Friday, October 2, 2015

Blindwalker Hype #2 - Spoilers

From the internets:

Blindwalker
Blindwater Heavy Warbeast


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



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

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

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



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

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

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

Croak Raiders

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

Damage

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

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

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


Survivability

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

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

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




Utility

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

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

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


Synergies

Some cool synergies:

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


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

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


Conclusion

Capacity for Burnination:

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

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

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

Wednesday, September 30, 2015

Blindwalker Hype

This thing:



From the lips of my hero Jason Soles:

"living zombie version of a Blackhide Wrastler"
"Part altar, part ritual piece, part arc node"

Neato. Speculation is for an arc node for Calaban, which would make him significantly more playable (ie. not frustrating). Hopefully will also have Soul Storm and Despoiler or Mulg's animus.

Bow before the living zombie.

Wednesday, September 23, 2015

WTC Minion Lists 2015

Even though the event is done and won (GG Finland) I figured I should probably do a write up of this for future reference. I can also include some commentary of the matchups each player went through since there weren't many.

Usual disclaimer about results & matchups: the unique WTC pairing system and team structure means that it is difficult to draw broad conclusions from the data and results. However, I will do my best to provide blunt and non-comprehensive commentary for your entertainment.

Player 1

Player: Christoph Van Der Schoot
Team: Belgium Brown
Team Placing:45/50


Rask [Arcane Wonder]
Rask -6

Ironback Spitter +8

Bull Snapper +3

Gatorman Witch Doctor +3

Victor Pendrake +2

Croak Raiders +8

Croak Raiders +8

Gatorman Bokor & Bog Trog Shamblers +6

Gatorman Posse (max) +9

Gatorman Posse (max) +9
Maelok [Bunker]
Maelok -6

Bull Snapper +3

Bull Snapper +3

Sacral Vault +9

Gatorman Witch Doctor +3

Gatorman Witch Doctor +3

Thrullg +3

Gatorman Posse (max) +9

Gatorman Posse (max) +9

Gatorman Posse (max) +9

Bog Trog Ambushers (min) +5

The Rask list seems like an all-rounder troop heavy type of list - some of everything except heavies, while the Maelok list seems to be a hard-skew against Cryx dudeswarm/ Body and Soul.


Matchups:

  • Round 1: Rask vs Lucant. Result: Loss 
  • Round 2: Rask vs Vayl 2. Result: Win 
  • Round 3: Rask vs Mordikar. Result: Win 
  • Round 4: Rask vs Butcher2. Result: Loss 
  • Round 5: Rask vs Lucant. Result: Loss
  • Round 6: Rask vs Bradigus. Result: Loss

As you can see, Maelok was not chosen ever, although it probably would have done better against Lucant or Butcher2 than the Rask list chosen, on account of attrition advantage and the Sacral Vault.
On the surface you think Rask vs Lucant is a better matchup since Rask cracks ARM and Lucant is a lot of ARM. However, Lucant can deal with Croaks and Spitters ranged attacks, and the lack of living models means Posse don't get a very long charge, or rerolls. No melee heavies also means the Rask list doesn't deal out really high single target damage. Maelok's feat also allows you to take out the Enigma Foundries very quickly, which puts you in a big attrition lead.
Butcher2 was a theme force, which means it would get stomped by the Sacral Vault. His opponents other list was Harkevich w/ Conquest and lots of Winterguard, which would also suffer somewhat against Maelok - you'll probably never kill the Conquest, but you can shred everything else.



Player 2

Player: Kevin "Kevina" Maeder
Team: France Obelix
Team Placing:17/50

Bloody Barnabas [Effigy of Valor]
Bloody Barnabas -6

Bull Snapper +3

Ironback Spitter +8

Sacral Vault +9

Sacral Vault +9

Croak Raiders +8

Croak Raiders +8

Gatorman Bokor & Bog Trog Shamblers +6

Swamp Gobbers +1

Thrullg +3

Feralgeist +1
Rask [Arcane Wonder]
Rask -6

Bull Snapper +3

Blackhide Wrastler +9

Swamp Horror +8

Gatorman Bokor & Bog Trog Shamblers +6

Gatorman Posse (max) +9

Gatorman Posse (max) +9

Swamp Gobbers +1

Sacral Vault +9

Victor Pendrake +2

The highest placing team with a Minion player, and also with an awesome team name that hits me right in the childhood.
I really like the Barnabas list. I think it matches up very well against low to mid ARM lists, commonly found in Legion/Circle/Cryx thanks to some serious ranged firepower, but lacks any serious ARM cracking. That's where the Rask godzilla list comes in, which is pretty much what I would run with the exception of WE + Snapjaw over the Sacral Vault.



Matchups:

  • Round 1: Barnabas vs Absylonia2. Result: Win.
  • Round 2: Rask vs Doomshaper2. Result: Win
  • Round 3: Rask vs Butcher3. Result: Loss
  • Round 4: Rask vs Kreoss2. Result: Loss
  • Round 5: Rask vs Rahn. Result: Win
  • Round 6: Rask vs Haley1. Result: Win.

I think Kevina's two losses were both against pretty bad matchups - Butcher3 in my opinion is one of the hardest matchups for Gators at this time, and Kreoss2 theme force has a lot of tanky weapon masters. It's arguable the Barnabas list might have had better luck against Kreoss2, however the presence of Exemplar Gravus to negate Black Tide makes the matchup a little more complicated.
Haley1 is also a pretty bad matchup for Rask, so a win there is sweet. Well done!



Player 3


Player: Rob Kneekens  (WTC results list "Jun Chan" as the player on the day however)
Team: Netherlands Hero
Team Placing: 31/50

Bloody Barnabus [Effigy of Valor]
Bloody Barnabas -6

Blackhide Wrastler +9

Bull Snapper +3

Bull Snapper +3

Sacral Vault +9

Croak Raiders +8

Croak Raiders +8

Gatorman Posse (max) +9

Gatorman Witch Doctor +3

Gatorman Witch Doctor +3

Feralgeist +1
Rask [Arcane Wonder]
Rask -6

Blackhide Wrastler +9

Bull Snapper +3

Ironback Spitter +8

Wrong Eye & Snapjaw +9

Gatorman Posse (max) +9

Gatorman Posse (max) +9

Gatorman Posse (max) +9
Another nice Barnabas list, which a slight anti-Cryx skew. And the second manliest Rask list around (switch out the Spitter for a Horror to go full man).

Matchups:

  • Round 1: Rask vs Bradigus. Result: Win
  • Round 2: Rask vs Bradigus. Result: Loss.
  • Round 3: Rask vs Xerxis1. Result: Win.
  • Round 4: Rask vs Syntherion. Result: Loss.
  • Round 5: Barnabas vs Butcher3. Result: Loss.
  • Round 6: Rask vs Xerxis1: Result: Win.

 Looks like this Minion player was thrown to the wolves a lot, with no good matchups for either list, but managed to pull out 3 wins despite this. Good show!

Player 4

Player: Adam Fox  
Team: Northern Ireland
Team Placing: 48/50

Rask [Arcane Wonder]
Rask -6

Blackhide Wrastler +9

Bull Snapper +3

Swamp Horror +8

Sacral Vault +9

Gatorman Posse (max) +9

Gatorman Posse (max) +9

Gatorman Posse (max) +9
Bloody Barnabus [Bunker]
Bloody Barnabas -6

Ironback Spitter +8

Ironback Spitter +8

Ironback Spitter +8

Gatorman Posse (max) +9

Gatorman Posse (max) +9

Croak Raiders +8

Gatorman Witch Doctor +3

Totem Hunter +3

These lists seem.... lacking. Like they both want to do something but don't go all the way. The Sacral Vault in the Rask list doesn't gel well in my experience, and Triple Spitter is pretty "all in noobstomping ranged assassination!" but lacks the rest of the skew to make it happen (ie. 3rd Posse, 2nd Croaks, Vault...) I dunno. Maybe there's some magic somewhere.


Matchups:

  • Round 1: Barnabas vs Rahn. Result: Loss.
  • Round 2: Rask vs Severius2. Result: Loss.
  • Round 3: Rask vs Harbinger. Result: Loss.
  • Round 4: Barnabas vs Irusk2. Result: Loss.
  • Round 5: Barnabas vs Butcher2. Result: Loss.
  • Round 6: Barnabas vs Skarre1. Result: Loss.

Tough luck :(


Useless Musings!

- 4 out of 250 something players played Minions. That is very few, and definitely not enough to offer commentary of any value, other than Minions are really not popular. What would the Minion numbers look like if Rask had never been released? One wonders.
Also the team with Minion players did not place especially well, with the exception of France Obelix which placed respectably. This would indicate that the teams didn't put in as much preparation as the rest of the field, which in turn implies that Minions are not an optimal choice in the WTC team selection format. This could be because they don't have any matchups they really dominate (with the exception of Ret) and have big weaknesses against a few of the power lists. Thus teams would probably default to another faction that has more depth and strategic versatility given the choice, depending on how seriously you take the event.


It's also worth nothing that both Mercs and Convergence had 4 players each - Convergence in my opinion is quite strong but unpopular due to the limited releases, but I am really surprised there are so few Merc players. I guess the Earthbreaker/Galleon hype is dying down as ARM has become more popular and teched against.

- No Pig lists anywhere. Not too surprising - read everything I've ever written on Pigs on the blog to find out more.

- Rask was played a lot. The only other drop was Barnabas. Although Maelok was in a pairing, he was also never dropped. Does this mean anything? Probably not. We can conclude that Rask is very popular.... and very good. His dominance over his faction is comparable to Haley2 in Cygnar, B3 in Khador, Harbinger in PoM, and theme forces in Trolls :) This brings up interesting questions about internal balance.

- Interestingly, there were no Minion vs Cryx matches played before the last round, on the lowest tables. That's a little ridiculous when you consider that a) Cryx was the most numerous faction by a sizable amount (include a few all-Cryx teams), and b) the presence of a few anti-Cryx lists in the above pairings. I don't know whether this was intentional, or a result of opposite players choosing not to put their Cryx players into Gators (which seems crazy).
Freed from the need to produce a strict anti-Cryx list, I feel that we should have seen a bit more caster diversity - perhaps even a Carver or Nature of the Beast list. 

- My conclusions would therefore be that a) Rask is way above the rest of the faction and b) Pigs are not respected at all. Both things that were already quite well established.