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Obscene

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Posts posted by Obscene


  1. I just believe it's a waste of resource to produce a trollblood unit that is inherently bad at its intended roll to fill the need of the role for that faction.
    Gatormen Posse are actually symptomatic of bad design in MK2 much like Nyss hunters. They were systematically better then almost every factions specific unit at their role.
    Good Design of a mercenary unit is Totem Hunter. Not every faction has support piece assassination, so if you want that function you take totem hunter. If  you are one of the factions that has solo assassination, you still continue to use yours. Bad Design is giving every faction solo assassination pieces. but because it isn't the factions *strength* it's kind of underpowered but they atleast have the option to take it.
    I just think engaging game play comes from having factions being specifically strong at certain things and designing them around that and not giving every faction a variation of an archer unit and then only one or two of the archer units actually being good. 
    I  don't think every army would inherently develop the same exact way to fight, they would play to their specialized strengths and push that as hard as possible. 
    In a bit of reflection, it seems like  we are on the same page as far mercenaries overshadowing. I just think there are ways to do better then warmachines poorly done way.


  2. I'm not even sure you want blight tokens to generate on your reanimates, it's just like a what if you roll no damage kind of thing.(I'm sure some scenarios you do.) Reanimate Archers are kind of your primary damage. Now support carrion lancer, while not as good as FLRG, is a pretty easy pick considering you can run that skill ability every freaking turn generating a ton of value. Carrion Lancer is obviously pretty good at it as well. 


  3. Symbols do not multiply.
    Spearmen are not very likely to generate an inspiration token.
    12.5 percent of the time the blue die will generate an inspiration token.
    If you roll a surge on the red die, 12.5 percent of the time, you will have a 37.5 percent chance of rolling a surge on a blue die. 
    So *fishing* for surges(with rerolls) is not really practical unless you have already landed one on your red die.
    On the calvary, you get an extra 12.5 percent chance of hitting a surge. The best thing is the calvarys ability to get a flank attack which can allow you to get an extra red or blue die. Going for a blue die, makes it pretty freakin likely to generate a surge, especially if you even have one reroll.  Where it gets really crazy is if you run the equipment card moment of inspiration that you can exhaust to add a white die. Which theoretically, you could do turn after turn at this point with the inspiration tokens.
    Now, if way comes out to be able to moment of inspiration to a spearmen squad with FLRG, and an attached Kari. Ouch.


  4. The reason a mercenary faction is appealing is because you can create a standard baseline to represent the strength of a unit and allow a faction to get access to something it normally doesn't have, rather then creating a poor performer for that faction.
    Let's say Uthuk has a weaker ranged game then most factions, but for whatever meta reason you need a ranged unit. FFG could release a bad ranged unit for Uthuk that can still fulfill the need, or you can take a mercenary unit that is actually decent at it. 
    I assure you, having to buy/paint/field models that are not good at something sucks, but sometimes you need to. It also creates buyer remorse for new players who buys something that looks cool in the faction and is then a poor performer. 
    Now, Mercenary units that are excessively strong in a vacuum are poor design because they limit choices for all factions. Mercenary units that are relatively strong actually open up choices. 


  5. I think it would be pretty cool if they introduce the Orcs as a "neutral faction" where a large majority of their units could be used in any faction, but then they have would have also upgrades specific for their faction, units specific for their faction, and so forth. Would be a really neat way to expand the roster for existing armies while also adding a new army.
    Neutrals can be balanced in a specific way where they are strong but not used in every list. If you develop each faction in specific ways/play styles they will also be defined by what they lack, and mercenary style units can be a way to fill that void if your list needs it.
    A purely hypothetical example would be Latari Elves could potentially not have durable heavy infantry and a neutral unit would be a multiwound/high armor formation of orcs. 
    If a Latari player wanted a heavy infantry unit they could recruit the orc unit.

    I personally prefer this then Latari Elves get a durable heavy infantry unit that is strictly worse then every other factions heavy infantry because it's their weakness.

    This creates a better experience game design wise as it becomes easier to give each faction their own distinct styles of play which you can make equivalently fun/good, compared to making all factions good.

    There is one major caveat to this style of design; when you run the neutral faction by themselves they tend to do worse against any of the main factions that are trying to invoke a similar strategy.  I do think that Runewars is perfectly poised to combat this with the army specific upgrade cards. This can allow them to modify a units power level as if the unit was in the self contained vacuum of its own faction rather then a neutral for all armies.


  6. I have never used army painter primers. I have always used automobile primer, I have recently tried Vallejo brush on primer and if my batch didn't suck, it would have been excellent. It was very bubbly, and wouldn't stop bubbling around details which I read can happen from time to time. The flat surfaces, the primer was excellent on the test models. I do however plan on trying out the army painter primers with these models.


  7. IMO, the amount of paint you get and the quality of it, it's hard to beat army painter.
    I can see more professional or enthusiasts going out for a ton of vallejo colors, but really the army painter mega bundle is just one of the best deals out there for a new painter. I think their washs are extremely good. If I remember right, the team behind it is a bunch of ex-citadel guys. 
    I bought some army painter paints on a whim one time, used them like twice, and came back two years later and they were still great after a good shake.


  8. I was thinking about a oathsworn calvary deathstar, and this unit is just way to fragile for its point cost per effective health unless you run them with the armor modifier always on. I think they trade pretty terribly in any head on engagement. The unit is really priced because of it's ability to sit back till the right opportunity and charge into a flank in downtown all the way from the middle of no where. It can move 6 in a turn, where most units only move 3. It can really sit back and wait to get the enemy.  It's damage is pretty high on the flank as well but it doesn't trade very well wound for wound with much of anything unless your armoring up, so you really have to get the flank charge and reduce the threat value of the flank facing the unit. 
    I can easily see myself holding two squads of 4 trays in reserve until the enemys ranged threats have been peppered down by kari or a favorable charge has opened it self up.  Reanimate archers just destroy the Oathsworn Calvary, so limiting opportunities to be attacked effectively is must to protect this expensive unit. Depending on the morale decks frequency to do meaningful harm to the opponent I could easily see putting bull pennons on them. With 2 red dice(3 on the flank!) you will very easily be running at 3 or 4 panic tokens on the charge which could end up being very strong.
    I am really eager to see what upgrades come available to this unit to press its power even further, moment of inspiration might be absurd on it. 


  9. Personally, I think the humans are pretty generic. But when are human models not fairly generic? I think the Skeletons are the best skeletons I have ever seen. I usually absolutely hate skeleton models. I absolutely love that there left handed skeletons. Somewhere deep inside I was they were all lefties. I think the exaggerated eye sockets/cheek bones capture a certain sadistic maliciousness that is very fitting.
    I might have to buy enough skeleton footman formations, so I can field one in full lefty mode.
    While it's tough to tell from the picture, I don't see any extreme amount of flash or mold lines for that matter, which is a big deal. PP can't seem to make a mini with out having a mold line go over it's most detailed piece and its face.


  10. I wouldn't assume the quality of the materials from gencon is completely accurate. Everything was 3d printed compared to being formed in a mold. Molds tends to make things a bit more precise so you could get a good lock on the trays with out being impossible to remove from the roughnes of the cut causing a lot of friction. Sometimes, I think them revealing preproduction 3d printed models was a mistake, as a lot of people took it to being what you get in the box.


  11. I wouldn't be shocked to see a "regiments of renown" style upgrade for specific units at specific formations in the future. *Insert Character Name* Elite Guard, regular spearmen dial, but maybe has a different point cost, unique ability, dies, and can only be ran at a certain formation size. 
    1/1 30 points trays 6 3 by 2 formation 
    Can always use the +1 armor modifier no matter the primary action or something.


  12. I do not currently know how a small based hero is applied to a unit as a upgrade. I could see it going either way. If they don't replace the whole tray they will be very strong in elite infantry formations. It is a safe assumption that in the case of the FLRG that his tray will replace a tray of spearmen.
    Edit: I don't believe you will ever add a Tray as upgrade to modify the formation system, that seems to be rather *hard coded* design into unit balance for cost.


  13. 49 minutes ago, Oloh said:

    Maybe I am wrong, but I was under the impression that if you used a character or unit as an upgrade, you lost all of its base stats and only had the stats listed on the upgrade card (i.e. no dial for the Rune Golem when used as FLRG).  I assumed that the health and armor listed on the upgrade card were for purposes of getting Aimed at. 

    If everything else is dead in the squad and the only tray is left a front line rune golem it will have 4 armor, 2 health, and threat 1 + plus brutal(which is +1 or +2) and the excellent dial that the spearmen have. The fact that he doesn't resort to the *dial* of a regular rune golem is precisely what makes him so strong. He goes from having a really bad and cumber some dial to the most well balanced infantry dial in the game, so far. 
    rwm01_front-line-rune-golem.png
    Just so it's clear, the model icon in the top right means that model goes into the group. By purchasing a FLRG for the spearmen unit,  you replace one tray of them with that model. Because an opponent can not selectively target a model specifically, it's possible for him to be the very last thing alive in the unit. In that scenario, you actually have a better model/profile then just a regular old rune golem. The support carrion lancer isn't even in the same realm of how good(it is good.) this upgrade card is.  More importantly, the FLRG being able to stay alive till the late game makes his armor very worthwhile, as thats when units threat bonus has been significantly lower through attrition and more then likely no longer present the ability to harm him except on the very best rolls.(or with a carrion lancer) Granted this is just my opinion and I have not actually played the game.
    PS: You are giving up 6.56 points worth of models to include a FLRG in your spearmen squad. Making it even cheaper then just taking a Rune Golem by itself.  


  14. I'm more about gameplay being greater then fluff, so details like that don't really bother me. Aslong as the game is 99 percent fluid and fun, with a decent amount of fluffiness bits like that don't really both me. I mean ****,  he is fighting beside a giant golem made of stone and animated by carved glowing lines. His primary enemy  are his dead grand uncles, losing sleep over the amount of armor on the model compared to its in game stats seems a bit frivolous.


  15. Defense Die are arguably the most irritating thing in the world. This is as a trollbloods player in Warmahordes where my entire army can on a 5+ shrug off a mortal wound. It feels like you pay for it for tremendously because it can always foil the enemies best laid plans, and yet never has the effect you need when you need it to foil the enemies attempt.
    While I can see the value in defensive mechanics, something that is obtuse as a straight 5+ save is neither fun for defender or the attack the vast majority of the time. I like the concept behind shield wall because it is a strong effect except it's very limited in the number of times it can be used.

    @Taki I agree there is a lot of value to be had in a system that starts in higher values, but that also tends to slow the game down considerably so I can understand why it was abstained from in the implementation of mass battle system. The *streamlined* ruleset will actually allow the game to scale to higher point values fairly easily where as games like 40k and Fantasy Battles actually started to self destruct at values above 2000 points and I think played their best at 1000-1500 point ranges.


  16. I think the damage system is pretty good. I like rolling die, but I've never enjoyed rolling 30+ die in a succession to try and figure if my charging squad of hormagaunts killed a space marine squad. The scaling increase in threat mixes up the age old mantra of min/maxing along with the decreasing cost of wound per point; I think all come together to really refresh list building in this game compared to some other systems. The one thing to consider is that a guy with 2 armor is literally twice as impervious to harm as a guy with 1 armor. Where as a guy with more health is less susceptible to grievous injury, whether through mass or will power or what have you. Which I think also comes together pretty well thematically.


  17. Just so it clear: they choose where the models are removed from. This is important for flanking as they can reduce your threat bonus on the side they are attacking from relatively easily making the prospect of a flank attack  compounding in that in not only increases damage dealt tremendously; it also reduces damage received. You can not target individual characters, not how wound allocation will work specifically in instances where there is a kari model and a front line rune golem left in a daqan spearmen formation is still up in the air from what I have gathered. 

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