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![[Post New]](/s/i/i.gif) 2011/12/02 00:50:13
Subject: Another bit of goofy Cygnaran Homebrewery...
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Been Around the Block
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...And hopefully a less broken one. Though, much, much goofier A crazy idea inspired by a random conversation about Rangers in my Friendly Local Game Shop: Long Gunner Infantry Flare Carrier Cygnar Weapon Attachment PC 2 Up to 2 additional Carriers 1 each. FA 2 SPD STR MAT RAT DEF ARM CMD _5___4___4___5__13__12__-- Weapons: (Ranged) Repeating Long Gun RNG RoF AoE POW 14___2___--__10 Flare Pistol RNG RoF AoE POW 10___2___3__-- Special Rules: Light Up: All models in this unit may draw LoS to any enemy models caught in this weapon's AoE. All enemy models in the AoE no longer benefit from Stealth or concealment until the end of this unit's activation. Cumbersome: This model cannot attack with other weapons if it uses this one. (Melee) Sword POW P+S 3_____7 Special Rules: Dual Shot: When this model forfeits its movement to aim, it may make one additional ranged attack this activation. Loose Cannon: This model does not suffer any penalties for leaving formation with its unit, and may run or charge without receiving orders. Ignite Hand Flare: This model forfeits all attacks on turns in which it uses this ability, and must choose to use it or not before moving. This model may run or advance with an additional +1'' to its base speed. After this model has moved, all models in the unit may draw LoS to any enemy models within 5'' of this model, and enemy models within 5'' of this model no longer benefit from Stealth or concealment until the end of this unit's activation. ...So, what do you think? Good? OP? Works better with the Rangers and an equipment change, where you can give him Mark Target on the sacrificial Hand Flare Run but fewer shots with the pistol? What?
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This message was edited 5 times. Last update was at 2012/03/06 08:03:19
For my pithy quote, go read the entirety of Dr. McNinja. |
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![[Post New]](/s/i/i.gif) 2011/12/02 04:48:43
Subject: Another bit of goofy Cygnaran Homebrewery...
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[MOD]
Madrak Ironhide
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I think people would take it specifically to increase the size
and strength of their Combined Ranged Attacks. Maybe
it should be included as a Ranger WA.
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![[Post New]](/s/i/i.gif) 2011/12/02 05:03:58
Subject: Another bit of goofy Cygnaran Homebrewery...
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Been Around the Block
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...Okay. But I'm a little concerned about how giving more than the models in the unit access to the buffs will work out.
Ranger Infantry Flare Carrier
Cygnar Weapon Attachment
PC 1
Up to 2 additional Carriers 1 each.
FA 2
SPD STR MAT RAT DEF ARM CMD
_7___5___6___6___14__11__8
Weapons:
(Ranged)
Military Rifle
RNG RoF AoE POW
10___1___--__11
Flare Pistol
RNG RoF AoE POW
10___1___4__--
Special Rules:
Light Up:
All models may draw LoS to any models caught in this weapon's AoE. All models in the AoE no longer benefit from Stealth or concealment until the end of this turn.
Cumbersome: This model cannot attack with other weapons if it uses this one.
(Melee)
Knife
POW P+S
2_____7
Special Rules:
Advance Deployment
Pathfinder
Camouflage: This model gains +2 DEF against ranged attacks while in concealment.
Prowl: This model gains Stealth while in concealment.
Ignite Hand Flare: This model forfeits all attacks on turns in which it uses this ability, and must choose whether to use it or not before moving. After this model has moved, all models may draw LoS to any models within 5'' of this model, and models within 5'' of this model no longer benefit from Stealth or concealment until the end of this turn.
Loose Cannon: This model does not suffer any penalties for leaving formation with its unit, and may run or charge without receiving orders.
Mark Target: Other friendly Faction models gain +2 to ranged attacks made against enemy models within 5'' of this model and in its LoS.
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This message was edited 1 time. Last update was at 2011/12/02 08:44:58
For my pithy quote, go read the entirety of Dr. McNinja. |
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![[Post New]](/s/i/i.gif) 2011/12/02 12:36:25
Subject: Another bit of goofy Cygnaran Homebrewery...
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Wicked Warp Spider
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SpectralTime wrote:
Ignite Hand Flare: This model forfeits all attacks on turns in which it uses this ability, and must choose whether to use it or not before moving. After this model has moved, all models may draw LoS to any models within 5'' of this model, and models within 5'' of this model no longer benefit from Stealth or concealment until the end of this turn.
Loose Cannon: This model does not suffer any penalties for leaving formation with its unit, and may run or charge without receiving orders.
These two seem unnecessary to me for a WA. If it was a Solo then I can see the point. The big issue with Hand Flair is the redundancy...Rangers are probably going to be getting close anyway to give their bonus, so pick between it and the pistol. Loose cannon just has to go if its going to stay a WA...with the rule its a solo.
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"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes
DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. |
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![[Post New]](/s/i/i.gif) 2011/12/02 15:45:09
Subject: Another bit of goofy Cygnaran Homebrewery...
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Been Around the Block
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lol
You could totally camp one of these dudes at the back with your caster like 20" away and give your whole unit buffs like Snipe.
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![[Post New]](/s/i/i.gif) 2011/12/02 16:20:25
Subject: Another bit of goofy Cygnaran Homebrewery...
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Been Around the Block
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...Wait, how? LoS, sure, but the spell'd still need range.
Should probably reduce the range on Ignite Hand Flare for the Ranger: it's supposed to be something neigh-suicidal he does, then gets killed for.
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For my pithy quote, go read the entirety of Dr. McNinja. |
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![[Post New]](/s/i/i.gif) 2011/12/02 20:33:01
Subject: Re:Another bit of goofy Cygnaran Homebrewery...
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Buttons Should Be Brass, Not Gold!
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I feel that you haven't fully thought out this flare ability. You mark a unit with a flare and then everyone can draw LOS to it. Through other models? (I'm guessing this is the intent). Through clouds? How about forests? LOS blocking obstructions? If you have 3 of these guys, you could theoretically tunnel up to into the enemy lines by putting down a second and third flare deeper into enemy lines. The hand flare provides a circle of "everyone can draw LOS" of around 11.25 inches in diameter. That's a lot of coverage, especially if it ignores everything. As for stopping stealthed models, your WA doesn't have true sight meaning that his flare is going to scatter if you target a stealthed model. Lynch's flare is much more effective at removing stealth as he has high RAT and has true sight.
Depending on what the "flare" ability causes models to ignore in terms of LOS, all you would need to do is truck your unit up to the front, dig through the enemy lines up to 8" (average) and then cap their caster with e-Caine. This is obviously worse when applied to Rangers rather than Long Gunners (which have lower DEF, are more expensive, and are slower).
I think that if flares stopped an enemy unit from being able to run/charge instead, it might make the expensive and static long gunners more usable.
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This message was edited 2 times. Last update was at 2011/12/02 20:34:55
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![[Post New]](/s/i/i.gif) 2011/12/02 20:38:42
Subject: Another bit of goofy Cygnaran Homebrewery...
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Been Around the Block
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Which is why I was originally restricting the flare's use only to the Long Gunners, and was skeptical of giving it out like candy with the Rangers.
Mostly, I wanted it to work like a sort of unit-specific Mage Sight, which, if I recall correctly, ignores terrain but not intervening models.
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For my pithy quote, go read the entirety of Dr. McNinja. |
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![[Post New]](/s/i/i.gif) 2011/12/02 20:46:17
Subject: Another bit of goofy Cygnaran Homebrewery...
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Buttons Should Be Brass, Not Gold!
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@OP: Mage Sight lets you ignore concealment and stealth. It doesn't let you ignore LOS. Phantom seeker alows you to ignore LOS. IIRC, nothing lets you ignore terrain but not models. I still don't understand what the Flare alows alied models to ignore. From your description, it sounds like your flares let all subsequent attacks become phantom seeker attacks while targetting models within the flare's area of effect.
This is flat out broken in a faction when combined with eCaine, as hiding behind models, clouds, terrain or trees is completely bypassed by splashing the enemy caster with your "LOS ignoring" flares. You could even daisy chain the flares by targetting your own guys to tunnel through terrain.
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This message was edited 2 times. Last update was at 2011/12/02 20:47:41
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![[Post New]](/s/i/i.gif) 2011/12/02 20:51:36
Subject: Another bit of goofy Cygnaran Homebrewery...
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Been Around the Block
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No, Mage Sight allows the models in the caster's battlegroup to "ignore forests and cloud effects when targeting models in the AoE." Which was the original intent, but that ONLY THE LONG GUNNERS could get that benefit. I'm sorry, I didn't think of the whole "shooting through linear obstacles" part. Hence my apprehension on the Ranger version, though. Perhaps just keep the Stealth and concealment mitigation, along with reducing the range on the AoE?
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This message was edited 2 times. Last update was at 2011/12/02 20:55:53
For my pithy quote, go read the entirety of Dr. McNinja. |
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![[Post New]](/s/i/i.gif) 2011/12/02 21:07:55
Subject: Another bit of goofy Cygnaran Homebrewery...
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Buttons Should Be Brass, Not Gold!
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SpectralTime wrote:No, Mage Sight allows the models in the caster's battlegroup to "ignore forests and cloud effects when targeting models in the AoE." Which was the original intent, but that ONLY THE LONG GUNNERS could get that benefit. I'm sorry, I didn't think of the whole "shooting through linear obstacles" part.
Hence my apprehension on the Ranger version, though. Perhaps just keep the Stealth and concealment mitigation, along with reducing the range on the AoE?
OK. I'm thinking about True Sight. If you are going with a mage-sight as the intent. Mage-sight doesn't remove concealment or cover, nor does it let you shoot past intervening models. The front rank of the enemies a 3x mage sight AOE for the long gunner unit only, it probably isn't that bad.
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![[Post New]](/s/i/i.gif) 2011/12/03 00:44:46
Subject: Another bit of goofy Cygnaran Homebrewery...
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Been Around the Block
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Model/unit buffs and debuffs only need to be applied to one member of the unit to affect the entire unit. Since this WA ( or whatever ) ignores the penalties for being out of formation it could just sit back with the caster. It wouldn't have to automatically move towards the rest of the unit or forfeit its action for being out of unit coherency every turn. It would just sit like 1-2" away from the caster, and the caster would drop spells on it, which would effect the entire unit no matter where it was on the board.
A very cheesy strategy but one that wouldn't break any of the game's rules in the case of this hypothetical ability.
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