Die schauen richtig cool aus!
Wenn ich das richtig sehe hast du Warder für die Reiter verwendet, von wo sind die Bären?
Die schauen richtig cool aus!
Wenn ich das richtig sehe hast du Warder für die Reiter verwendet, von wo sind die Bären?
Merde, hab das Gelände nicht bepreist. Steht jetzt drin, ein Spielfertiger Tisch für 60€ +Versand.
Die mattentasche gibts auch noch dazu, die brauch ich leer ja eh nicht.
Das klingt nach einem guten Deal.
Hast du noch ein Winter Realm Set?
Und wie viel wäre Versand nach Ö?
So, die nächste Welle Riot Quest ist als Kickstarter angekündigt.
Inkl Modelle für die nächste Welle mit Regeln für Riot Quest, die warmachine hordes regeln folgen hoffentlich bald
Servus, für mich kannst gern zusammenwarten
Wie gehts jetzt eigentlich weiter mit allen die über @Ronan bestellt haben? Bezüglich Zoll?
Stimmt, der schaut sehr interessant aus. Mit 35µ auflösung ist der echt deutlich vor den anderen.
Super Danke
Der schaut wirklich cool aus!
Aus interesse und weil ich endlich auch einen Platz für einen Resin Drucker hab. Welchen verwendest du gerade bzw. welchen würdest momentan empfehlen?
Damn, dafür zahlt es sich evtl aus wieder zu abonieren...
Tiermenschen sind einfach die coolsten Modelle von Warhammer bzw AoS. Und deine Bemalung zeigt einfach nocheinmal mehr wie geil die Modelle sind.
Hast pn
Bitte auch jeden Fall ein Gruppenbild vom ganzen Krankenhaus
Ich hätte auch interesse, ich würde aber anderen den Vortritt lassen Als Anfänger will ich nicht das Liga-Feld verwässern
Zum abschluss noch ein paar mehr Bilder von den Flattermännern
Und noch 2 Wips was außer den Panzern auch grad noch am Maltisch ist
Das wars mit Trollen, aber nicht mit Base Problemen. Ich bin mir nach wie vor nicht sicher, wie ich die Bases für meine Legion machen will. Ein kaltes Grau als Grundton gefällt mir prinzipiell ganz gut, aber ich weiß nicht ob mir Schnee oder Vegetation besser gefällt. DA werde ich noch etwas herumprobieren müssen. Vorschläge sind gern gesehen ?
Am Anfang mal ein Engel:
Da bin ich mir nicht sicher wie mir das helle Grün von dem Strauch gefällt
Meinen Lylyth umbau habe ich eh schon einmal weiter vorne im Thread gezeigt, sie steht auf Ästen. Die Idee war rund um sie eine Baumkrone zu basteln, aber von der Idee bin ich irgendwie nicht mehr so ganz überzeugt. Daneben noch ein Shredder wo ich Grasbüschel ausprobiert habe
Der Reak hat noch das alte Braun und Schneeversuche, das gefällt mir gar nicht. Der bekommt demnächst eine neue Base
Sonst habe ich noch einen Naga Nightlurker bemalt, und eine Einheit Legionäre, sowqie 2 Flattermänner
Weiter gehts mit den Trollen, diesmal auf kleineren Bases:
Hier will ich noch eine spritzende Wasser base machen, aber mein Wassereffekt ist leider immer noch nicht geliefert worden...
Der mangelnde Wassereffekt wird sich jetzt durch alle neuen Modelle daher durchziehen leider.
Jetzt kommen ein paar Riot Quest Minions, die im herzen aber Trolle sind:
Mit Ausblick was noch kommt:
Ich habe mir noch ein paar kleine Tanks drucken lassen, sind etwas breiter als erwartet.
aber da mein stammladen nur einen Leadfoot hatte, musste ich kreativ werden
Und zu guter Letzt ein Minion der nie und nimmer als Troll durch geht
erstes bild tippe ich auf den archangel, wegen den vielen schädeln auf dem base
das zweite base könnte irgendwie für alles sein ein sea king vielleicht?
die kaputten jacks sind ein slayer und ein ironclad!
Ding ding, ich lass es gelten
Das erste ist wirklich ein Archangle, ein Modell wo ich schon gefühlt ein halbes kg Green Stuff verarbeitet habe.
Und es wird noch mehr brauchen... Aber bei so einem ästhetischen Modell nimmt man sich dann ja gerne die Zeit um es richtig geil zu machen ?
Das 2te Modell ist fies, weil es ein Umbau/Eigenbau ist. Es ist ein Mini Mountain King, danke hier an Finnion: für die Idee und Vorarbeit ?
Der kleine Große hat sich schon in dem einen oder anderen Spiel durch mehrere Jacks in einer Rune gefressen, wir hatten da immer eine bestimmte Szene aus Monty Python im Kopf ?
Bleiben wir auch gleich bei Huge Bases und Trollen, hier noch die versprochenen Bilder vom Hooch Hauler mit einem kleinen WIP inkl.
Leider nein für beide
So, hier hat sich jetzt auch lange nichts mehr getahn...
Da ich dank Corona an eionem Freitag abend nichts besseres zu tun hatte, habe ich mal wieder eine längere Foto session eingelegt, und nutze das auch um mich mit Gimp vertraut zu machen. Dann kann ich evtl in Zukunft auch einmal bessere Fotos hier vorstellen, wenn ich schon nicht malen kann
Aber vorerst gibt es einmal 2 Spoiler, wer erkennt um welche 2 Modelle es sich handelt bekommt Kekse
Modell 1:
Modell 2:
Ich hätte auch an vereinzelten Modellen interesse, was wären denn die kleinsten Packete die du abgibst?
Archer sind bei mir allerdings bei Beth1 schon wieder rausgeflogen.
Das finde ich interessant, wieso gefallen sie dir da nicht? 22 Schuss mit Blood thorn klingen doch richtig gut
Beide Arme werden es sein, aber nur die Waffe fänd ich nochmal extra arschig.
Flügel eher nicht.
Dadurch das der Arm die gleiche Ausrichtung hat wie das Buch vom Archon vermute ich das der ganze arm inkl Waffe ein stück sein wird...
Aber aufjeden Fall fies hübsche figuren, wenn auch leider wieder recht teuer
Hier die neuen CID Änderungen:
ZitatAlles anzeigenThe week 3 changes are as follows:
Troll Impaler
After review, we are upping the ranged potential of this ranged focused light warbeast. Not just in the effectiveness of its thrown spear attack, but also the weapons potential threat range and some interesting utility. With the addition of Follow Up and Assault, the Impaler can potentially slam an enemy with its ranged attack on the assault and then push deeper into enemy lines to possibly contest a scenario element for a turn. Follow Up is situational, definitely, but has some interesting applications.
- Gained Assault
- Gained Follow Up
- Throw Spear gains Powerful Attack
Gunnbjorn 2
Gunnbjorn received loads of feedback after his change from week 1 to week 2, primarily regarding the changes to his feat and his spell Expose. We've altered both, with the feat returning to a middle ground between week 1 and week 2, and the spell Expose now functioning more like Mage Sight, but with additional functionality.
- Full Force benefit from feat now triggers when you target an enemy model, allowing the effect on deviations and misses, but cannot trigger if you shoot your own model in the back.
- Expose spell changed to COST 2, RNG Ctrl, AOE 5 upkeep spell with new text.
New Expose Text - Place a 5˝ AOE completely within the spellcaster’s control range. While within the AOE, enemy models lose and cannot gain Stealth or Shield Guard, and do not gain bonuses from spells , including animi, that add to their ARM or DEF.
Bumbles
Bumbles has received a slight decrease in his overall hitting power based on continued feedback.
- Armored Claw POW reduced by 1
Dhunian Knot
After looking through the feedback on the Knot, we've decided to increase their command range a bit to help widen the effect of Prayer Circle, without changing its effect.
- CMD increased to 7
Runeshapers and Janissa
We've decided to help the Runeshapers and Janissa get into a better position early on in the game, allowing them to be more impactful on the game earlier, or take up more meaningful defensive positions with Dig In in the early game.
- Unit and solo gained Advanced Deployment
Night Troll
We've replaced the Night Troll's animus with a brand new animus that plays more into its intended role of disrupting the enemy. We currently have the range of this animus' effect at 3", which might fluctuate a bit before final print, but we are heavily considering its effect as a new spell that several of the warlocks have access to. While not all of them will want this effect, several, such as Borka 2 for example, can likely get good use out of it.
- Animus changed to Hypnotic Gaze
Hypnotic Gaze Text - For one round, enemy models that begin their activation within 3˝ of this model and in its LOS can advance only toward this model.
Skaldi
Skaldi is now a Champion.
- Rejoice
Farrow Sapper
Your feedback has indicated that you will not always want to Ambush the Sapper, and in fact might prefer pushing him further up the field with the rest of your army to plant mines closer to the middle of the table (and scenario elements nearby). With this in mind, we've going to try to reward this tactic and give you the option of how to best deploy the sapper by giving it both Ambush and AD.
- Gained Advanced Deployment
Kriel Stone Bearer and Madrak 3
We have decided to add a bracket to the Protective Aura ability, which dictates the initial starting range of the aura's effect before counting additional inches for fury on the model using the aura. For the KSB, there is no effective change, it is Protective Aura [4"].
However, for Madrak, we have have decided to amplify his Aura's base range, making it more meaningful with just a single fury point spent.
- Kriel Stone Bearer changed to Protective Aura [4"] (no effective change)
- Madrak 3 changed to Protective Aura [8"]
Note: this is the final week of CID, we are likely ending the CID this Friday evening, though we'll give a 24 hour notice before we do.
Thanks
Gefällt mir ehrlich gesagt gut. Der Impaler hat jetzt eine (oder vielleicht sogar 1 1/2) Rollen, Gunbjorn hat wieder ein Feat und einen Zauber den er nutzen kann, und am meisten freut mich die Madrak3 Änderung. Das könnte jtzt echt wert sein ohne Krielstone ausser haus zu gehen.
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
Bei mir (unterhalb des Weißwurstäquators) ist Carver auch gestern angekommen
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.
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 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.
Gibts alles hier: https://cid.privateerpress.com…llbloods-cid-rules-week-1
Vor allem weil der Caster auch gerade im CiD ist. Da kann man ja vll das Powerlevel vom Warlock inkl Warbeastpoints entsprechend mitanpassen
Der Stein auf 5/7 ist liebe. Req Option wäre auch noch schön, aber bei die Reduktion allein ist schon echt gut.
Und mehr buff animi kann auch viel wieder machen, da könnten pyre und storm Troll vll wieder interessant werden
Wieso als PM?
Ich spiele auch gerade mit einer Kallus2 Idee mit Archangle, würd mich über eine diskussion freuen
Ich seh schon, jeder weiss hier wie man wirtschaftlich eine Firma besser führt
Das vielleicht nicht, aber zumindest wie man kommuniziert
Wie funktioniert die Loot vault? Ich hätte interesse an ein paar der alternate sculpts aus der ersten Welle, aber die sind im Excel nicht auszuwählen. Die Loot token aus der Vault aber schon
Gremlin Beach Party, wobei ich die Sloan nicht bestellt habe.
Carver habeich aber wieder bestellt, mal schaun wann der kommt
So, hier jetzt einmal der fertige Reak.
Bei der Base bin ich mir echt noch unsicher, da bin ich offen für andere Vorschläge
Blight Spots in die Ansätze reingeben ist eine gute Idee! Ich hab ursprünglich an eine Kontrastfarbe gedacht, aber das hätte wahrscheinlich zu viel Unruhe reingebracht...
Danke!
Hab die Woche meinen Primal Archon angefangen, nur um dann sofort vom neuen Legion CiD abgelenkt zu werden
Also zuerst einmal der halb fertige Archon:
Und dann die Legion Versuche:
Beim carnivean Chassis ist mir die Haut zu dunkel geworden, die kamera fängt das leider nicht ein. Der Reak gefällt mir ganz gut:
Hab mich da von @Neodamus inspirieren lassen und versucht organische Flecken zu malen. Hat mehr oder weniger geklappt, ist ausbaufähig.
Und noch eine Frage ans Schwarmbewusstsein:
Wie würdest ihr die Flügelmembranen in diesem Schema machen? Die selbe Farbe der Haut wird glaub ich zu eintönig.