getting past mediocre stats, very low POW attacks, highly situational abilities and a pretty high points cost (except giving them +3 to all stats). Remember how good Trenchers were in Mk1? So do these guys.
- MoW Kovnik - This guy looks like serious business on paper. Problem is SPD 4 and no reach combined with no movement tricks means this guy isn't really getting to hit anything (unless you give him +3 to all stats). Second the emphasis on his jack marshall abilities, in a faction where jacks are focus-hungry, get great battlegroup buffs and have some very impressive buffable troops. And now have Malakov.
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| The poster boys for failure in JS Land |
Mercs:
- pMagnus - great spell list, but no feat. Not having a feat kinda sucks. Imagine how much people would hate pStryker if he didn't have a feat - that's pMagnus. It's not really a matter of terrible as much as lame.
- Devil Dogs - too many hoops to jump through, and other people just do what they do better and more reliably. Charge maybe 7 around a warjack if graced by the favor of God himself, hit maybe the 3rd or 4th net, then get three POW 10 weapon master attacks. Then die. Short ranged guns and no way to deliver.... just legitimately bad.
- Blythe and Bull - WTF. It's like Ayanna & Holt that don't have Harm or Magic Weapons or Stealth and only one big meaty gun. Most obvious IKRPG conversion ever.
- Avalancher - Those Rhulics and their power pieces. I think they should get their own faction. Then Minions won't be the worst faction in the game anymore. This jack just seems like an even shittier version of the Destroyer, which is already a pretty shitty jack. Am I missing something?
Ret:
- Garryth - melee assassination casters don't tend to do too well in the current meta. Garryth would be great if he could keep his army standing long enough for him to get to the enemy caster, but Ret isn't built that way. And his feat being skewed so hard towards Warmachine sucks for him.
- Gorgon - The Force Lock ability seems really strong. However it is tied to both a squishy warjack with rather crap combat capabilities and a squishy Generator node. It might cause slight activation issues for your opponent, but if that's what you're going for you might as well play this next guy....
- Nayl - Have no idea why people don't play him. As a Hordes player, I find him annoying as hell. Sure, he can screw you over if you place your caster nearby and he gets thrown over there. OR he can get in the middle of the opposing army and take P+S 13 free strikes on everyone since he is way too annoying to deal with and destroys your opponent's time. Guess two points is a lot to give up to completely mess up your opponent's plans for a turn.
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| Apparently if I ever get a tattoo, it has to be this. |
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Trolls:
- Gunnbjorn - he has a sweet gun, pretty good spells but again, no feat. Or a feat that doesn't work for his spell list, since it seems only good for protecting a rampaging horde of rushing trolls on the advance, which will be way ahead of him. Trolls usually have underwhelming spells and feats on paper, but this guy also has them on the table!
- Winter Troll - I haven't had the pleasure to see why this guy sucks on the table. If the animus was RNG: Self, I would totally understand but at RNG 6 it might see some use. Maybe it's the RAT 4 on the spray. Maybe it's the pillow fists when you could be taking some baller Troll Hero or a Pyre Troll that brings +2 damage to said Troll Hero.
- Mountain King- He might be awesome if he came out 2 years ago when people weren't designing lists to 1-round much heavier targets. Alas, people are doing just that. He's also MAT 5 for no reason at all. WHY MAT 5?!?!
- Sluggers - So their stats suck more than the average Troll, for some reason. And if they move and shoot, they really suck. If they stand still and shoot, they get 5d3 RAT 7 POW 13 shots off, which is pretty good with Snipe. But then they are 5/8 for 3/5 guys with 5 boxes each. Why they have boxes, nobody knows. More muscle mass from lifting I guess. But we do know this is the best example of Snipe tax known to man.
Circle:
- Ravagers - It's because they die. Like, really easily. If everyone played in heavily forested terrain all the time, they would probably be legit, but such a thing is rare.
- Sentry Stones - This thing was ridiculously overpowered in Mk1 for doing almost the same thing. Then Mk2 happened and I have not seen one since. Is it the 3pts? The short 6" CMD range? The reliance on enemy warbeasts to do it's thing? I really don't know.
Legion:
- Rhyas - Again, a melee assassination caster that doesn't seem to get love. How odd. I think this is the case of a caster that doesn't do much. She hides in the back, casts Dash and upkeeps two spells. If you play against Hordes you might risk her to kill a warbeast and steal its fury and run away. Her feat is good but kinda reliant on your opponents list and positioning. Also no pathfinder is stupid.
- Grotesques - Not only are they uglier than my ass, they are potentially the least exciting unit I have ever seen. Mediocre to poor stats all around, BUT they can fly, are fearless and gang. That sure makes up for that single MAT 5 POW 10 attack. If they were 3/5, they might see some play. Might.
Skorne:
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| A fall from grace that would make Satan jealous. |
- eMorghoul - A melee assassination caster! Yep, and eMorghoul also sucks to play. In Mk1, he was probably amongst the most OP casters in the game since he was not only an assassin machine with good support spells (same as now), but his feat Blinded your opponent's entire army. That was pretty OP. Anyway, they dicked around with him in the Play Test for several editions until they slapped his current lame-ass boring feat on him in the last release and left it at that, together with passive stealth. Two weeks more/less of playtesting would have made a world of difference.
- Savage - I don't know why I don't see more of these. I submitted so many feedback forms that the animus should cost 1. Now it costs 1 and nobody takes them. FML. More evidence nobody really likes melee lights unless they are spammable, and Savages are not spammable at 5pts. dat animus though...
- Cannoneer - Warbeasts with big AoE guns are amazing since you can boost pretty much everything you need at will. The reason this guy is left on the shelf however is firstly because his animus does nothing. It did nothing in Mk1 and doesn't do much now - the range is too short, and the cost is too high for a warlock relative to two more transfers. Secondly, he is very average in melee and Skorne doesn't stand for that jazz.
- Siege Animantrax - This thing not only sucks on the table, but also sucks on paper. I would have loved to see this thing in playtest, it must have been broken as balls before those last minute tweaks.
Minions:
- Arkadius - People want to cast Crippling Grasp - they miss, they die. On the flipside, pig beasts are pretty crap so his entire shtick is consequentially equally crap. Better pig beasts please.
- Calaban - I like my warlock to do things. If I wanted to just cast one spell, upkeep things and hope like hell I don't die, I'd have played PoM. If Grave Door didn't require 14 hoops to jump through as well as a full tax audit and vetting process, then maybe he might be cool had Rask never come out.
- Brigands - People take these with Carver. They don't take them otherwise. Because giving them CRA and Fearless is a thing when they have otherwise poor stats.
- Boneswarms - I have written on Boneswarms before. They could have three different roles, yet they don't do any of them well. They do the tanky role in Midas' theme list pretty well. Sucks for you, Gator players.
Feel free to share your thoughts. Remember that, at least in this context, 'good' and 'bad' are entirely relative, so it makes sense for every eLich, Molik, or Satyxis unit, we have an eMorghoul, Avalancher or Grotesques.
*Skornergy, for you young ones, is a term coined by the podcast Focus and Fury to describe the Skorne list design process during the Hordes Playtest. It is essentially synergy that looks amazing but doesn't actually work, or screws itself over at some stage in the process. Lots of Skorne warlocks had this feature.
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