Los geht's.
Sind schon ein paar viele Sachen dabei
Los geht's.
Sind schon ein paar viele Sachen dabei
Danke vielmals fürs Posten!
Oh super! Auf einige Sachen hat man schon ne Weile gewartet! Bin nur bei ein paar Modellen nicht sicher was geändert wurde. Aber ganz viel Liebe!
Ragnor wird ja richtig gut freue mich schon sehr den mal wieder zu benutzen!
Irgendein kluger Mensch wird doch die Änderungen sicher rausgeschrieben haben und mit uns teilen?
Gibts alles hier: https://cid.privateerpress.com…llbloods-cid-rules-week-1
Und weils wahrscheinlich nicht jeder dort lesen kann hier auch kopiert:
ZitatAlles anzeigenHello everyone and welcome to the Trollbloods CID cycle! In this post we'll cover everything we're testing, what we are and aren't looking for in terms of feedback, and include the rules pdfs we're discussing.
There is a 10,000 character limit per post, so this will be broken up into multiple posts. The rules will all be attached to the final post in this thread.
What is in this cycle
This cycle focuses on the Trollblood models related to the new Vengeance of Dhunia theme force, the existing Power of Dhunia theme force, and those theme forces themselves. While Farrow models are a big part of the new theme force, this is not a Farrow CID. Aside from the new Farrow Sapper model, we are not looking at any non-Trollblood models in this cycle.
Many Trollblood models/unit with ranged weapons, such as pygs and scattergunners, are usable in the new theme but you will notice they are not being changed in this CID cycle. A good amount of these models were recently updated with the Kriel Company dynamic update that occurred in December 2019. This allowed us to focus on other aspects of the Trollblood collection usable in these themes, such as the warbeasts themselves, or units such as Dhunian Knot and Trollkin Champions.
The one exception to this rule is Trollkin Warders, who are not available in either theme. When we changed Champions, we knew we wanted to also alter Warders at the same time to really define their role within the army in comparison to their other elite kin.
Any models or theme forces not listed in the rules pdfs are not being reviewed at this time.
How to provide feedback
Like the previous Legion CID, this is a no-battle-reports accepted CID. The global pandemic has not gone anywhere. CID has a very tight window in which feedback can be gathered, and we do not want anyone to feel that without providing a battle report their feedback would be less valuable, thus potentially encouraging them to risk their health to do so. If you do play games using the new rules we obviously cannot stop you, but please be safe and do not post your results here.
We are looking for three types of feedback in this CID cycle, which are presented in priority order below. That it is to say, we are giving the most weight to priority #1, the next most weight to #2, and finally #3.
Priority #1[Lists]
Build lists at 50 or 75 points, and then breakdown your intended tactics with that list. Let us know why you feel its strong, or why its weak. Let us know what match ups you feel would be favorable, and which match ups you would want to avoid with that list. Think of it like writing a strategy article for a website, specific to your list.
Priority #2 [Interactions]
Discuss specific combos and rules interactions you feel are particularly strong, weak, or even strange. This isn't a place to discuss how a rule works, or an intended wording or typo, that should be posted in the Rules Questions forum. Instead, these are posts such as "If I take models A,B, and C, and do X and Y I have a threat range of this, which feels too strong." or "If I cast spell X on unit Y while Z is happening, I can achieve this effect and I think its too powerful. Here's why."
Priority #3 [General theory and feedback]
This is the catchall group, for discussions on all matters covered by the CID but that aren't list building or interaction discussions. Post your general thoughts and reviews on upcoming items, and please provide your thought process behind each bit of feedback. Saying something like "I think this model is too expensive, I'll never play it" is useless feedback to us. Saying "I think this model is too expensive, here are my comparisons for why and the models I feel perform its role better for the same point cost" is much more useful to us.
New model rules
Brigadier General Gunnbjorn (Gunnbjorn 2)
Gunnbjorn 2 has, much like his initial iteration, a strong ranged combat element to his design and overall gameplan. However, unlike Gunnbjorn 1, Gunnbjorn 2 is almost exclusively about ranged combat. He loses the versatility of spells such as Rock Wall and a more defensive feat to become laser focused on doing one thing and doing it incredibly well: blowing stuff up from afar. This is the core of his design. Gunnbjorn 2 is THE ranged powerhouse of Trolls, but pays for it in a lack of any melee oriented utility, and Foxhole and Repo [3"] (on feat turn) as his only defensive tech.
His feat, Bombing Run, allows your army to bypass so many rules that could potentially prevent blast damage (such as Girded, trenches, etc) while cranking all that damage up to its full POW. There is counterplay to this feat, primarily your opponent spreading their forces out to try to minimize your AOE potential, but this means your opponent is positioning turn to turn based on your potential offensive output, which can greatly hinder their scenario play. Even with proper positioning, you can still run a friendly model up next to something you really need to destroy and blast your ally in the back to get the full AOE damage on an enemy caster or key model.
Gunnbjorn's spell list contains two new spells. First is Relentless Barrage, which is the Hordes version of Open Fire from Warmachine. Second is Expose, which is a powerhouse spell that requires Gunnbjorn to put himself into a potentially dangerous position to get the most use out of. Expose flat out turns off Shield Guard and Stealth on all enemy models in Gunnbjorn's control range, but that means Gunnbjorn has to be a bit up the board to get the most out of it. It's a tricky spell, its great when you need it, but if you fail to kill what you were Exposing you can find youself in a lot of trouble.
Gunnbjorn also has a list of unique Battle Plans, which act as his "fifth free spell", and all three of them are very strong. Bring it Down is especially potent on weapon Crews such as the Razorback in the new theme force, since the crew can run into position and be told to shoot (fully boosted) by Gunnbjorn and then shoot AGAIN with a Gunnery Sergeant. Relay Coordinates is the most situational of the three abilities but still has plenty of strong application, and Unload allows any warbeast to get an extra shot with its ranged weapons during its turn. Note that no trollblood warbeast currently has more than one ranged weapon, but in the future this ability could give a beast more than 1 shot if its packing more weapons.
Testing Call Out: We want to see loads of feedback on Gunnbjorn 2. Show us the lists you want to run with Gunnbjorn 2 at the helm, and what models you intend to bring with him to maximize his ranged offensive output.
Trollkin Barrage Team
The Trollkin Barrage team is straightforward, but very good at what they do. They provide incredibly long range, fairly accurate shots that can either hurt multiple infantry models or CRA a single big shot into a harder target. With Casters that can give them Snipe, such as Grim 2 or Gunnbjorn 1 this unit can sit just about anywhere they want on the table and rain down death upon their enemies.
Their Barrage ability is situational, and potentially not strong in the current competitive meta, but its still applicable in everyday gaming against hordes of light infantry and something we want them to retain.
Don't miss the fact that this unit has 5 damage boxes.
Testing Call Out: What casters and buffs are you looking to apply to this unit, and how will you use them?
Trollkin Gunnery Sergeant
The Gunnery Sergeant provides loads of value to ranged heavy lists, but especially to weapon crews. Capable of stripping Stealth from a single model, providing Artillerist, or even dropping a RNG 20 (!) ground pounder from across the board, this solo has tons of utility. That said, his most common use, we've found, is in his Ancillary Attack for weapon crews.
Note that this is specifically Ancillary Attack and not Battery Fire. This is intentional. Battery Fire allows a weapon crew to make an additional attack during its activation, but Ancillary (while shorter range to target) allows the Weapon Crew to run or charge into a position and then be told to fire by the Sergeant. Between the Sergeant and Gunnbjorn 2, the vector and ranges of weapon crews can be a bit scary for your opponent.
Farrow Sapper
The Farrow Sapper is a board position disruption piece, making it a great addition to Gunnbjorn 2 where your opponent needs to carefully position unless they get destroyed by his feat. If you take two of this solo, you can place two mine markers that you are guaranteed to be able to blow up later in the game within or near a scenario element. This can provide a decent amount of denial to where certain models can stand and strike your force.
While this solo can Ambush, don't always feel you have to.It has Stealth, Tough, and 5 damage boxes. It is sometimes better to deploy it normally and have it run up on the first turn so it can plant more mines centrally on the board. Also don't miss that when you do Ambush, this is a solo with a RNG 8, RAT 6, AOE 4 attack. You can use the sapper to really threaten your opponent's softer back line support, or shut down prominent areas where enemy snipers or archers might want to stand to take shots.
ZitatAlles anzeigenBoomhowler, the Destroyer (Boomhowler 3)
The latest incarnation of Boomhowler is a monster of support, and has recently had his offensive output increased as well (versus his initial preview a couple of months ago).
This Boomhowler has versatility, you can hold him back and just use him for Hoof It and Dinner Time before committing him to the fight later in the game. With Countercharge, even if you hold him back your opponent still has to pay attention to his positioning less they have one of their models knocked down during its own activation.
Don't miss that Shout Down its +2 to all attack rolls, not just melee. This Fell Call affects a lot of your own models (if they start in Boomhowler's command range), meaning they can't be affected by other fell calls, so make sure to use it when you don't need another Fell Call from a different source.
Finally, when Boomhowler does decide to get into combat he does two things that are new to the game. First, he has flat Amputation, not crit Amputation, making him a potential nightmare for jacks and beasts. Second, he threshers twice! Once you do manage to get him into combat try to maximize the number of models he is hitting, and then watch them explode. For better results, bring him with Madrak 2, cast Blood Fury on him, and feat. Good times.
Bumbles
Bumbles is a bear who likes to roll around, be petted, play catch, and murder.
Bumbles is a combat solo powerhouse, who we recently toned down by dropping his ARM a bit. Countercharge with his flat Pitch bite can be devastating to your opponent, so they must always play around it (which in turn allows you to dictate some of their positioning).
Like the Sapper, you won't always Ambush Bumbles, sometimes it is better to have him advance with the main bulk of your force under the protection of a Krielstone.
Testing Call Out: How do you intend to use Bumbles in your lists? Do you feel his offensive output is too strong at his points cost and why?
Legacy model rules
Ragnor Skysplitter, the Runemaster
We felt Ragnor was in a decent spot in the Trollblood warlock pantheon, but was missing just a few components to allow him to fully realize his potential and play to his gameplan each and every turn. The biggest problem was, he was short by 1 fury each turn. So we fixed this by upping his FURY by 1, and providing him a new spell that would also get great benefit out of his larger control range.
Finally, to play more into his Runeshaper theme and give him a unique style within the Power of Dhunia theme force, we added a Field Marshal that would provide some accuracy buffs to his (likely) melee heavy battlegroup
- Gained +1 FURY
- Gained the Chosen Ground Spell
- Gained Weight of Stone on his melee weapon
- Gained Field Marshal [Weight of Stone], providing it to the melee weapons of beasts in his battlegroup
Madrak, Great Chieftain (Madrak 3)
Unlike Ragnor, who we felt needed a few bumps to get to where we wanted him, Madrak 3 was underperforming more significantly. His feat felt a bit clunky, his spell list wasn't quiet right, and he also felt like he needed a passive buff (such as a Field Marshal) that could really define his role as an extremely defensive caster. That is what we see Madrak 3 as, a defensive trollblood caster, but we also wanted him to have at least one significant tool in his arsenal to make the most out of the models that survived into get into combat.
- Feat changed so that friendly models do not suffer free strikes when they move as a result of it.
- Gained +1 ARM.
- Gained Field Marshal [Shield Guard]
- Lost the spells Fortune and Soothing Song
- Gained the spells Battle Lust and Defender's Ward
Pyre Troll
We reviewed all of the lights available to Trollbloods, determined what exactly we wanted them to do in terms of their role (are they primarily ranged, melee, meant to be survivable, a disruption piece, etc) and then reviewed their animi as well. Also, we identified a few animi we have decided that Trollbloods, as a Faction, will benefit from greatly if they can be cast on any model in the army. Helping to bring up some of the hitting power across the board, though this did require several of those animi to go up from COST 1 to COST 2 in exchange. All of the changes you see below are reflective of this overall review:
We see the Pyre Troll in a ranged offensive role, and thus increased the output of its Spew Fire to better reflect that.
- Flaming Fists Animi changed to become COST 2, RNG 6. Can be cast on any friendly Faction model.
- Spew Fire becomes ROF 2.
Slag Troll
We see the Slag Troll in a hybrid offensive role, which we feel it currently performs well.
- Acidic Touch Animi changed to become COST 2, RNG 6. Can be cast on any friendly Faction model
Troll Axer
We see the Troll Axer in a melee offensive role, which we feel it currently performs well for a light warbeast, but its point cost was too high in comparison to other options.
- Reduced to PC 9
Troll Impaler
We see the Troll Impaler in a ranged offensive role, and thus increased its ranged accuracy while also reducing its point cost, which felt far too high to us given other options.
- Gained +1 RAT
- Reduced to PC 9
Swamp Troll
We see the Swamp Troll in a defensive role, meant to survive on or near scenario elements while being able to fend off lighter armored enemies, and potentially drag contesting/controlling models away. We felt he wasn't feeling right in this defensive role, and have changed him accordingly.
- Lost 2 ARM
- Gained Impervious Flesh
Storm Troll
We see the Storm Troll in a hybrid offensive / disruption role, with a slight lean towards ranged. We wanted this troll to also offer some stronger anti-warjack tech, which isn't super common for the Trollbloods.
- Lightning Fists Animi changed to become COST 2, RNG 6. Can be cast on any friendly Faction model
- Gained +1 RAT
- Lost Crit Disruption on Claws
- Gained Cortex Damage on Claws
Night Troll
We see the Night Troll in a melee disruption role. Once a Night Troll is able to engage, we wanted it to be more meaningful, and have given it flat Paralysis on its Claws. This isn't the second coming of the Clockatrice in our opinions, as delivering the melee attacks of a Night Troll is far more difficult that the ranged sprays of the Clockatrice.
- Lost Crit Paralysis on Claws
- Gained Paralysis on Claws
Mulg
After loads of games and review on Mulg, we ultimately decided that we were happy with how he is performing on the table, and his unique utility such as becoming an "arc node". The problem isn't what Mulg does, its how much you pay for what he does.
- PC reduced to 20.
Dire Troll Brawler
The Dire Troll Brawler needed just a little bump to help separate it from options such as the Mauler or the Earthborn. With his better than normal melee RNG (for trolls) we decided to make the most of that and give the Brawler the opportunity to fight into enemy lines and threaten a bit farther than normal.
- Flails gain Beatback.
Trollkin Champions
Trollkin Champions were overall performing how we intended, but we felt that they suffered a bit more than they should from only having one Skaldi to go around. We wanted this elite unit to be able to reliably deliver itself into combat, which it mostly can thanks to Defensive Line and Sanguine Bond, but the lack of Pathfinder could really hurt running multiple units, which we feel can be critical to certain army builds.
- Gains Relentless Charge
Skaldi Bonehammer
The above change meant that Skaldi now needed to provide some different utility to the unit he was attached to, which we quickly determined would be a quality of life change to how the unit could get itself into the right combat positions on various turns.
- Loses Granted: Relentless Charge
- Gains Granted: Practiced Maneuvers
Trollkin Champion Hero
Overall the Trollkin Champion Hero felt right in terms of his role and performance, but looking at him conceptually and the model, his armor was low in comparison to his other Champion kin. This is a minor change, but one we feel is appropriate while we are looking at Champions overall.
- Gains +1 ARM
Trollkin Warders
We wanted to further separate Warders and Champions, and really cement Warders as the go-to defensive elite unit in Trolls. Part of the issue is, while the unit had Shield Guard, they also wanted to clump up together due to Wall of Steel. Clumping up, of course, reduced the effectiveness of the unit as Shield Guards for other models.
Instead, we want to see Warders spread out and protect small pockets or individuals, which we feel they do very well now with their new changes. They are not meant to be strong offensive elite models, that is the role of the Champions.
- Loses Wall of Steel
- Gains Carapace
- Gains Roadblock
Testing Call Out: Warders under stone are effective ARM 23 against shooting, which is brutal for a Shield Guard unit of 5 models. Add a Dhunian Archon into the mix and you've got an incredibly tough nut to crack. What lists will you slot them in? Which models will you try to protect with them?
Typo: The Warder pdf shows an extra weapon at the moment with no name. Disregard this. They only have their normal Battle Weapon
Krielstone Bearer & Stone Scribes
The Krielstone Bearer & Stone Scribes are a fundamental aspect of most Trollblood armies. Rarely do you see a list without at least a minimum unit. We are happy with how they perform, and their place in the faction as a key support piece, but have decided that they are taking up a few too many points in basically every trollblood list out there.
- PC reduced to 5/7
Und der letzte:
ZitatAlles anzeigenDhunian Knot
The Dhunian Knot is a pure support unit, but felt like it was lacking something special. Thematically this is a unit all about protection, healing, magic and nurturing. The healing and nurturing bit was there, but we wanted to see this unit become more interesting in regards to protection and magic.
- Gained the Prayer Circle ability
(Prayer Circle: While all three Dhunian Knot models in this unit are in formation, other friendly Faction models whose base is
within the triangular area between them cannot be knocked down or made stationary, and gain boosted magic attack rolls.)
Trollkin Runeshapers
Runeshapers have always been in a position of melee magic users, though they were only really encouraged to get into melee to trigger Battle Wizard if Janissa was nearby. We want these units to be able to spread out across the battle field, threaten multiple areas with their spells and the threat of them charging into something and firing off a Rock Hammer or a Trembler deeper into enemy lines.
- Gained the Battle Wizard ability
Janissa Stonetide
With Runeshapers gaining Battle Wizard across the board, Janissa needed a new buff for the type of unit, but we also wanted her to help out Ragnor in the process. The decision was an easy one, and something we think Runeshaper lists will appreciate.
- Loses Leadership Runeshaper
- Janissa gains Veteran Leader [Runeshaper]
Troll Whelps
We wanted trolls to have some PC 1 options to help fill points as needed, and also wanted to ensure that when a whelp is eaten it guarantees a warbeast has all spirals fully functional. Please note that these changes don't affect any theme benefits which still give free whelps, as those benefits specify exactly how many whelps are provided.
- Become FA 15
- Reduced to PC 1
- Alternate Food Source now heals d3+1
Horgle Ironstrike (Horgle 1)
Horgle 1 was missing a component to his overall gameplan, a way to make sure enemies were on fire. Having an enemy on fire is crucial to triggering his Burnt Meat ability, so we've given him a brand new spell to help facilitate that, even with his lower FURY stat.
- Loses Molten Metal spell
- Gains Ember Spark spell
Ember Spark (Cost 2, RNG 10, POW 10, Offensive)
Gain an additional die on this spell’s attack roll if the target is not affected by Continuous Effect: Fire. Ember Spark
causes fire damage. Models hit suffer the Fire continuous effect.
Theme Forces
Vengeance of Dhunia
The new theme force focuses, thematically, on the children of Dhunia (including Farrow, Ogruns, and Gobbers) and their combined use of military tactics and divine magic.
This was a tricky theme force to design, as it had to not step on the toes of Kriel Company or Power of Dhunia. It's sort of the hybrid of both, while having some very distinct features. This theme is very capable of playing beast-heavy, it can go full on ranged (though likely not as well as Kriel Company, which is intentional), but most often we expect to see it played in a combined arms manner. Which is our goal. If it runs beast lists better than most Power of Dhunia lists, or runs ranged lists better than most Kriel Company lists, then something has gone wrong. As stated, this is hybrid theme with a lot of versatility, and that is its strength in our opinion. It isn't strictly made for just one type of list or strategy, you've got options.
There are some key things to note about this theme force when you begin building lists for it:
1.) No Runebearer. This is the only Trollblood list that cannot bring a Runebearer. Now this is made up a bit by the fact that all warlocks can cast a free animi every turn (more on that in a moment), but we do not want the Farrow warlocks using the Runebearer. Additionally we feel the lack of the Runebearer helps us keep that distance between Kriel Company and Power of Dhunia, which as stated is very important.
2.) You can bring Farrow. Farrow warlocks can take Troll beasts, and Trollblood warlocks can take Farrow beasts. There has been loads to test here, so definitely think about the types of combos you want to run with this new slew of battlegroup options.
3.) All models in the army count as both Trollblood and Minions, meaning all Faction buffs work on any model in the army. It also means that, with the benefit of Attuned Spirit [Trollblood], since Farrow beasts count as Trollblood beasts in this theme force, troll warlocks now have access to things like Lightning Strike, Countercharge, etc and farrow warlocks get a whole new pigpen to play in.
Testing Call Out: There's some very powerful lists you can build in this theme. For example, one strong list we identified was a Lord Carver beast heavy list, full of cheap troll beasts benefiting from both Batten Down the Hatches and the Krielstone. There's a lot of ways you can build a Vengeance of Dhunia list, so show us what you consider to be the strongest and tell us why.
Power of Dhunia
As part of keeping some separation between Vengeance of Dhunia and Power of Dhunia, we wanted to up the benefit of playing beast heavy in a Power of Dhunia army. Previously this theme used the Serenity benefit on Dhunia Knots to allow you to run loads of beasts hot, and potentially keep them from frenzying. With the changes to several of the elemental light warbeasts' animi, and some of the stronger animi in the Faction, we wanted to take a new approach to fury conservation while also giving the beasts a benefit and not requiring the Dhunia Knot to be properly positioned (and thus possibly killed).
- Loses the Serenity benefit
- Gains the following benefit: When a living warbeast is forced to use its animus while in its controller’s control range, reduce the cost of the animus by 1.
Danke!
Die Accounts fürs CID Forum sind halt auch flöten gegangen.
Obwohl man wie ich gerade herausgefunden habe direkt nach erstellen eines neuen Accounts mitlesen kann...
Wuhu, da sind sie wieder die mk2 Pyre und Slag Trolls: +2 Melee dmg für Infanterie. Damit wird der Fennblad Rush wieder geil. Und sowieso alle anderen, z.B. Champions mit Northkin Elder und Pyre Troll = Pow 16 Waffenmeister. Oh Man, mit Grissel1 wird das wieder lustig!
Wuhu, da sind sie wieder die mk2 Pyre und Slag Trolls: +2 Melee dmg für Infanterie. Damit wird der Fennblad Rush wieder geil. Und sowieso alle anderen, z.B. Champions mit Northkin Elder und Pyre Troll = Pow 16 Waffenmeister. Oh Man, mit Grissel1 wird das wieder lustig!
Dachte ich anfangs auch. Dann noch in der neuen Theme mit Lord Azzello im Feat Pow 18 Waffenmeister
Aber der Animus sagt "target friendly faction model...", also dann wäre zumindest ein Modell der Einheit Pow 18 :).
Dachte ich anfangs auch. Dann noch in der neuen Theme mit Lord Azzello im Feat Pow 18 Waffenmeister
Aber der Animus sagt "target friendly faction model...", also dann wäre zumindest ein Modell der Einheit Pow 18 :).
Du willst es doch sowieso nur auf Boomy3, Bumbles und eventuell nem Brawler haben
Dachte ich anfangs auch. Dann noch in der neuen Theme mit Lord Azzello im Feat Pow 18 Waffenmeister
Aber der Animus sagt "target friendly faction model...", also dann wäre zumindest ein Modell der Einheit Pow 18 :).
Klar, war früher ja genau so. Wenn ich mit den Fennblades rein gestürmt bin, haben meist nur ein paar Modelle den Buff gebraucht. Kommen ja nicht alle an einen Jack oder wichtiges Solo. Der Rest muss halt Fußvolk nehmen.
Du willst es doch sowieso nur auf Boomy3, Bumbles und eventuell nem Brawler haben
Sehe ich nicht ganz so:
Ein Champ unter azazello inkl. Hermit, void und den beiden Troll beasts kommt auf Max pow 23 (Animus der Trolle gehen ja nicht beide auf ein Warrior) Natürlich wäre das ganze auf dem wastelander halt noch absurder aufgrund decapitation! Der kommt immerhin auf pow 21 unter den gleichen Voraussetzungen. Damit charge ich doch gerne was. Wunschdenken ist natürlich, dass man alles anbringen kann.
Und das geht bei Boomy3 nicht?
Ohne Azazello und die Voids hat der 2x 2‘‘ Thresher mit POW19, additional die, Amputation und am Ende ist alles Knockdown?
Bei ner einzelnen Attacke sagt der Hermit auf der anderen Seite dann halt einmal Nope
Habe ich jemals behauptet, dass es nicht geht? Es ist halt effizienter den shit auf einen einzelnen Champ zu ballern.
Die Frage ist brauchen die Champs den Buff? Wenn die wo ran kommen ist das meist kaputt.
Bei den Fennblades wird 13-->15 echt gut, aber das kostet 2 Fury pro Modell. Also 5 Modelle und dafür macht dein Caster sonst gar nichts mehr?
Ich denke eure Erfahrung von früher zeigt wohl dass es gut ist denke ich
Bei den Fennblades wird 13-->15 echt gut, aber das kostet 2 Fury pro Modell. Also 5 Modelle und dafür macht dein Caster sonst gar nichts mehr?
Wobei zu beachten ist, dass derzeit nur jeweils ein ein eigener und gegnerischer Animi die gleiche Einheit betreffen können. Also ein Modell pro Einheit mit Flaming Fists beispielsweise.
Drei Champs buffen wie früher wird also nicht gehen, falls nicht wirklich etwas an der Grundregel geändert wird. Trotzdem ein deutlicher Buff. und ein schritt in die richtige Richtung.
Wobei zu beachten ist, dass derzeit nur jeweils ein ein eigener und gegnerischer Animi die gleiche Einheit betreffen können. Also ein Modell pro Einheit mit Flaming Fists beispielsweise.
Drei Champs buffen wie früher wird also nicht gehen, falls nicht wirklich etwas an der Grundregel geändert wird. Trotzdem ein deutlicher Buff. und ein schritt in die richtige Richtung.
Daran hab ich gar nicht gedacht! Danke!
Dann halt wirklich vor allem für Caster Solos über das Beast und halt als Rage Alternative!
Wenn ich diese neue Mischliste Vengeance of Dhunia spiele, dann bin ich doch Fraktion Trollbloods, auch wenn ich einen Farrow WArlock spiele, oder?
Du kannst sie entweder als Trollblood oder auch als Minion Liste spielen.
Ich verstehe das so dass es von deiner zweiten Liste abhängt. Im Grunde ist die VoD eine Mischliste, d.h. wenn dein zweiter Caster Farrow ist dann spielst du in VoD einen Farrow mit Zugang zu Trolloptionen.
Könnte wer mit CID Forum Zugang hier gerade mal das Update reinkopieren? =)
Today, 04:07 PM
Thanks for all your feedback thus far in this CID cycle. We've been reviewing your posts, army lists, discussions, etc non-stop, compared with our own internal playtest data, and have several rules changes we're implementing in week 2.
If you're just starting in this CID, or need a refresher, I recommend you check out the much larger week 1 post here: https://cid.privateerpress.com/forum...d-rules-week-1, which also covers the types of feedback we're looking for in the Theory and Listbuilding forums.
The week 2 changes are as follows:
Trollkin Barrage Team
This unit represents one of those times where the external data did not meet the expectations from the internal data. We ran the numbers, stress tested them, and got loads of normal playtest games in. We knew what they were capable of in theory, but in practice had not seen it. That said, the CID feedback regarding this unit has been well presented and meaningful, and we have been convinced that a change is required. Two changes actually, one of the Field Allowance of the unit and another regarding this unit's Barrage action. We feel the unit should be much more reasonable now, still providing powerful long ranged attacks but not utterly dominating each game.
New Barrage Text - If two models participate in a combined ranged attack with this weapon, the size of the AOE if 4; if three models participate, the size of the AOE is 5.
Gunnbjorn 2
Gunnbjorn is receiving a bit of toning based on the army list construction and interaction feedback we've received. An additional layer of required interactivity is being added to both his feat, and the expose spell, both of which (along with his Battle Plans) are defining features of this warlock and his game plan. The changes to the feat now mean a player can no longer lob AOEs in hopes of deviations (especially if those AOEs can't deviate off the target), nor can they shoot their own models in the back to get the AOE damage onto enemies. The change to Expose requires more targeted selection of which models/units lose Stealth and Shield Guard. While it is a weaker version of his previous powerhouse spell, it is possible to deviate the new version onto models outside of his control range and clip models/units that were hiding a bit further back.
New Expose Text - The spellcaster ignores Stealth XICONX while making this attack. Enemy models/units hit lose and cannot gain Stealth XICONX or Shield
Guard. Expose lasts for one turn.
Boomhowler 3
Boomhowler has had two tones in regards to his fellcalls, primarily due to interactions in non-Trollblood armies. The Hoof It change is mostly unnoticed by Grissel 1 (the only other model with the rule), but does mean she cannot target Battle Engines with it anymore. The Dinner Time change came straight out of this CID as a recommendation, and we love it. It gives another reason for Boomhowler to move up the field to be involved in the fight, allows more models to benefit from the +2" while charging (it works on non-living now), but requires positioning by both Boomhowler and those models to be effective.
New Dinner Time Text - Choose an enemy model/unit in this model’s command range. This model and friendly Faction warbeast models activating in its command range gain +2” movement when charging the chosen model/unit. Dinner Time lasts for one turn.
Dhunian Knot
The Knot's new Prayer Circle ability has proven to be very interesting, though it seems the boosted magic attack aspect may be a bit too strong. We still want this unit to affect magic attacks in a meaningful way with the Prayer Circle, and have changed the effect from a flat boost to a Signs and Portents style effect on just the attack dice. While this stacks with abilities such as Kolgrima's Dark Power, allowing her more accurate sprays if she boosts, it does mean she must pay for that boost and thus cast less sprays overall.
New Prayer Circle Text - While all three Dhunian Knot models in this unit are in formation, other friendly Faction models whose base is within the triangular area between them cannot be knocked down or made stationary. Additionally, affected models gain an additional die on magic attack rolls. Discard the lowest die in each roll.
Trollkin Gunnery Sergeant
We've toned down the Gunnery Sarge just slightly based on the feedback thus far. Making him slower and lowering his Rat by 1, both of which will impact the effectiveness of his early game Artillery Strikes. Our intention is that the Strike is useful against enemies that have been knocked down or made stationary, or models that are Immobile such as Shifting Stones and Gallows Groves. At effective RAT 1 before any bonuses, this weapon requires some setup to have any effective use.
Slag Troll
The Slag troll is a hybrid offensive light warbeast, capable of assaulting an enemy and then punching them several times. With Erosion on its ranged and melee attacks, the Slag was pushed a bit too much into "Only fight constructs". We wanted to open up its play options a bit, while still retaining at least some of that extra strength against constructs. We've left Erosion on the ranged attack but removed it from the claws. This has been replaced by the addition of the Peel Back the Layers rules introduced on the Virtues. Now the Slag can either Assault a model, cause it to be corroded, and trigger Peel or can trigger Peel by having its own animus on it (possibly cast on it by another source) and hitting the model once in melee.
Skaldi
Typo fix
Trollkin Warders
After much review of your feedback during this CID, we are dropping the top end of the Warders down by one point. While the low end we feel is correct, we agree that the high end was overcosted by a 1.
Ragnor
This change is a bit contentious internally, so we are watching it very very carefully. Again, this was born out of review of all the CID feedback and discussions, many of which made their point regarding Ragnor's signature buff spell quiet well. While this isn't as flat out strong as Madrak 3's new Battle Lust, it does have a load of potential regarding scenario play. Especially cheap units such as Kriel Warriors having the new version of Pulverizer hot swapped between them to trigger massive amounts of Beatback. Again, we're watching this change very closely regarding feedback and list application.
Band of Heroes Theme Force
Weare making a small but welcome change to the army composition of Band of Heroes. This is not reflected on the rules pdf on this post. We are adding Horgle 1 to the options available in Band of Heroes, which we feel will be a great addition to the theme given the updated animi of the Pyres and Slags.
Gudrun 2 Added to CID
Finally, we are adding Gudrun the Wasted to this CID cycle as he is usable in Vengeance of Dhunia. To be honest he likely should have been in week 1, so thanks for pointing that out to use as the CID progressed.
Schau es dir lieber nicht an ??
Zu spät
Barrage Team zum Glück entschärft.
Und bin etwas traurig, dass die Virtue Host Legion Fähigkeit auf dem Troll Biest 1000x geiler ist als auf den Legion Modellen
Und bin etwas traurig, dass die Virtue Host Legion Fähigkeit auf dem Troll Biest 1000x geiler ist als auf den Legion Modellen
Von was redest Du?
Peel back the layers.
Geboostete attack und damage rolls gegen Ziele mit corrosion.
Finde ich auf einem Biest deutlich besser als auf einer Unit
Peel back ist als Fähigkeit auf einem Beast mit maximal fünf Melee Attacks ist auf jeden Fall besser als auf einer Unit.
Aber der Slagtroll ist so weniger Interessant geworden.
Er muss erstmal einen Rat 5 Assault treffen (der shieldguarded werden kann) , oder seinen Animus auf sich selber casten und einen Melee Attack treffen, bevor die nächsten Attacs geboostet sind. Dafür Erosion auf den Fäusten zu verlieren ist es mmn nicht wert. Bisher war er der Spezialist gegen Konstrukte , wenn man ihn delivern konnte. Jetzt ist er allgemein effektiver, aber hat seine Niesche verloren. So wird der neue Pyretroll wenigstens interessanter.
Den Animus kann er ja auch vom Caster bekommen.
Und 4-5 Pow 15 Weaponmaster Attacken auf einem Light find ich schon ganz okay.
Die hatte der Slag auch vorher schon, und wurde bisher nicht oft gewählt
In PoD kostet ihn der Animus nach aktuellen Regeln ja 1 Fury weniger. Den kann er dann auch Carsten nachdem er gesprayed und potentiell verfehlt hat.
dasambi was war diese woche die traurige Sache? Bislang sah alles doch ganz gut aus...?
er hat halt leider keinen spray, sonder nur einen normalen RNG 8 schuss
dasambi was war diese woche die traurige Sache? Bislang sah alles doch ganz gut aus...?
Boomy3 verliert Bloodthirst und Dinnertime wird so geändert, dass es nur auf ein gegnerisches Model/Unit geht, die in Command sein müssen, statt Beasts zu buffen die in Command sind
Dhunian Knot Prayer Circle wurde generft (Additional Die, drop the lowest statt nem Boost)
Gunny2s Feat kriegt was ab. Voller Schaden nur noch wenn der Angriff ein Direct Hit war. Also nix mehr mit War Waggon Schüssen auf POW19 deviaten lassen...
Expose ist nicht mehr in Controll sonder ein offensiv Spell den man targeten muss. Irgendwo höre ich Precursor Knights lachen...
Danach hab ich aufgehört zu vergleichen, weil ich traurig war
Alles anzeigenBoomy3 verliert Bloodthirst und Dinnertime wird so geändert, dass es nur auf ein gegnerisches Model/Unit geht, die in Command sein müssen, statt Beasts zu buffen die in Command sind
Dhunian Knot Prayer Circle wurde generft (Additional Die, drop the lowest statt nem Boost)
Gunny2s Feat kriegt was ab. Voller Schaden nur noch wenn der Angriff ein Direct Hit war. Also nix mehr mit War Waggon Schüssen auf POW19 deviaten lassen...
Expose ist nicht mehr in Controll sonder ein offensiv Spell den man targeten muss. Irgendwo höre ich Precursor Knights lachen...
Danach hab ich aufgehört zu vergleichen, weil ich traurig war
Mal ne doofe Frage, aber das meiste sind echt faire Änderungen.
Boomy3 ist doch immer noch sehr gut,
Die Dhunain Knot Prayer Circle interaktion mit Kolgrimma ist wohl offensichtlich etwas sehr stark gewesen.
Gunny2 hatte ja auch das Problem, das er einfach sehr Binär war und einfach gegnerische Caster aus dem Spiel gelöscht hat.
Klar ist das doof wenn man erst das Goldkalb vor der Nase hat.
Wir können ja nicht zulassen dass die Trolle sowas bekommen wie die Exalted Combo, oder Doomreaver Spam mit zwei Anti Tough Blasen... Wir müssen schon fair bleiben. *SARCASM*
In einer Welt mit Doppel Blockader , Supreme Guardians, Tridents und sowas ist Fair einfach etwas zu wenig, und dann denken Sie dass man den Trollen einen Zusatzwürfel gegen Konstrukte wegnehmen kann....
Also wenn Dinge wie Fiona, Stryker2 usw existieren dürfen, dann sind diese Änderungen ein Schlag ins Gesicht der Troll Spieler.
Gunny2 bleibt so im Schrank, das Barrage Team verliert jeglichen Control Effect (klar war es vorher zu stark, aber es komplett zu streichen nimmt den Trollen halt wieder was weg, was sie vorher nicht hatten) und das Boomy3 jetzt andere Fell Calls auf Units verbietet, finde ich einfach nur traurig.
Das der Impaler so gar nicht angefasst wird, obwohl es seitenlange Diskussionen und Anregungen dazu gibt, sagt dann doch sehr viel aus.
Der Impaler hat doch Rat 6 und kostenreduktion auf 9 bekommen.
Gunny2 ist tatsächlich nicht so interessant, denn Stealth ist aktuell einfach nicht das wofür man Lösungen braucht.
Das Barrage Team hol ich mir trotzdem, wahrscheinlich drei mal, wenn man jede Runde auf 21 Zoll neun Targets wegmachen kann dann nenn ich das schon einen brauchbaren Control Effect
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