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Obscene

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Posts posted by Obscene


  1. There are 5 coins, chips, chits, tabs, pogs, whatever you want to call them that you flip at the start of the rune and they can have 1 of 3 the runes on them. The table I linked above shows the likely hood of certain combinations.
    As it is the only thing these flips currently effect are the threat value or speed of the rune golem and how many reanimates come back to life at the end of the turn.
    Rune golem speed is based off of red, his threat bonus is increased by blue, and reanimates care about green.


  2. The one thing I noticed is that with the high propensity of champion cards(the guy with spear/shield), It is a safe bet that you won't be able to take the combat champion upgrade and the wizard champion upgrade at the same time in group.  
    I do expect wizards to function kind of like the rune golem with a certain propensity towards volatility.


  3. @Orcdruid Good Video, He mentions specifically that if you have less than the units minimum tray amount you receive zero points. So if you run 2 squads of 2 tray reanimate archers and kari inflicts even 1 wound on each squad by the end of the game they become worthless. That in of it self might make MSU an extreme liability on things that don't have high armor/wounds per a tray. He also mentions as a unit shrinks in size to its next available formation it becomes worth that many points.


  4. @Elliphino You don't require a mini for all the upgrades in the core set except for the ones that put the hero character in the squad, a rune golem, or the carrion lancer. These upgrades can be *killed* by accuracy attacks and the like before you ever to get use them, so that is something to consider as a weakness. Sometimes it is also a buff, FLRG effectively doubles the wounds of one trays worth of spearmen.


  5. Now if you really care about spreading blight tokens, MSU Archers is probably better then running higher formations considering you can guarantee a surge off the dial and the blue gives you a pretty decent chance of generating a surge as well. The cavaet to this, is that no the unit isn't dealing a whole lot of damage, roughly 2 to 3 less a turn for giving up the hit modifier. 

    I'm thinking Rune Golems might be one of the best MSU units because they can get such a high threat value on their own(2 or 3). Running them as MSU also helps negate the biggest draw back which is the mortal strike/blight token synergy becomes progressively hard to apply to multiple different units.

    Ardus is your, second wave, kill everything unit. His damage output against a blighted unit especially with the ardus fury upgrade is probably second to none. Literally with Ardus Fury and his native surge icon there isn't anything in the game you can't dispose of with him. He's pretty durable as well. I don't think putting him in a unit of Reanimates is the best call. While still effective, him running around on his own is a huge threat the enemy player will have to consider when applying his hammer to your front line units, if they be carrion lancers or reanimates. 


  6. Spearmen with Kari + Front Line Rune Golem is the definition of a deathstar. The amount of damage it puts out, and how long it can keep that threat with it's high number of wounds make it extremely effective. NOW, depending on the meta and reanimate archer spam, I don't think this is wise as she is one of your only units capable of interacting with them at range. FLRG is still insane value in a Spearmen squad with out her.


  7. 31 minutes ago, Orcdruid said:

    The way scoring works is, if I have a 2x2 unit of reanimates remaining at the end I get 26pts. even if it started as a 3x2. If i have those same 4 trays in 2 2x1 formations thats 16pts. each or 32pts. 6 points more.

    "To start, you gain a number of points equal to the point value of the units remaining in your army. In other words, if your opponent only manages to destroy 50 points of your 200 point army, you’ll have 150 points when scoring begins. Importantly, each unit has a range of values, based on the number of trays in the unit. If your unit has suffered attacks and reduced in size during the battle, it may be worth less points than it was at the beginning of the game.  "
    https://www.fantasyflightgames.com/en/news/2017/1/23/claim-your-objective/

    Seems to imply that inflicting causalities on units reduces the amount of points rewarded even if total destruction isn't achieved. Also the fact that once a minor amount of damage has been achieved on a small unit formation and it's threat value is reduced, it's damage output drops so significantly, that it's ability to take points away from your opponent become minuscule. 


  8. @Oloh I actually came to the same conclusion, but I still want to add it only takes 4 wounds on the unit to halve it's damage. With rerolls, Kari is fairly likely to do this every turn. I would consider running the reanimates in a block of 2 by 2 not really something to increase your damage output, but to *protect* your damage output. Going from requiring 4 wounds to 12 wounds to lose half of your damage is a pretty big value.


  9. It's looking like 2 cores actually still leaves you pretty far from 200 points. The special characters are a big deal.
    I'm thinking 2 core games should probably be around 150-175 points.
    @Budgernaut If you look at the cards in the command pack, there are 6 upgrade cards in both pictures that are not affiliated with the faction. I'll give them the benefit of the doubt that they included fortunes dice in both preview pictures to indicate that it is the same neutral cards in each box.


  10. 8 minutes ago, Orcdruid said:

    You score points for your remaining units not units destroyed. It says so in the objectives article. So msu means more ppm if your good enough to keep them alive.

    They do say that as it loses trays, it may lose point value. I wouldn't be surprised if a unit at half strength is worth half as many points. While, conjecture, I'd say it's much easier to inflict the half strength status on a rank n file with 8 total wounds compared to 16.


  11. Just want to say this, because of the scaling damage caused by threat, a unit with a threat value of 1 does very little actual damage especially against targets with armor. Carrion Lancer is an exception because it racks in an impressive 3 dice, but even then until you start to increase it's threat multiplier its damage is a bit lower. So increasing a units tray ranks does protect your valuable threat bonus for a longer period of time. While a big unit does lose its rank bonus as it suffers damage; it does not lose its threat bonus.


  12. In regards to msu style play, there are some significant advantages to it, but I do think it does run into a significant drawback,(and if this drawback is even relevant in a core or 2x core scenario.), and that's scaling aspect to damage in this game. The way the threat multiplier works is that it causes your damage to scale very high if you can generate guaranteed hit symbols on your command dial, die, or upgrade equipment. Even though you get to roll more die with more units, die in of themselves, are not really the best thing at generating the most damage. An example is a unit with 3 threat does 6 damage off of 2 hits, and a unit with 2 threat does 4 damage. A unit with 3 threat does 9 damage off 3 hits, while a unit with 2 threat does 6. A unit with 3 threat does 12 damage off 4 hits, while a unit with 2 threat does 8 damage. Against rank and file targets this may take several turns to add up, but against elite targets like Kari, Oathsworn( who always put their armor up to 3.) , and a rune golem who on the approach has 4 armor and in melee can get up to 5 or 6, this can cause average attacks and below average attacks to effectively do nothing at low threat values. So things that can increase their armor up are fairly strong against low threat value units. Also protecting the threat value of these units is much hard at smaller ranks, like the second formation of reanimate archers takes 12 wounds to reduce their threat value compared to the first formation which only requires 4 wounds.  This is important because a unit at a threat value of 1 effectively does nothing except against rank and file,(and some instances it still might not be anything.)

    So the biggest question will be is how effective is at Kari in shooting units, or using her surge ability to harm them. I've ran the numbers, she's disgustingly effective in melee and at ranged she is still strong enough to be wiping out a tray of skeletons half of the time, before rerolls. 

    None of this is not to say MSU play won't be valid, especially with how strong the flank bonus is,  I just don't think the answer is entirely clear cut. I think the best unit for MSU is Carrion Lancer, Rune Golem, and the 4 tray formation of Oath Sworn Calvary. Reanimate Archers would be first place if the opponent could not inflict any damage on them, but I think Kari is a strong answer to them and is the reason why you can't put Kari inside a unit of spearmen with a front line rune golem, regardless of how absurdly strong it would be.
     


  13. Steadfast is the keyword, but there are modifiers to it like Doubt and Fear. Ardus is Steadfast: Doubt, Fear while reanimates are just Steadfast: Doubt.
    Also: The list above is illegal because it doesn't take into consideration at what formation levels that upgrades become available.


  14. I wish we saw more to do with the blight mechanic. Hopefully that will come in the command pack.
    Reaping blade is pretty strong but it doesn't look like it can go on anything with lots of red die, where it would be it's strongest. I'd love to find a way to put it on oathsworn calvary.
    Ardus' Fury turns him into probably the highest damage output model in the game if their is a carrion lancer nearby and the target is blighted. I am really excited to see how he evolves over the course of the game.
    Latari Training looks pretty strong for Kari, allowing her to shoot and scoot.
    Wraithstep looks like it might allow Kari to flank from where ever her position is(OR MAYBE even cooler would be able to dash *through* the unit to the other side.
    War Crier might actually be pretty good depending on meta game factors, but being able to put a immobilize or stun out on choice units when needed seems pretty strong.
    Rank discipline is probably worth it.
    Bull Pennon turns oathsworn calvary into monsters when they charge. Really  good morale effect.
    Kari in the spearmen unit does exactly as suspected, and is really good for it, even if theirs nothing to *zap* refreshing equipment with the inspiration token is probably outrageous, and the damage output with a front lie rune golem is probably horrendous.
    Good stuff over all, I'm excited.


  15. Half Life isn't over-rated. The scripted events, the way the story was told through being a part of it, the different types of weapons and enemies make it one of the most ground breaking shooters of all time. *in retrospect* it doesn't offer many new things, but at the time, it was the first. Half Life 2's physics engine and the ability to manipulate was pretty cutting edge beyond the graphical component of it. Plus the ravenholdt section of the game is easily one of the best sections of any game. 


  16. Gabe won't release half life 3 until they have some next level technology to sell off of it like they did with the source engine. I think that should have been obvious to every one, considering half life 2 was 90 percent an advertisement of the sources engines capabilities. 


  17. GW's Age of Sigmar experiment is quite nice, I wish they could of done with out shitting the lore, and has been a fresh strategy on them trying to make one of their games about 10 times more accessible.  I've even heard the new rules/point system makes it some what interesting but GW's rules have always been notoriously sloppy so the way the game plays on the competitive table right now still isn't that great.


  18. 11 minutes ago, Orcdruid said:

    @Obscene For each full rank beyond the first you may reroll up to all of your dice, for each incomplete rank you may reroll only one die.

    For example say I am attacking with a 3x2 of archers at range rolling a red and blue die. I may reroll the red die, the blue die, or both. If i were too then lose a tray of archers I would only be able to reroll one of my dice.

    Rerolls are extremely strong then and help for the price hike that happens for when a unit gains them. It also pushes units average damage up, not really sure how to model it, but it is something that should be accounted for.

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