Trollbloods CID Rules Week 2
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.
- Field Allowance changed to 3
- Removed Barrage * Action
- Added new Barrage ability to Rocket Launcher
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.
- Full Force benefit from feat now requires a model to directly hit an enemy to trigger
- Expose spell changed to COST 2, RNG 12, AOE 3 offensive spell with new text.
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.
- Hoof It now requires friendly Faction living non-warlock non-warcaster model.
- Dinner Time Fell text changed
- Removed Bloodthirst ability
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.
- SPD reduced to 5
- RAT reduced to 5
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.
- Loses Erosion on Claws
- Gains Peel Back the Layers ability
Skaldi
Typo fix
- Skaldi gains Relentless Charge
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.
- Pulverizer spell changed to COST 2, affects friendly Faction model/unit
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.