I know! I kind of wish the Delicious Fruit Tokens were still used. My id would appreciate an excuse to use jelly beans or gumdrops as consumable counters during the game.
Absolutionis wrote: Maybe it's that I don't play Warmahordes, but does it bother anyone else that there is a faction called Cryx and a faction called Cyriss?
Or will everyone call this new faction the "Convergence" similar to how people call the Blood Elf race the "Retribution"?
Cryx and Cyriss are pronounced differently so it's not a problem. And they really are the Convergence of Cyriss, a cult that worships the goddess Cyriss. There are multiple cults that worship Cyriss. Kinda like how staffers call the Menoth worshippers the Protectorate, as they are one group who worship the god Menoth. And the Retribution are a group within Ios (an Elven nation) that make war upon the nations of men. The Elves in general don't leave their nation, the Retribution are a splinter group.
Absolutionis wrote: Maybe it's that I don't play Warmahordes, but does it bother anyone else that there is a faction called Cryx and a faction called Cyriss?
Or will everyone call this new faction the "Convergence" similar to how people call the Blood Elf race the "Retribution"?
Actually, you've got
Cyriss
Cryx
Circle
Cygnar
It's not a problem of pronunciation, but they have way too many words that look similar.
Close to half the Circle beasts could be abbreviated WW; the protectorate has the Revenger,Reckoner,Repenter, and Redeemer, etc. etc. PP has a really annoying tendency to have a bunch of names that look similar...
Platuan4th wrote: Yeah, there's no way I'm not going to be slipping up and calling the Colossal Axiom Prime or Axiom Nexus.
Which one currently has the Cyriss matrix of leadership?
I'me really enjoying the stylistic break from the typical warjack chassis. I only own one warmachine army, but this is divergent enough to get me to plunk down for a second, in terms of playstayle and aesthetics.
I think the troopers might look cooler if the shields were made of some semitransparent plastic, don't know the story, but an energy wall is what I'd prefer.
Weird. I'm the photographer of the above Convergence picture, and I only emailed it to my business partner. Amazing how quickly these things circulate.
These minis look incredible in person! Privateer did mention that this is a "limited" release, meaning they aren't planning on expanding the faction much beyond its original release, but I'm sure that's somewhere in this thread already.
These minis look incredible in person! Privateer did mention that this is a "limited" release, meaning they aren't planning on expanding the faction much beyond its original release, but I'm sure that's somewhere in this thread already.
These minis look incredible in person! Privateer did mention that this is a "limited" release, meaning they aren't planning on expanding the faction much beyond its original release, but I'm sure that's somewhere in this thread already.
PP is doing a "limited" release?
This is funnier than a barrel of monkeys.
This is the first I've heard of this limited release thing.
redcapscorner wrote: Weird. I'm the photographer of the above Convergence picture, and I only emailed it to my business partner. Amazing how quickly these things circulate.
These minis look incredible in person! Privateer did mention that this is a "limited" release, meaning they aren't planning on expanding the faction much beyond its original release, but I'm sure that's somewhere in this thread already.
Does this mean you have some of the Convergence models at your store up in Philly??
redcapscorner wrote: Weird. I'm the photographer of the above Convergence picture, and I only emailed it to my business partner. Amazing how quickly these things circulate.
These minis look incredible in person! Privateer did mention that this is a "limited" release, meaning they aren't planning on expanding the faction much beyond its original release, but I'm sure that's somewhere in this thread already.
Wait what?
I'm not calling you a liar or anything but they very specifically mention in the QA announcement part during Templecon that this was supposed to be the 6th main faction of the game, they even mention that this won't be a small sub-faction like Rhul but a fully fledged one... I'm pretty sure that they would have mentioned the little fact that this would be a "limited release".
Not to mention that even the sub-factions like pirates and Rhul are continuously being updated with more choices and models, the concept of one time static releases doesn't make any sense in PP's business model...
redcapscorner wrote: Weird. I'm the photographer of the above Convergence picture, and I only emailed it to my business partner. Amazing how quickly these things circulate.
These minis look incredible in person! Privateer did mention that this is a "limited" release, meaning they aren't planning on expanding the faction much beyond its original release, but I'm sure that's somewhere in this thread already.
Wait what?
I'm not calling you a liar or anything but they very specifically mention in the QA announcement part during Templecon that this was supposed to be the 6th main faction of the game, they even mention that this won't be a small sub-faction like Rhul but a fully fledged one... I'm pretty sure that they would have mentioned the little fact that this would be a "limited release".
Not to mention that even the sub-factions like pirates and Rhul are continuously being updated with more choices and models, the concept of one time static releases doesn't make any sense in PP's business model...
It also doesn't add up with what's said to be coming out. Battlecollege has entries for 5 warcasters, 9 jacks, a colossal and a battle engine. This, to me, does not say "limited release". They might not be rivaling Cygnar's unit count anytime soon, but nor is there any sign of CoC being a mere side project.
I think I can shed light on the "limited" release bit. There was to be an initial splash release where a number the models would be available in "limited" quantities (I think at a con or something), but then they would go towards PP monthly release schedule. So if you didn't get that model at the con, you would have to wait a few months for it get to your FLGS.
At least that is what I remember from somewhere, likely the PP site.
No, they explicitly said the products weren't going to be limited in production, but that as expansion books came out they would include little to no new Convergence material. This came from the mouths of three Privateer employees (the organized play guy, the retailer support guy, and a marketing guy) at the ACD trade show. If I bump into any of them again this afternoon, I'll get more information.
The other stuff they said for sure was that a battlegroup would exist at launch or shortly thereafter (I forget which) and that much of the faction will be plastic. And, no, I'm afraid we don't have these models in store in Philly. (: That picture was taken at Privateer's booth at the show in Madison, WI. I took it right after watching a different retailer actually steal a copy of the new Tau codex from the GW booth...
Thanks for the info, redcaps! That is definitely new to me. If you can confirm it that'd be great. I don't know what I think of it; could help me spend less in the long run, after all...
I posted in the PP big forums to see if we could confirm it and this was the reply from PPS_Simon, PP's Community Coordinator:
Right now we don't plan for the Convergence of Cyriss to be added to the regular rotation of updated armies in our WARMACHINE anthology books (Cygnar, Khador, the Protectorate of Menoth, Cryx, and the Retribution of Scyrah), but we will likely add new models to their ranks from time to time.
The only thing that bugs me about this situation is that no one at PP said anything about it until you posted Redcap's quotes. I wonder when we would have found that out "naturally" if Redcap hadn't said anything.
Gentleman_Jellyfish wrote: I see it as no different from buying all the pirate figures, except these might be fun
Except that when you grow tired of the Pirates limited play style, you can mingle them with the rest of the Merc faction and expand your options considerably. With Cyriss you won't have that option.
Platuan4th wrote: The only thing that bugs me about this situation is that no one at PP said anything about it until you posted Redcap's quotes. I wonder when we would have found that out "naturally" if Redcap hadn't said anything.
That is a good question, I wasn't around for the release of the Retribution, what kind of announcements did they make regarding their future releases?
Gentleman_Jellyfish wrote: I see it as no different from buying all the pirate figures, except these might be fun
Except that when you grow tired of the Pirates limited play style, you can mingle them with the rest of the Merc faction and expand your options considerably. With Cyriss you won't have that option.
Sure, but if there are a limited number of releases, you can buy the entire faction and then just start playing another one. Although it may not offer the same model re usability as Mercenaries does
PPS_Simon wrote:Right now we don't plan for the Convergence of Cyriss to be added to the regular rotation of updated armies in our WARMACHINE anthology books (Cygnar, Khador, the Protectorate of Menoth, Cryx, and the Retribution of Scyrah), but we will likely add new models to their ranks from time to time.
I posted a follow-up question and got a reply from PPS_Simon:
Simon- How will rules get released for new models if they're not part of the anthology books?
PPS_Simon wrote:They would likely be included in the anthology books when we do release new models, they just won't be an assumed inclusion like our main factions.
Will convergence still be included in the fluff, in a similar manner to the other factions, in each book (similar to Colossals?)
PPS_Simon wrote:With the launch of SIX we're considering some new ways to address the narrative fiction in the anthology books and how we advance our overaching meta-plot, so I don't have a solid answer to your question right now.
That's actually disappointing. I rather liked some of the Cyriss models because they deviated from the typical World of Warcraft aesthetic that PP seems to enjoy so much. Had this Cyriss been a fully supported army, I may have actually gotten into Warmachine as a side-game. Now, I'll probably just pick up the occasional model that looks nice if/when I can find it for a decent price.
That Angel and the adorable servitors are especially on my buy-list.
Wait... so they are going to be a one shot release effectively? That is going to suck because the meta will change with each new release while the army stagnates. The "occasional" update does not sound good.
Also, with this becoming a non-Core faction release. Will this be available to outside stores or is this effectively becoming a online exclusive to PP?
Absolutionis wrote: That's actually disappointing. I rather liked some of the Cyriss models because they deviated from the typical World of Warcraft aesthetic that PP seems to enjoy so much. Had this Cyriss been a fully supported army, I may have actually gotten into Warmachine as a side-game. Now, I'll probably just pick up the occasional model that looks nice if/when I can find it for a decent price.
That Angel and the adorable servitors are especially on my buy-list.
I think its going to be better to think of the Convergence models like a standard faction but aren't going to have the filler units and models like the previous factions do. When they do come out with new Convergence models, you will know that it is there because there is a niche that it fills.
Almost like how 40k has became with new models coming out each cycle but you will know that PP won't invalidate any of your old models.
Will convergence still be included in the fluff, in a similar manner to the other factions, in each book (similar to Colossals?)
PPS_Simon wrote:With the launch of SIX we're considering some new ways to address the narrative fiction in the anthology books and how we advance our overaching meta-plot, so I don't have a solid answer to your question right now.
So they call it SIX in the office? That sounds better
Absolutionis wrote:That's actually disappointing. I rather liked some of the Cyriss models because they deviated from the typical World of Warcraft aesthetic that PP seems to enjoy so much. Had this Cyriss been a fully supported army, I may have actually gotten into Warmachine as a side-game. Now, I'll probably just pick up the occasional model that looks nice if/when I can find it for a decent price.
That Angel and the adorable servitors are especially on my buy-list.
I don't get why you like it less because of this. I thought people would like the idea of owning a full faction to play if Warmachine is their side game.
Maybe Legion will get some so not all their flyers are dragging their butts on the ground.
Afflictor would have been perfect
silent25 wrote:Wait... so they are going to be a one shot release effectively? That is going to suck because the meta will change with each new release while the army stagnates. The "occasional" update does not sound good.
Also, with this becoming a non-Core faction release. Will this be available to outside stores or is this effectively becoming a online exclusive to PP?
They've said it will be available to retailers. PP isn't in the business of selling direct.
PPS_Simon wrote:With the launch of SIX we're considering some new ways to address the narrative fiction in the anthology books and how we advance our overaching meta-plot, so I don't have a solid answer to your question right now.
Wait.... that is the abbreviation for their novel imprint? Now that X in the title just became doubly annoying
silent25 wrote:Wait... so they are going to be a one shot release effectively? That is going to suck because the meta will change with each new release while the army stagnates. The "occasional" update does not sound good.
Also, with this becoming a non-Core faction release. Will this be available to outside stores or is this effectively becoming a online exclusive to PP?
They've said it will be available to retailers. PP isn't in the business of selling direct.
That isn't quite true, they have a number of "exclusives" on their site. Was worried though that this was the beginning of a trend.
silent25 wrote:Wait... so they are going to be a one shot release effectively? That is going to suck because the meta will change with each new release while the army stagnates. The "occasional" update does not sound good.
Also, with this becoming a non-Core faction release. Will this be available to outside stores or is this effectively becoming a online exclusive to PP?
They've said it will be available to retailers. PP isn't in the business of selling direct.
That isn't quite true, they have a number of "exclusives" on their site. Was worried though that this was the beginning of a trend.
The exclusives on their site are just the convention items that they don't give to retailers, or in the case of the Classics, those are items that are now in plastic, but if people want the metal versions they can still buy it. I couldn't see them selling Cyriss exclusively through them.
PhantomViper wrote: but this is the first time that PP as gone this way with a new release...
They did the same thing, basically, with pirates.
Entire pirate releases so far consist of:
-first wave talion theme (warjacks, 1 caster, units, solos) NQ list
-first "forces of" book (2 more casters, 1 warjack, some units and solos)
-Galleon
things that kind of count as releases:
-Rover & Rocinante (only post-Talion models that can play with talion but isn't thematically linked to naval stuff (listed above)... and they can't fit in theme forces, which brings me to
-theme forces in FOWM:Mercs
-1 theme force in a NQ, that requires you take a bunch of non-pirate pieces to be at all useful
...that's pretty sparse, if all you like is the pirate sub-faction
I'm actually pretty happy with the idea of a limited army... pros:
-warcasters that radically alter the fundamental rules of a large portion of your army seem easier if fewer/could get quickly overwhelming
-I don't have an unlimited budget
cons:
-without access to mercs, fewer avenues to expand when not getting many releases; also, no mercs means you need to jump in rather than be able to ease in with some stuff you already own/know how to use
-fewer releases mean they need to nail the initial release: fewer options mean that weak or OP pieces will stand out that much more.
-combined: there are fewer ways of solving a problem. For instance, in a normal faction, if they needed a damage buff but didn't have one, mercs have solos that they could use, but these guys can't. Also, I don't like the aesthetic of a number of them, so would likely not expect more releases nor the ability to sub in mercs for ugly infantry.
PhantomViper wrote: but this is the first time that PP as gone this way with a new release...
They did the same thing, basically, with pirates.
Entire pirate releases so far consist of:
-first wave talion theme (warjacks, 1 caster, units, solos) NQ list
-first "forces of" book (2 more casters, 1 warjack, some units and solos)
-Galleon
things that kind of count as releases:
-Rover & Rocinante (only post-Talion models that can play with talion but isn't thematically linked to naval stuff (listed above)... and they can't fit in theme forces, which brings me to
-theme forces in FOWM:Mercs
-1 theme force in a NQ, that requires you take a bunch of non-pirate pieces to be at all useful
...that's pretty sparse, if all you like is the pirate sub-faction
I'm actually pretty happy with the idea of a limited army... pros:
-warcasters that radically alter the fundamental rules of a large portion of your army seem easier if fewer/could get quickly overwhelming
-I don't have an unlimited budget
cons:
-without access to mercs, fewer avenues to expand when not getting many releases; also, no mercs means you need to jump in rather than be able to ease in with some stuff you already own/know how to use
-fewer releases mean they need to nail the initial release: fewer options mean that weak or OP pieces will stand out that much more.
-combined: there are fewer ways of solving a problem. For instance, in a normal faction, if they needed a damage buff but didn't have one, mercs have solos that they could use, but these guys can't. Also, I don't like the aesthetic of a number of them, so would likely not expect more releases nor the ability to sub in mercs for ugly infantry.
Honestly, if this is the new model for new factions, I'm okay with it. You get a new flavor, something new to try, something that scales to the 'cult' status of Cyriss, as opposed to the nation status of the Kriels, Khador, and Cygnar etc.
It has some extra flair, some daring. It's a risk, no doubt.
Honestly, if this is the new model for new factions, I'm okay with it. You get a new flavor, something new to try, something that scales to the 'cult' status of Cyriss, as opposed to the nation status of the Kriels, Khador, and Cygnar etc.
It has some extra flair, some daring. It's a risk, no doubt.
But better that than get comfortable.
Agreed! And with Absolutionis, too.
I'd actually started to lean against picking up Cyriss with how much was coming out, thinking it'd continue like that. A more limited cult makes perfect sense to me (and my wallet).
No matter how much Pirates and Searforge players like to think otherwise, those are not factions, they are sub-sets of the Mercenary Faction.
1- yes, they're not factions but
2- the closest thing mercs have to an all-encompassing army is Four Star, and, whatever you do, you need to pick a theme or contract, meaning mercs treat their armies differently
3- privateers were sure as hell presented like a mini-faction, with the majority of stuff having tight synergy and little outside of other privateer stuff: you're thoroughly encouraged to run mostly pirates if you run them at all. I think it's not players' fault that they think of them as a faction
4- Dwarves have actually regularly gotten releases. Nearly every book has had 1-3 dwarf entries, including some Hordes ones, so they're actually treated decently well. PP could have easily just allowed Highborn or Four Star a couple more choices and let players naturally make themed dwarf lists in one, but they decided to make them their own contract (eventually), again, encouraging them to be thought of as a unique entity.
5- remember, mercs weren't originally a faction: they didn't even have rules for playing on their own. Four Star having the Piper and Devil Dogs explicitly listed was to allow players who had previously been running mercs as a fake faction to keep all their options in one place. What I'm saying is, there's room for flexible definitions in mercs, and they've been pretty organically growing, from an illegal pseudo-faction, to a couple mini-factions that were largely the same, to a half-dozen or so radically different sets of options under one heading.
I kind of am liking this militia faction idea of how CoC will be included in to the IK; it's playtesting without so much of a risk. They're not quite a faction but not on the level of mercs/minions; organized, but small yet still a concern. A player knows what they will get with each new unit and with each new warcaster that may occasionally happen to be released.
I kind of hope to see more stuff like this; it spices up the world without having to throw everything off balance or divert too much attention away from the core groups. It also offers up a chance for them to be a full faction force in the future.
At first I thought I would give them props for at least being honest with players at the start so that they wouldn't waste their money buying into a one-off release that won't get any future support, but that big bit of info had to be coaxed out of them and only after someone spilled the beans online. They were apparently perfectly happy going into this without players knowing that little fact. So...no. Not a big fan of the news and I know at least one person who will be put off by it. =\
To be fair, they did volunteer the information at the seminar. Nobody coaxed it out of them then. They just told us, so maybe it's a recent decision? It doesn't make a ton of sense that it would be, but I'm trying to give them the benefit of the doubt.
Spyder68 wrote: Is it bad that im glad they wont get regular releases ?
So that i get my new Shinies faster ?
Rumor is, all Mercenary releases have been put on hold for the next two years for this faction (Ok, not really)
I really dig the infantry--actually more than the jacks. I think they have a pretty unique look--and actually make me want to do an infantry swarm (which I wonder how they will run).
Simon posted that they had retailers told at the conference for a reason- they wanted the info to come out. So it's not that if redcaps hadn't posted it wouldn't have come out. Cool that the news hit the web on Dakka first, though
Spyder68 wrote: Is it bad that im glad they wont get regular releases ?
So that i get my new Shinies faster ?
Rumor is, all Mercenary releases have been put on hold for the next two years for this faction (Ok, not really)
I really dig the infantry--actually more than the jacks. I think they have a pretty unique look--and actually make me want to do an infantry swarm (which I wonder how they will run).
I agree about the infantry, they look intresting.
Its really the jacks that get me.
Now thing i see on this, They don't want to set themselves in for new Releases every book, but i could also see that they could get something new every book.. just not as much as the main factions, and this opens the door for that.
Now thing i see on this, They don't want to set themselves in for new Releases every book, but i could also see that they could get something new every book.. just not as much as the main factions, and this opens the door for that.
Precisely. People are upset about the perceived lack of updates for Retribution (a younger faction), so rather than open themselves up for that type of criticism again, they're concentrating on core models and dynamics, instead of model count.
Its worth noting the cyriss models have more variance than other faction units. The infantry can change weapons, the warcaster changes the unit stats, etc. Each new unit is effectively several from what I understand. That's got to take more design time to avoid breaking the game, particularly with the new focus mechanic. Building slower after release makes the most sense.
On the other hand, they really need to give minions some extra releases to catch up in any kind of variety. If they are thornfall or blindwater specific, they dont require to be balanced for inclusion in every other faction. Each pact only got 2 in the last book, which is just sad.
At first I thought I would give them props for at least being honest with players at the start so that they wouldn't waste their money buying into a one-off release that won't get any future support, but that big bit of info had to be coaxed out of them and only after someone spilled the beans online. They were apparently perfectly happy going into this without players knowing that little fact. So...no. Not a big fan of the news and I know at least one person who will be put off by it. =\
PP clearly intended this information to hit the public at this time. Why else would they have employees at a trade show telling people about it? Just because they didn't say that as soon as the faction was released doesn't mean they wanted to pull a fast one on us.
Bossk_Hogg wrote: Its worth noting the cyriss models have more variance than other faction units. The infantry can change weapons, the warcaster changes the unit stats, etc. Each new unit is effectively several from what I understand. That's got to take more design time to avoid breaking the game, particularly with the new focus mechanic. Building slower after release makes the most sense.
On the other hand, they really need to give minions some extra releases to catch up in any kind of variety. If they are thornfall or blindwater specific, they dont require to be balanced for inclusion in every other faction. Each pact only got 2 in the last book, which is just sad.
It's probably important to note that, as a faction (we think) intended to run jack heavy, adding a single warcaster changes the options for the army in a way that is very different from adding a caster to another faction.
Because of the shared stats and Field Marshal ability, PP has the ability to dramatically change the way the army plays with just a warcaster.
That said, it's unlikely that PP would allow the faction to languish if it turned out that a quirk of the metagame really turned it into a poor play choice.
Gentleman_Jellyfish wrote: Just because they didn't say that as soon as the faction was released doesn't mean they wanted to pull a fast one on us.
I disagree, personally. Just because they willingly revealed the information now doesn't mean they weren't initially being deceptive. Otherwise why not reveal the info along with the initial wave of model pics, video, etc.? Because it's obviously information that could cause someone to think twice about spending the cash on a new faction, and putting that news out there along with all the pretty pictures would immediately kill the hype they were trying to build. So they show people all the good and get them drooling over model pics, then hit them with the bad news later in hopes that most people will be committed to buy it regardless, and fewer people will be turned off than would be initially.
Still better than how GW would handle something like this, but is that really saying much?
Gentleman_Jellyfish wrote: Just because they didn't say that as soon as the faction was released doesn't mean they wanted to pull a fast one on us.
I disagree, personally. Just because they willingly revealed the information now doesn't mean they weren't initially being deceptive. Otherwise why not reveal the info along with the initial wave of model pics, video, etc.? Because it's obviously information that could cause someone to think twice about spending the cash on a new faction, and putting that news out there along with all the pretty pictures would immediately kill the hype they were trying to build. So they show people all the good and get them drooling over model pics, then hit them with the bad news later in hopes that most people will be committed to buy it regardless, and fewer people will be turned off than would be initially.
Still better than how GW would handle something like this, but is that really saying much?
There are still close to 2 months to go until the models are PRE-released, that is plenty of time for people to change their minds.
Its not like they released this information the week before Lock & Load.
I've come completely 'round on it and if it pushes a few people away from the already LARGE number who are going to be picking up Cyriss at my local store so much the better. I'd rather not be playing mirror matches all the time...!
And as others have pointed out, if this works it gives PP the flexibility to introduce new things without over-burdening the normal production/release schedule. I think it's a win-win, personally.
I also think they should've made it a bit clearer in the initial anouncement, but their clarifying it now is just fine, imo.
Gentleman_Jellyfish wrote: Just because they didn't say that as soon as the faction was released doesn't mean they wanted to pull a fast one on us.
I disagree, personally. Just because they willingly revealed the information now doesn't mean they weren't initially being deceptive. Otherwise why not reveal the info along with the initial wave of model pics, video, etc.? Because it's obviously information that could cause someone to think twice about spending the cash on a new faction, and putting that news out there along with all the pretty pictures would immediately kill the hype they were trying to build. So they show people all the good and get them drooling over model pics, then hit them with the bad news later in hopes that most people will be committed to buy it regardless, and fewer people will be turned off than would be initially.
Still better than how GW would handle something like this, but is that really saying much?
I keep seeing people on their forums say that they said they were getting a limited release in the Templecon Keynote, but I haven't seen it so I'm not sure.
Gentleman_Jellyfish wrote: I keep seeing people on their forums say that they said they were getting a limited release in the Templecon Keynote, but I haven't seen it so I'm not sure.
I was at TempleCon and heard the Keynote, and I didn't hear that / none of the people I was with heard it. None of the people I geeked out with about the Convergence at the Con mentioned it. *shrug* Maybe in private conversations or maybe it was a side comment that only a few picked up on, but really, I think it's a stretch to say that it was in the Keynote personally... since I was there and all
But it really doesn't matter to me, I'm excited about the more one-shot nature of it anyway and having a lot of options released right away instead of slowly.
I think the CoC units look class, but would love to see the Angels (Angels in wargames give me a good feel and enthusiasm for an army ).
My prediction (or thoughts) for the next book for the Warmachine saga fluffwise (concering CoC) is that it will be a few months or a year after the colossals timeline and Cryx will have a bigger expansion of there ground after their fortress castle being revealed, and Khador and Cygnar being hard pressed by current ongoing attacks by Cryx, little do they know that the Cults of Cyriss have been working a lot to contact their godess on Urcean and suceed after a while trying, they then proceed to decent into the Heart of Cryx terratory (I.E Big fortress/castle) and obliterate it forcing Cryx to make a massive retreat back to whence they came, however CoC will take the ground, Cryx have lost and establish a base from there giving CoC a land on the current world, and Cygnar and Khador face a new threat (as well as leaving Nemo wanting answers from the Cults).
Just what I think may happen in the next expansion book, so not trying to say that this is what is going to happen, just my opinion on what may happen.
Gentleman_Jellyfish wrote: I keep seeing people on their forums say that they said they were getting a limited release in the Templecon Keynote, but I haven't seen it so I'm not sure.
But it really doesn't matter to me, I'm excited about the more one-shot nature of it anyway and having a lot of options released right away instead of slowly.
And if it sells as good as the internet makes it seem, I'm sure PP wouldn't let the opportunity to cash in on more models pass.
I am curious to see if they will change up their expansion book strategy in general, given how many factions there now are and how much ground there is to cover. Considering the models for each book are pretty much released in a bell curve around the book release date, they could probably swing a different structure and still get good results.
Wehrkind wrote: I am curious to see if they will change up their expansion book strategy in general, given how many factions there now are and how much ground there is to cover. Considering the models for each book are pretty much released in a bell curve around the book release date, they could probably swing a different structure and still get good results.
According to PPS_Simon, the anthology books will continue on as normal, CoC just isn't guaranteed to be in all of them.
Yea, I am just rolling to disbelieve If only because it still seems odd to me how they maintain a wall between their two game systems that you play against each other, in the same world, at the same time, with only the slightest of mechanical differences.
My guess is they will start releasing books not by game, but by who is getting models that quarter, and who is relevant in the fluff, with the exception of "Big new rules!" books, though I don't see why that would be required either, really. And by "guess" I mean "what I would do"
Wehrkind wrote: Yea, I am just rolling to disbelieve If only because it still seems odd to me how they maintain a wall between their two game systems that you play against each other, in the same world, at the same time, with only the slightest of mechanical differences.
My guess is they will start releasing books not by game, but by who is getting models that quarter, and who is relevant in the fluff, with the exception of "Big new rules!" books, though I don't see why that would be required either, really. And by "guess" I mean "what I would do"
I'm sure it's for the legal flexibility that gives them. Maybe at this point it's too late to go back and rejoin them
That's interesting, I hadn't considered that it would be a legal benefit. Do you think that benefit would dissolve if they released a book including both systems? Or models that worked in both? I have never run into this idea before!
They already have models that work in both. There are a number of Mercs that are also Minions as well as Minions that are also Mercs(in fact, the very first release of Primal MkI contained them).
Gentleman_Jellyfish wrote: Just because they didn't say that as soon as the faction was released doesn't mean they wanted to pull a fast one on us.
I disagree, personally. Just because they willingly revealed the information now doesn't mean they weren't initially being deceptive. Otherwise why not reveal the info along with the initial wave of model pics, video, etc.? Because it's obviously information that could cause someone to think twice about spending the cash on a new faction, and putting that news out there along with all the pretty pictures would immediately kill the hype they were trying to build. So they show people all the good and get them drooling over model pics, then hit them with the bad news later in hopes that most people will be committed to buy it regardless, and fewer people will be turned off than would be initially.
Still better than how GW would handle something like this, but is that really saying much?
There are still close to 2 months to go until the models are PRE-released, that is plenty of time for people to change their minds.
Its not like they released this information the week before Lock & Load.
Yeah, I can see being upset that it's not a fully supported faction, but I have a hard time mustering up any outrage about information released months before pre-orders. To do so, you're basically asking a company to reveal informaiton about their long term strategy when they first announce a product. Which is a bit much, IMO.
TechMarine1 wrote: So, are they going to come out with a lists of what mercenaries can work for Cyriss, or are they a "purist" faction?
None of the current mercenaries will work for Cyriss.
Story reason: Cyriss doesn't like non-metallic beings that much.
Rules reason: It would be a PR and logistical nightmare to sort out which mercenaries should or shouldn't work for them and release new stat cards for those that do!
TechMarine1 wrote: So, are they going to come out with a lists of what mercenaries can work for Cyriss, or are they a "purist" faction?
None of the current mercenaries will work for Cyriss.
Story reason: Cyriss doesn't like non-metallic beings that much.
Rules reason: It would be a PR and logistical nightmare to sort out which mercenaries should or shouldn't work for them and release new stat cards for those that do!
I'm guessing we won't know until the book is out.
When Ret was released, the list of mercs was in the books iirc.
TechMarine1 wrote: So, are they going to come out with a lists of what mercenaries can work for Cyriss, or are they a "purist" faction?
None of the current mercenaries will work for Cyriss.
Story reason: Cyriss doesn't like non-metallic beings that much.
Rules reason: It would be a PR and logistical nightmare to sort out which mercenaries should or shouldn't work for them and release new stat cards for those that do!
I'm guessing we won't know until the book is out.
When Ret was released, the list of mercs was in the books iirc.
I'm not making an assumption, I'm stating a fact, this information was release by PP during the Q&A part of the Templecon announcement.
I do hope in light of this the "purist" aspect will be dropped as far as some future Merc releases go. Having existing Mercs errated into being able to be used by the faction is messy but I think having at least 1 Merc entry per anthology that could be used by CoC would take away some of the sting of this revelation.
Snipped from today's Insider, giving a look at 'Jack support solo and unit.
Today’s Convergence of Cyriss Insider shines the spotlight on the Optifex Directive and the Algorithmic Dispersion Optifex. Unlike the mighty chromed-steel clockwork soldiers of the Convergence who stride into battle heedless of death, the Optifex Directive and Algorithmic Dispersion Optifex are living warrior models with little to protect their vulnerable human bodies.
The Optifex are peerless engineers and mechanics that serve vital roles on and off the battlefield. The Optifex Directive is a three-man unit capable of repairing a clockwork soldier or vector, though the Repair [8] skill is far from their primary function. Rather, this unit is all about increasing the efficiency of their warcaster’s vectors and fine-tuning them for changing battlefield conditions. The All-Terrain special action allows an Optifex in B2B with a friendly Faction construct to give that model Pathfinder. Does your Cipher need to clear a linear obstacle on its way to wreck face? Or maybe the Iron Mother wants to show the opposing warcaster her fancy cloak of blades, but there’s some rough terrain in the way? A few adjustments from your friendly Optifex Directive and you’ll be off to the pain-race.
The Optifex Directive can also do a little short-term tinkering with Convergence weaponry to give it some magical punch. An Optifex Directive in B2B with a friendly Faction construct can use the Weapon Modulation special action to grant the Magical Weapon advantage. Need to get around a Wind Wall? Pesky Pistol Wraiths got you down? Call in the Directive and transform your mundane weapon woes into the joy of magical destruction!
Astute readers have probably noticed we’ve yet to mention a vector with an Arc Node. This is because the Convergence has found an altogether different solution for extending the reach of their warcaster’s arcane might.
The Algorithmic Dispersion Optifex solo has perhaps the most thankless and dangerous job in the Convergence. He accompanies his warcaster’s vectors into battle, tapping into their residual energy fields to empower his subharmonic tuning apparatus. This complex mechanikal device allows friendly Faction warcasters to channel spells through him while he is within 5˝ of a friendly Faction vector. With FA 4 and at a cost of only 1 point, the Algorithmic Dispersion Optifex grants Convergence warcasters a greatly increased threat range for their spells.
All this flexibility does come at a price. Both types of Optifex are rather squishy. The Iron Sentinel ability gives both the Optifex Directive and Algorithmic Dispersion Optifex a much-needed DEF and ARM boost while in B2B with a friendly Faction vector, but even that won’t protect them against a concentrated attack.
However, should the worst befall your faithful Optifex, never fear! For the Convergence has ways of making sure the souls of the faithful can continue the fight in the Maiden’s name, even in the heat of battle.
But that revelation is best saved for another time!
Theophony wrote: I think the troopers might look cooler if the shields were made of some semitransparent plastic, don't know the story, but an energy wall is what I'd prefer.
Eh, they'e been doing this for their minor factions for a while. Pirates, Farrow, Rhul, etc are the same way. They may dress it up as them being mercenaries, but for most people that play them, it's a minor faction with infrequent updates.
Vertrucio wrote: Eh, they'e been doing this for their minor factions for a while. Pirates, Farrow, Rhul, etc are the same way. They may dress it up as them being mercenaries, but for most people that play them, it's a minor faction with infrequent updates.
Then those people are wrong...
All those factions have access to the rest of the mercenary line up, Cyriss doesn't, if individual players choose to restrict themselves to a subset of the models available to them, its not PP's fault.
Vertrucio wrote: Eh, they'e been doing this for their minor factions for a while. Pirates, Farrow, Rhul, etc are the same way. They may dress it up as them being mercenaries, but for most people that play them, it's a minor faction with infrequent updates.
Then those people are wrong...
Yep, they're wrong about playing their toy soldiers they way they like to play, which has developed into a small but vocal minority.
The fact that PP has added more and more specific contracts/pacts (including the original Magnus' Agenda, which became the basis for theme lists) since the initial two highly generalist/open-ended ones (which they've so much as explicitly said they regretted) suggests that PP would rather you play them as generalist factions with every option and discourage you from playing small thematically consistent lists, and this is their subtle way of telling you as much?
... if individual players choose to restrict themselves to a subset of the models available to them, its not PP's fault.
That's a different matter: you said they were wrong for playing them as a mini-faction, which is hugely different than "they've limited their options willingly"... there might be a few voices out there accusing PP of something or other, but most of what I see from them is enthusiasm in one section or another of the merc/minion line.
Vertrucio wrote: Eh, they'e been doing this for their minor factions for a while. Pirates, Farrow, Rhul, etc are the same way. They may dress it up as them being mercenaries, but for most people that play them, it's a minor faction with infrequent updates.
Then those people are wrong...
All those factions have access to the rest of the mercenary line up.
Man these merc contracts must all be typos, IVE BEEN DOING IT WRONG ALL THESE YEARS!
Vertrucio wrote: Eh, they'e been doing this for their minor factions for a while. Pirates, Farrow, Rhul, etc are the same way. They may dress it up as them being mercenaries, but for most people that play them, it's a minor faction with infrequent updates.
Then those people are wrong...
All those factions have access to the rest of the mercenary line up.
Man these merc contracts must all be typos, IVE BEEN DOING IT WRONG ALL THESE YEARS!
spiralingcadaver wrote: That's a different matter: you said they were wrong for playing them as a mini-faction, which is hugely different than "they've limited their options willingly"... there might be a few voices out there accusing PP of something or other, but most of what I see from them is enthusiasm in one section or another of the merc/minion line.
No, I said that they were wrong for considering them the equivalent of Cyriss, but thanks for putting words in my mouth.
I never said that they were playing wrong or right, again thank you for putting words in my mouth.
Rhul and Talion are parts of the Mercenary faction. If Rhul or Talion players decide to restrict themselves to those particular models, its their individual choice.
Cyriss isn't part of anything except of Cyriss. There aren't any other faction that could expand their model selection.
Farrow are in the same boat, as are Gators, though they do get a few updates. (They do have to split the updates and are behind in terms of casters, battle engines, etc.) Shae is extremely limited.
I don't hate the idea of a limited release type faction. In fact I think we should embrace it. More options in terms of factions sounds like a dream, even if they don't have the same numbers of options as the big guys.
Note: my main factions are Pirates and Gators, so my view may be different than most.
PhantomViper wrote: No, I said that they were wrong for considering them the equivalent of Cyriss, but thanks for putting words in my mouth.
I never said that they were playing wrong or right, again thank you for putting words in my mouth.
You didn't say how they were wrong, just that they were:
Vertrucio wrote: Eh, they'e been doing this for their minor factions for a while. Pirates, Farrow, Rhul, etc are the same way. They may dress it up as them being mercenaries, but for most people that play them, it's a minor faction with infrequent updates.
Then those people are wrong...
All those factions have access to the rest of the mercenary line up, Cyriss doesn't, if individual players choose to restrict themselves to a subset of the models available to them, its not PP's fault.
You responded to "this is how people have been acting" with "those people are wrong," not "claiming contracts/pacts are the same as a faction is wrong"
Rhul and Talion are parts of the Mercenary faction. If Rhul or Talion players decide to restrict themselves to those particular models, its their individual choice.
I acknowledged that in my post you're reacting against:
... if individual players choose to restrict themselves to a subset of the models available to them, its not PP's fault.
That's a different matter: you said they were wrong for playing them as a mini-faction, which is hugely different than "they've limited their options willingly"... there might be a few voices out there accusing PP of something or other, but most of what I see from them is enthusiasm in one section or another of the merc/minion line.
Cyriss isn't part of anything except of Cyriss. There aren't any other faction that could expand their model selection.
Understand me now?
You may have thought you were implying a comparison to this somewhere in what you said, but didn't state this in the post I was objecting to. Yes, I understand and agree with this.
Everyone makes mistakes and thinks something they implied is obvious, no reason to get defensive about it...
Automatically Appended Next Post: Regarding the models and concept, I'm slowly getting won over. It'll really depend on what exactly comes out, though...
Yeah I'm gonna pass on these things... the Warcaster looks cool, but the Cipher is the jack that I didn't like during the video (the "pistol barrel" head just looks dumb to me), and I'm not too enticed by the light vectors...
Though the book cover art does look up to PP's usual standards.
Red_Zeke wrote: Pretty rad. Of course, most warjacks I see (and these heavies in particular) I just want to tell my titans to sweep the leg for the easy win.
And by sweep the leg, I mean rip it off with a big ol' war gauntlet.
Not too impressed by the heavy jacks. They look... I don`t know just seeing them now as to when first seeing them when they were announced its like a totally different thing.
I like the lights though
I have the opposite take, it's the first time I actually want to purchase "jacks" (vectors in this case) other than the rhulic ones. The infantry I've seen I don't love, but that can be more easily fixed
AduroT wrote: I'm pretty sure on "pistol face" that that is an actual gun. A mortar to be exact.
Yeah, but that doesn't make me like it more... I think it's aesthetically dumb. I realize that it's an entire faction of machines, but even Warjacks don't have guns for faces. Granted we don't have Orks, so there aren't Khador generals running around yelling "MORE BOMBS!" The other heavy vectors look better, because there is an established "face" on them... it just irks me D:
I just think they could have done a better job on the Cipher and probably some of the other vectors.
RiTides wrote: I like "pistol face" . Making every robot humanoid drives me absolutely crazy, so I'm glad they branched out just a bit.
You would like the Cipher...
But like if you look at the Inverter, it has a "plate" where the mortar goes on the Cipher... It doesn't really have facial features, yet it looks better...
I guess what I'm saying is the gun looks dumb *shrugs* Honestly these guys are the first PP stuff I'm not impressed with.
RiTides wrote: Making every robot humanoid drives me absolutely crazy, so I'm glad they branched out just a bit.
Well said. It's nice to see some branching out design-wise in the PP line.
I think I've figured out what's been bugging me about PP lately: I actually preferred the fantasy steampunk look of the early stuff. That chunky, relatively low detail look was really appealing, and it's still guides my army building choices. (why hello old metal defenders!)
The new stuff just isn't my cup of tea, and the CoC isnt' looking to change that...
I am the opposite, the cartoonish look of early PP stuff really put me off. Since they've been retooling in plastic, I've been liking them more and more.
RiTides wrote: Making every robot humanoid drives me absolutely crazy, so I'm glad they branched out just a bit.
Well said. It's nice to see some branching out design-wise in the PP line.
I think I've figured out what's been bugging me about PP lately: I actually preferred the fantasy steampunk look of the early stuff. That chunky, relatively low detail look was really appealing, and it's still guides my army building choices. (why hello old metal defenders!)
The new stuff just isn't my cup of tea, and the CoC isnt' looking to change that...
I was gonna say something about how great the plastic kits are(I wouldn't touch metal Juggernaught chassis, Crusader chassis, or any Cygnar Jacks aside from the Grenadier chassis), then I actually thought about it and realized that I may agree with you to an extent. I still reach for my metal Slayer over my plastic and I'm making an effort to track down a metal Reaper and metal Merc Jacks because something about the plastic version bugs me. I'm even tempted to go full bore crazy and order the parts for a metal Rover and Rocinante.
RiTides wrote: Making every robot humanoid drives me absolutely crazy, so I'm glad they branched out just a bit.
Well said. It's nice to see some branching out design-wise in the PP line.
I think I've figured out what's been bugging me about PP lately: I actually preferred the fantasy steampunk look of the early stuff. That chunky, relatively low detail look was really appealing, and it's still guides my army building choices. (why hello old metal defenders!)
The new stuff just isn't my cup of tea, and the CoC isnt' looking to change that...
I was gonna say something about how great the plastic kits are(I wouldn't touch metal Juggernaught chassis, Crusader chassis, or any Cygnar Jacks aside from the Grenadier chassis), then I actually thought about it and realized that I may agree with you to an extent. I still reach for my metal Slayer over my plastic and I'm making an effort to track down a metal Reaper and metal Merc Jacks because something about the plastic version bugs me. I'm even tempted to go full bore crazy and order the parts for a metal Rover and Rocinante.
I caved in and went to eBay to specifically buy a metal Hammersmith because I liked the old model allot more than the new plastic one. I think it had more "character" (whatever that means).
Only to then find out that the Hammersmith is an awesome addition to my Kraye list!
It is all steampunk. And i think PP does a great job of offering the real steampunk fan with variety with the more old school style steampunk like menoth and the more magic related steampunk like the Retribution.
and now they tackle clockwork constructs which is also steampunk.
the genre of steampunk is big and diverce so please stop saying that PP is becoming less steampunk. because that statement is limiting steampunk
fatty wrote: It is all steampunk. And i think PP does a great job of offering the real steampunk fan with variety with the more old school style steampunk like menoth and the more magic related steampunk like the Retribution.
and now they tackle clockwork constructs which is also steampunk.
the genre of steampunk is big and diverce so please stop saying that PP is becoming less steampunk. because that statement is limiting steampunk
Like most stempunk, there's no punk and not much steam left.
Companies like PP capitalized on what was a subculture and is now just another cash cow.
You know what steampunk is, these days? Justen Beiber christmas displays and "real steampunk" rub on tattoos you can find next to the chewing gum in the grocery store.
Just like every subculture or counterculture out there, companies found a niche and realized they could profit off of what people like. They took it from people who cared, cut out its heart that made it unique, and sold the shell. (I believe this is what you might call "diversifying.")
Nothing tragic about steampunk going this way- it's just what eventually happens. PP is hardly the worst offender, but even when Warmachine started, PP was only vaguely steampunk. I actually respected them a lot for not calling it steampunk.
But, stop protecting steampunk like it still has something special. It might show some new life in a decade or so, when companies get tired of it, but for now, let it go...
fatty wrote: It is all steampunk. And i think PP does a great job of offering the real steampunk fan with variety with the more old school style steampunk like menoth and the more magic related steampunk like the Retribution.
and now they tackle clockwork constructs which is also steampunk.
the genre of steampunk is big and diverce so please stop saying that PP is becoming less steampunk. because that statement is limiting steampunk
Like most stempunk, there's no punk and not much steam left.
Companies like PP capitalized on what was a subculture and is now just another cash cow.
You know what steampunk is, these days? Justen Beiber christmas displays and "real steampunk" rub on tattoos you can find next to the chewing gum in the grocery store.
Just like every subculture or counterculture out there, companies found a niche and realized they could profit off of what people like. They took it from people who cared, cut out its heart that made it unique, and sold the shell. (I believe this is what you might call "diversifying.")
Nothing tragic about steampunk going this way- it's just what eventually happens. PP is hardly the worst offender, but even when Warmachine started, PP was only vaguely steampunk. I actually respected them a lot for not calling it steampunk.
But, stop protecting steampunk like it still has something special. It might show some new life in a decade or so, when companies get tired of it, but for now, let it go...
Boilerplate's one of the most genuine expressions of steampunk and alternate histories that I've seen in quite some time, and I actually met the creators some years ago. Nice folks, they have a real passion for history. Regardless of genre, it's one of those things where you can tell they believe in what they're doing. 19XX is similar in that regard.
Thanks for the reminder. Yes, companies chew up and spit out subculture, but you can find bits of something better, here and there, and it doesn't stop the old stuff from being good, even if it does bear superficial semblance to, well, the superficial.
The Warstore sent out an email yesterday listing the initial release list and slates it for July. Those going to Lock ' n Load will have a chance to get things early, though:
Privateer Press has announced the Convergence of Cyriss releases coming in July.
SKU Name MSRP TheWarStore
PIP 1053 Forces of WARMACHINE: Convergence of Cyriss Softcover RULEBOOK ~ JUL 29.99 24.99
PIP 1054 Forces of WARMACHINE: Convergence of Cyriss Hardcover RULEBOOK ~ JUL 39.99 32.99
PIP 32100 Protectorate: Deliverers Unit (10) BOX ~ JUL 49.99 39.99
PIP 36000 Convergence: Battlegroup PLASTIC Starter BOX ~ JUL 49.99 39.99
PIP 36001 Convergence: Aurora, Numen of Aerogenesis Warcaster ~ JUL 16.99 13.99
PIP 36002 Convergence: Cipher/Inverter/Monitor PLASTIC Heavy Vector BOX ~ JUL 34.99 27.99
PIP 36003 Convergence: Clockwork Angels Unit (3) ~ JUL 24.99 19.99
PIP 41107 Mercenaries: Greygore Boomhowler & Co. Minion Trollkin Character Unit (10) BOX ~ JUL 69.99 55.99
PIP 93117 CONVERGENCE OF CYRISS P3 PAINT BOX ~ JUL 17.99 14.99
I was personally a little disappointed in this, as it's pretty much the battlebox, one warcaster, one unit, one triple-variant vector, and one smaller/specialty unit. Meaning most initial lists will look the same. One of our local PGs speculates that there will be immediate follow-on releases in August and September, though... I will probably wait just a bit after initial release to be sure of that, as I'd like to have options when I pick them up.
I am no newbie when it comes to steampunk thrust me. I just hate it when people say bad stuff about a company and there way of modelling and creating there own universe.
I don't want to get in a useless argument which benefits no one. But you are right steampunk is getting raped by the big companies. One of them is PP and Spartan Games. I am just glad GW isn't into steampunk
Despite repeated attempts to derail this thread I shall continue to bring it back to Convergence of Cyriss!
However, on that OT note- classic steampunk is alive and well, and can coexist hand-in-hand with more "populist" versions like warmachine. If you don't believe me, just attend TempleCon
However, on that OT note- classic steampunk is alive and well, and can coexist hand-in-hand with more "populist" versions like warmachine. If you don't believe me, just attend TempleCon
And on the OT response, remember, PP never claims their game is steampunk, but "Full Metal Fantasy". That allows them to stray outside what is considered "steampunk". Still I don't see this as "full metal fantasy" either. Don't like lasers in my fantasy setting. That starts to tread into Final Fantasy'esq/JRPG territory, and in there lies blechness. Feels out of place like the Retribution when they came out.
However, on that OT note- classic steampunk is alive and well, and can coexist hand-in-hand with more "populist" versions like warmachine. If you don't believe me, just attend TempleCon
And on the OT response, remember, PP never claims their game is steampunk, but "Full Metal Fantasy". That allows them to stray outside what is considered "steampunk". Still I don't see this as "full metal fantasy" either. Don't like lasers in my fantasy setting. That starts to tread into Final Fantasy'esq/JRPG territory, and in there lies blechness. Feels out of place like the Retribution when they came out.
I'd say that clockwork lasers are probably closer in feel to the IK setting than ipod elves, but, yeah, i agree
@fatty, think we're basically on the same page, though I feel like spartan games is closer in sensibility to steampunk than PP... I just don't really like their games
Aye, therein lies the rub. I'm not so confident in my painting ability. I'll just have to practice on the hordes of models I have that I don't particularly care about.
With the exciting release of Skull Island eXpeditions earlier this month, and the buzz surrounding the excellent Dave Gross novella The Devil’s Pay, it felt only right to devote this week’s Insider to the unquestionably awesome Cyrissist stars of that tale: Aurora, Numen of the Aerogenesis and her Clockwork Angels....
Will Shick wrote:With the exciting release of Skull Island eXpeditions earlier this month, and the buzz surrounding the excellent Dave Gross novella The Devil’s Pay, it felt only right to devote this week’s Insider to the unquestionably awesome Cyrissist stars of that tale: Aurora, Numen of the Aerogenesis and her Clockwork Angels.
Visually, Aurora is a truly stunning model. Our talented art team, led by Art Director Mike Vaillancourt and Creative Director Ed Bourelle, spared no effort in her design. For an in-depth look at this process, be sure to check out The Convergence Begins in No Quarter #47, which was released last month. And for a peek at the full stats for the Clockwork Angels, grab a copy of No Quarter #48 releasing in May.
Other than Axis, Aurora is the only living warcaster in Forces of WARMACHINE: Convergence of Cyriss, and this status gives her a different outlook than her peers. As the inventor of the displacer drive, which grants Aurora and her Clockwork Angels the power of true flight, Aurora prefers surgically precise lightning strikes against her enemies and an army composition that emphasizes combined arms of troops and vectors.
Clockwork Angels aren’t the only unit to benefit from fighting under Aurora, however, as the Numen of the Aerogenesis wields a number of support spells designed to turn her soldiers into true terrors on the battlefield.
The spell Transference allows Aurora’s troops to utilize her focus to bring the hurt where it is most needed. To get her forces to the action, True Path grants friendly Faction warrior models/units beginning their activations in Auroraʼs control area +2˝ movement and Pathfinder. This brings even Convergence’s medium infantry up to a respectable SPD 7, letting them blitz right into an unprepared opponent. When combined with Aurora’s feat Eleventh Hour, which grants friendly Faction models Refuge for one round, the movement boost from True Path allows Aurora’s army to alpha strike and melt away before her opponents know what hit them.
Of course, it’s impossible to convey the effectiveness of Aurora’s lightning-fast attack style without discussing the Clockwork Angels. As the progenitor of the Clockwork Angels, Aurora has several abilities to increase their effectiveness. Elite Cadre [Clockwork Angels] gives CMA to all Clockwork Angel units, granting them additional punch in melee. Aurora herself boasts Flank [Clockwork Angels], to further emphasize the battlefield relationship she has forged with her closest followers. When combined with the spell Flashing Blade and her exceptional SPD 7, Aurora can cut a bloody swathe through the enemy army when accompanied by her favored bodyguards.
Also at SPD 7 and featuring both Flight and Reform, the Angels have amazing mobility on the battlefield. Tack on Advanced Deployment, and this three-man unit can easily be in striking distance by turn two. Blade Shield grants them a +2 DEF bonus against incoming ranged attacks, taking their DEF to a very respectable 16 and giving them additional protection against lone enemy snipers. But with ARM 12 and only a single damage box, the Angels do need to be wary of AOE’s and concentrated enemy fire.
Also noteworthy are the Angel’s binomial blades and binomial beams, both of which have the Magical Weapon advantage, making these aerial slayers the perfect unit for dealing with pesky incorporeal solos like Pistol Wraiths or Void Spirits. When combined with Aurora’s spells and feat, the Clockwork Angels become an insanely fast, precision strike force.
Also, didn't seen Chris Walton as Art Director. Is he no longer with the company?
I wouldn't be sure they have a finished model yet to show off for her (or perhaps they're waiting to show that in No Quarter), but artwork for her was spoiled in the last No Quarter:
and in the article they mentioned the clockwork angels will be a 3 men unit.
Also at SPD 7 and featuring both Flight and Reform, the Angels have amazing mobility on the battlefield. Tack on Advanced Deployment, and this three-man unit can easily be in striking distance by turn two.
fatty wrote: and in the article they mentioned the clockwork angels will be a 3 men unit.
Also at SPD 7 and featuring both Flight and Reform, the Angels have amazing mobility on the battlefield. Tack on Advanced Deployment, and this three-man unit can easily be in striking distance by turn two.
We already knew that from the Warstore advert though.
As we developed the initial heavy infantry concepts for the Convergence of Cyriss, we wanted a solid selection of medium-based infantry within the faction. While most Convergence forces would primarily be made up of Obstructors and Reductors, these heavy infantry models were envisioned as the true core of the Convergence’s military might. As our conversations into the nature of Convergence doctrine and its impact on their approach to warfare deepened, the heavy infantry developed into three distinct units. Like gears in a clockwork machine, each filled a particular role within the greater Convergence army.
Designed to be an anchor point around which other Convergence models would operate, the Reciprocators are armed to maximize their vessels’ resilience. The shield design utilized by the Convergence has been covered in numerous places, but the Reciprocator unit is where this iconic element originated. Boasting the Shield Wall ability, a unit of Reciprocators can reach an admirable ARM 20. Each trooper has eight damage boxes, so only concentrated firepower has any hope of bringing these clockwork soldiers down. In addition to their toughness, the unit’s protean halberds make them a serious melee threat as well.
Protean weaponry is another product of our intense discussions on Convergence tactics and one of my favorite attributes of the faction. Each protean weapon is designed with two different modes, allowing their users greater tactical flexibility. The Reciprocators protean halberds grant either Set Defense for an effective DEF 14 against charge attacks or Empowered Attack, which grants +2 to damage rolls for an effective P+S 14. This combination of abilities makes Reciprocators an indispensible unit capable of blunting enemy assaults and then striking back with even greater power.
The Eradicators represent the heavy shock troops of the Convergence. By far my favorite of the heavy infantry options, the Eradicators’ only mission is to close with the enemy and destroy them utterly. While their base ARM 15 might seem low for troops rushing heedlessly at the enemy, a pair of protean bucklers grants a +2 ARM bonus while utilizing the Shields Up ability. Once within charge range, the unit’s protean bucklers snap open to reveal wicked fighting claws, granting the unit +2 to attack rolls for an effective MAT 9. As if this unit wasn’t potent enough, Side Step allows them to rip apart enemy formations with surgical precision.
One of the few ranged units in the Convergence, the Perforators wield powerful protean javelins whose Armor Piercing ability makes them the bane of heavy armor. While their javelins have fairly limited range, their weapon's Variable [Ranged] ability Snipe combines wonderfully with the unit’s Assault (Order), letting the Perforators attack targets up to 18˝ away. Throw in the Diffuser’s Beacon ability to raise the Perforator’s threat range to 20˝ and the Flare ability from an Attunement Servitor to bring their effective RAT to 7, and Perforators are more than capable of going toe-to-toe with the ranged units of any other faction. When greater hitting power is called for over additional range, the Perforators can use the Empowered Attack ability to push their javelins to an effective POW 8. If an opponent survives their javelins, gear blade melee weapons can finish the job.
No matter which flavor of heavy infantry you choose, each brings excellent resilience and tactical flexibility to their chosen form of destruction. Best of all, the Convergence’s heavy infantry have the Repairable ability, allowing you to keep them running through the worst the enemy can throw at them.
These guys are going to be pretty awesome I think. It seems they've definitely learned from the problems other fations have had with heavy infantry, and given them SPD5 and ways for each unit to extend their threat range (assault on ranged weapons, sidestep and reach).
I think those Perforators are going to see a lot of use as Gargossal hunters I think - a unit could easily take out half a gargossal in a single salvo, if it used the +2POW option, which isn't bad for a unit that will probably be 9pts (I'm guessing), and their lowish RAT won't matter too much against heavy targets.
Ok well I can see that they are gonna be a huge impact upon whatever enemy they are facing but Im wondering on how many are there going to be for a minimum squad and a maximum squad and how many points they will be.
They only doing it on the heavies they say because of the amount of the material in the body vs arms ratio is such the extra arms don't add as much to the cost compared to other things. Personally I bet they just didn't expect count on the amount of magnetizing people did.
There have been a number of character upgrades -I think around half of them- that take advantage of the heavy kits having all the options, but, yeah, I bet you're right.
I know I'd be happier magnetizing 2-3 lights to have easy access to multiples...
I'd kill for the Bone Chicken box to have all the heads in it. Would be the Best kit to magnetize, and I'd gladly pay the ~$15 extra bucks to be able to do that. As it is I plan to magnetize the heads on my Arc Nodes when they get stripped and repainted here in awhile.
I'm cutting and pasting it fine dude, don't know what to tell ya =(
//edit, nope it was just taken down! The heavy infantry look similiar to a bioshock big daddy with bigger forearms, shields and spears
Grundz wrote: I'm cutting and pasting it fine dude, don't know what to tell ya =(
//edit, nope it was just taken down! The heavy infantry look similiar to a bioshock big daddy with bigger forearms, shields and spears
Sorry, didn't mean to come across as offensive. Just seemed the force of the universe were conspiring against us.
Like the new infantry, but very saddened by the clear lack of pretty angels.
So during some downtime at work, I went ahead and consolidated all the Convergence rules spoilers I could find. TheLoki has a very awesome and useful thread on the main boards but it's easier to communicate here without having to jump through headache inducing hoops, since here we can talk actual numbers and gak. I don't particularly care about art or whatever. I'll try to keep this thread as up to date as I can and I'll probably just use this when I get the book at Lock & Load. Without further ado:
General
-All Convergence warcasters have the Field Marshal ability.
-All Convergence jacks have X for both MAT and RAT, where X is equal to the MAT and RAT of their controlling warcasters.
-The faction will not have jack marshals.
-The faction is essentially self-contained – they are not planned to become part of the anthology books at this time, though they may have further releases later.
-Induction Node (the I system) functions as a cortex but isn’t a cortex. A vector can allocate 1 Focus to another vector within 6” of it when it spends a Focus.
-Vectors can’t be bonded and can’t have their MAT or RAT increased.
-If the controlling warcaster dies vectors can be taken into a battlegroup remotely.
Warcasters
Aurora, Numen of Aerogenesis
-FOC 7
-Field Marshal.: Apparition
-Flank: Clockwork Angels
-Elite Cadre: Clockwork Angels – grants CMA -Flight (duh)
-MAT 6, possibly RAT 5
-Partial Spell List: Transference, True Path, Flashing Blade
-Feat: Desperate Hour (Refuge to friendly models in her CTRL, lasts one round)
-Spear is POW 12 Reach(okay, nobody has confirmed Reach that I’ve seen, but seriously)
Axis, Harmonic Enforcer
-FOC 6
-Field Marshal: Counter-charge
-MAT 7 RAT 2
-2xPOW 14 hammers with double strike(see pMorghul) and Beat Back
-Partial Spell List: Unstoppable Force (Bulldoze for battlegroup; see Ossrum), Onslaught (friendly models gain Pathfinder when charging; apparently a new spell)
-Feat: Circumpotence: Enemy models currently in Axis’ control area suffer -2 SPD and STR. and Friendly faction models currently in Axis’ control area gain +2 SPD and STR. Circumpotence lasts for one round.
-Possibly has Rock Wall per Muse
Father Lucant, Divinity Architect
-Steady
-Stall on one of his weapons(unknown which)
-RAT 4
-VERY partial spell list includes Deceleration(see eHaley)
-Feat Clockwork Reinforcements is some kind of ARM buff and repair augmenter(per Muse)
Forge Master Syntherion
-FOC 6
-SPD 5 STR 9 MAT 6 RAT 5 DEF 13 ARM 18 POW 10, +6 jack points, 20 boxes
-Construct, Pathfinder, Clockwork Vessel(gives up a soul if he dies), Repairable, Resourceful (see Absylonia, pMagnus, etc)
-Field Marshal: Auto-repair (heal d3 during Control Phase)
-RNG 11 POW 11 non-magical gun, electrical type
-2x POW 14 melee attacks
-Spells: Convection, Hot Shot, Synergy, Magnetic Hold(RNG 8, offensive upkeep cost 3, -2 SPD and DEF to affected model/unit and friendly models with construct get +2” when charging affected models), Reconstruct (identical to Saeryn’s Respawn spell but for warjacks)
-Feat: While in his control area models in his battlegroup charge for free and gain Weapon Platform (see the Gun Carriage)
Iron Mother Directrix & Equipment Servitors
-FOC 8
-Field Marshall: Arc Node
-Warcaster unit with the Equipment Servitors; unknown what they do besides respawning when they’re destroyed
-Repairable, Clockwork Vessel
-MAT 5 RAT 5
-Aperture (something) gun is RNG 11 AoE 4” POW 15
-Melee weapon is Cloak of Blades, POW 11 Reach with * attack Thresher
-Unknown spell list or further information that I’m aware of
Heavy Vectors
2 Chassis: I’ll call them walkers and fliers because it’s simpler for me
Walkers
Cipher
-SPD 4 STR 12 MAT X RAT X DEF 10 ARM 19 PC 8(?)
-Steady
-2x POW 18 melee punching spikes; no special rules that I’m aware of
-Servopod Mortar: RNG 11 RoF 2 AoE 4, no POW stat, 3 attacks: One that leaves rough terrain in the AoE, one does POW 6 blast damage, one gives models in the AoE -1 DEF
Inverter
-SPD 4 STR 12 MAT X RAT X DEF 10 ARM 19 PC 8
-Steady
-1 POW 17 Meteor Hammer attack with Reach and Chain Weapon
-1 POW 20 Macropummeler with no Reach, auto-knockdown, Discharge(after making an attack this weapon can’t be used for one round)
Monitor
-SPD 4 STR 12 MAT X RAT X DEF 10 ARM 19 PC 8
-Steady
-True Sight
-RNG 13 POW 13 ellipsaw flinger, critical brutal damage
-POW 17 open fist, sustained attack
Fliers
General
-Faster than the walkers, but have higher SPD and inherent Pathfinder
Assimilator
-Rendering claw repairs itself when destroying a construct (yes, this includes woldshrimp, Immortals, etc.)
Conservator
-Pair of Bucklers gives it highest ARM of any vector
-Hand of Vengeance (see Blood of Martyrs)
Modulator
-6 points
-2 Emitter Surge ranged attacks, no further information
-Plasma Nimbus ability does POW 10 to anyone hitting it with a melee attack
Light Vectors
There is at least one light vector not listed that fills the role of warcaster attachment.
Diffuser
-SPD 5 STR 7 MAT X RAT X DEF 12 ARM 16, PC 3
-Circular Vision
-RNG 11 POW 11 gun with no damage, Luck (see Tharn Wolf Riders), Beacon – friendly models charge or slam affected models for free with +2” movement
-Bash melee weapon(STR damage)
Galvanizer
-SPD 5 STR 7 MAT X RAT X DEF 12 ARM 16, PC 3(?)
-Repair[9]
-Saw is POW 12, critical grievous wounds
Mitigator
-SPD 5 STR 7 MAT X RAT X DEF 12 ARM 16, PC 4
-Circular Vision
-Razor Bola ranged attack, RNG 7 AoE 3 POW -, Puncture (models hit automatically take 1 damage), Quake (see Avenger)
Units
General
-Some units have protean weaponry, which allows you to choose between two modes
Clockwork Angels
-SPD 7 STR 5 MAT 6 RAT 5 DEF 14 ARM 12 CMD 7, PC 3 for 3 models
-Advance Deployment, Construct, Clockwork Vessel, Flight (duh)
-RNG 10 POW 10 polynomial beam, magical weapon with CRA -1 POW 10 melee weapon, Brutal Charge, magic weapon
-Blade Shield (+2 DEF against ranged attacks)
-Reform
Obstructors
-Single-wound, small base shield wall infantry
-Chain Weapon
-Poss 4/6 PC?
Optifex Directive
-PC 2, FA 3 (possibly 2), 3 man unit
-Repair[8]
-Weapon Modulation(grants friendly Faction construct B2B Magic Weapon)
-All Terrain(grant friendly Faction construct B2B Pathfinder)
Reductors
-Clear! (see Trollkin Scattergunner UA)
-No further information
Medium based infantry
General
All are Repairable
Eradicators
-Base MAT 7, DEF 12 ARM 15, 8 wounds – Possibly SPD 5, unconfirmed
-Protean buckler grants +2 ARM when using Shields Up ability
-Unnamed ability gives +2 to attack rolls with fighting claws
-Sidestep
Perforators
-RAT 5, DEF 12, unknown ARM(probably 15), 8 wounds, Possibly SPD 5, unconfirmed
-Javelins have Snipe or Empowered Attack(+2 to damage rolls) – POW 6, RNG unknown (possibly 6? This is just me guessing), Armor Piercing
-Assault
-Gear Blade melee weapon, unknown profile
Reciprocators
-DEF 12 ARM 16, 8 wounds, Possibly SPD 5, unconfirmed
-Shield Wall
-Protean Halberds POW 12 with either Set Defense or Empowered Attack(+2 to damage rolls)
Solos
Algorithmic Dispersion Optifex
-PC 1, FA 4
-Allows friendly Faction warcasters to channel through it if it is within 5” of a friendly vector
Accretion Servitor
-SPD 6 STR 3 MAT 5 RAT 5 DEF 12 ARM 13
-1 point for 3 models
-Construct, Pathfinder, Steady
-Bodge (heal 1 damage off a friendly Construct)
-Strip (1 damage to a jack to a column of your choice)
Attunement Servitor
-Presumably same stat line as Accretion Servitor; not confirmed
-Construct, Pathfinder, Steady
-Lumichem Ampule gun does no damage but has 4” AoE Flare (see Reckoner), ‘short range’
Elimination Servitor
-Presumably same stat line as Accretion Servitor; not confirmed
-Construct, Pathfinder, Steady
-Spike Projector – unknown rules besides Puncture
Reflex Servitor
-Presumably same stat line as Accretion Servitor; not confirmed
-Construct, Pathfinder, Steady
-Counter Charge
-Dig In
-Explode in a POW 14 AoE 4 blast
Battle Engine
Transfinite Emergence Projector
-Aperture Pulse gun: SP 10 POW 10 Auto Fire 2 (see Lylyth3)
-Starts with 3 Permutation Servitors; I’m imagining they respawn if killed but have no info on that
-Firing Formulae rule interacts with Permutation Servitors: When you fire the gun, determine the position of each Permutation Servitor this model put into play. For each in the left firing arc add an additional die to attack rolls; for each in the right firing arc add an additional die to damage rolls; for each completely in the back arc make an additional Auto Fire attack
-Seemingly has other effects not tied to its gun (as Permutation Servitors were specified to only interact with the gun)
Colossal
Prime Axiom
-PC 19
-Absolutely no further details
Automatically Appended Next Post:
Some stuff:
Vectors are explicitly stated as being warjacks with the following additional rules:
-Interface Node: Not a cortex, Vectors are immune to effects that cause a warjack to suffer damage directly to the cortex, or that require a jack to have a functional cortex. Cannot form bonds. However it functions exactly like cortex in other respects as specified in Prime p. 73
Vector Mat/Rat: Vectors do not directly benefit from MAT/RAT bonuses or suffer from MAT/RAT penalites, but any MAT/RAT alterations to a warcaster controlling one or more vectors will be passed along to his vectors.
-Focus Induction:
Once per turn during its activation, when a vector spends a focus it may allocate a focus to a another vecotr in the same battlegroup and within 6". Only usable once per turn.
-Remote Reactivation:
Vectors become inert as normal, but a friendly faction Battlegroup Commander may reactivate from within 6".
"What Axis lacks in subtlety, he more than makes up for in knowledge, mathematical precision, and brute strength. His dedication to crushing any who oppose the Great Work is matched only by his devotion to Cyriss herself. Armed with his twin hammers Action and Reaction, Axis finds satisfaction in serving the goddess through the calculated destruction of her enemies."
Classification:
Warcaster
Base Size:
40mm
PIP Code:
36004
Price:
$27.99*
Model Materials:
White Metal
Model Count:
1
Packaging:
Blister
The image isn't showing up for me... here it is again just in case:
What Axis lacks in subtlety, he more than makes up for in knowledge, mathematical precision, and brute strength. His dedication to crushing any who oppose the Great Work is matched only by his devotion to Cyriss herself. Armed with his twin hammers Action and Reaction, Axis finds satisfaction in serving the goddess through the calculated destruction of her enemies.
Unfortunately, I quite dislike the Axis model, not totally sure why... the proportions just seem odd, with a small torso and giant legs... almost the opposite of PP's usual.
Nah, Axis could handle stairs, they've got a flat surface to set his feet on, but with no ankles and those long legs, he wouldn't be able to stand on a slant. Thus no hills.
Kanluwen wrote: I'm having flashbacks to raiding Ulduar on WoW...
haha... true .... true.. I think it's the colour sheme.
Yeah it's pretty much guaranteed that I'm going to be copying some Ulduar colour schemes for my Convergence stuff. Now whether that is the Iron Dwarf style (silver + blue) or Mimiron style (tin bitz + turquoise/green ) will have to wait.
i'm loving the art more than the minis, but i will definitely be painting an Iron Mother if they get anywhere close to the concept...
Axis may make it onto the painting table, as well...
Field Marshal [Shield Guard] (Once per round friendly within 2" hit with ranged, this model can be hit instead)
Feat: [Clockwork Reinforcement]: All models gain +4 ARM and automatically pass repair checks.
Spells: (sketchy info)
Purification: a purging spell of some sort to get rid of upkeeps and continuous effects on army
Deceleration: protection against ranged attacks for entire force (assume control area)
Positive Charge: a melee buffer spell for attack and damage
Prime Axiom art (click on the image to view a larger version in the Dakka gallery):
Translation of runes is as follows:
Once per turn during this model's activation you can place one servitor solo into play within two inches of this model.
I can't tell what I'm looking at half the time. It's just a jumble of cogs and pistons and blades, with the random limbs jutting out here and there.
Iron Mother and Axis I can get behind... the troops are going to be a tough sell for me.
Lucant could be neat. He reminds me of that weird clockwork contraption that was in the last Pathfinder Battles set, the Clockwork Reliquary (except without the skeleton in the middle of him).
I'll probably end up with a few solos and casters here and there.
Doesn't need to worry about walking on soft ground with those legs as it actually hovers, not walks. Check the little rocky flight stand thing there in the art under the center of the body.
I can't tell what I'm looking at half the time. It's just a jumble of cogs and pistons and blades, with the random limbs jutting out here and there.
Iron Mother and Axis I can get behind... the troops are going to be a tough sell for me.
Lucant could be neat. He reminds me of that weird clockwork contraption that was in the last Pathfinder Battles set, the Clockwork Reliquary (except without the skeleton in the middle of him).
I'll probably end up with a few solos and casters here and there.
I agree, but since I love the squire it was kind of a given that I'd like the servitors as well so long as they followed similar aesthetics (which they really did, they don't have legs but they are quite similar, the attunement one at least)
solkan wrote: Here are the two images I can find at the moment. From the sculptors' table:
and
Still lots of detail to add to the model.
On Saturday and Sunday, I think it was Nate Scott that was cleaning the printing edges off of the 2nd heavy Vector box (which is going to look very cool on its flying stand).
Wow... I really like the angels... the Colossal is fantastic and there making a battle engine... this is great so far, really impressed by all of it tbh
I'm not really feeling the battle engine (I reminds me of those alien factory thing from Justice League: Secret Origins), but everything else looks great.
TechMarine1 wrote: I'm not really feeling the battle engine (I reminds me of those alien factory thing from Justice League: Secret Origins), but everything else looks great.
It's a giant laser wrecking ball.
I think alien factory is just what the doctor ordered.
So... do we think that those flight stands actually look like that? Pretty sweet if so, but do they strike anyone else as having a very CGI look to them?
Getting some servitors anyway, but still. Curious if anyone has any in-hand shots from LnL weekend.
The flight stands look pretty much exactly like that. Admittedly, there's a bit of editing there in that they had to photoshop out the background, but that's the same for pretty much all their pictures. They're also a much nicer material than GW's flight stands, in that they won't snap if you look at them funny.
One of mine I painted up. From the front, so you don't get the swoosh effect, but you can see the general idea.
Tarot wrote: The flight stands look pretty much exactly like that. Admittedly, there's a bit of editing there in that they had to photoshop out the background, but that's the same for pretty much all their pictures. They're also a much nicer material than GW's flight stands, in that they won't snap if you look at them funny.
One of mine I painted up. From the front, so you don't get the swoosh effect, but you can see the general idea.
Ooooh, that is sexy! Thanks for the picture, great job with the paint, by the by.
Very nice looking model, but the base is strange. It's like it's half way between walking and hovering. Or it got stuck on a rock. It's just strange looking.
plastictrees wrote: The basing is a bit unfortunate. Is he meant to be hovering?
The rock's there because otherwise you're supporting a very heavy model on three legs. As the unfortunate owner of a metal Slayer that was reposed into a run without reinforcing the legs, I'd like to say that it's important to consider the structural integrity of the model.
Should have gone with a beefier version of their new clear flight stands. Being mostly hollow resin it would not be hard to support it's weight at all.
As the rock seems to be a separate part (from solkan's link) it should be fairly easy for folks to put a clear rod underneath instead of the rock. Personally, I would just use a thick clear rod (1.5 - 2" in diameter) and just put it in the exact same place the rock is.
If it bothered me, that is . I have quite often sacrificed a bit in building a model for structural integrity... gluing a sword blade to a shoulder as well as to the hand, if the pose permits, for example. So... I don't really care about the rock
I think the rock is attached to it? Saw a conversion of this on the PP forums where someone commented on carving the rock off to give it a flight stand.
AduroT wrote: I think the rock is attached to it? Saw a conversion of this on the PP forums where someone commented on carving the rock off to give it a flight stand.
The rock isn't attached to it. The top of the rock is shaped to hold the legs of the model, not the other way around.
So getting rid of that base will be easy enough. And I'm thinking two big pins per joint and then pinning at least two legs through the base should mean you don't need any support there. Overpinning should handle the load.
frozenwastes wrote: So getting rid of that base will be easy enough. And I'm thinking two big pins per joint and then pinning at least two legs through the base should mean you don't need any support there. Overpinning should handle the load.
It's supposed to be floating, though, isn't it? Those feet don 't look like they're touching the ground, and they certainly don't look like they were ever meant to do so. Not that pinning would be impossible, but you have to replace that central pile with some kind of flying stand. A short piece of clear acrylic would be my choice, but it's probably not as easy as just pinning the legs to take the weight.
RiTides wrote: Nice, thanks for posting these! Unfortunately, the unit looks like many of PP's do to me... lackluster :-/
They're mechanical grey knights. See they have wrist mounted storm bolters! PEW PEW! Seriously though, I can't really make out the details too well from the picture.
Ready to repel any threats to the Great Work, reciprocators stand firm, shields interlocking with engineered perfection as they brace to absorb enemy assaults. After blunting a charge against their heavy shields and spears, the reciprocators spring into an immediate counterassault, converting their protean polearms from defensive spears to wicked halberds.
Accretion servitors are indispensable on the battlefield due to their versatile suite of semi-autonomous repair procedures. They carry a small array of mechanikal tools that enable them to provide temporary fixes to clockwork vessels and vectors in the heat of battle. These quick repairs can mean the difference between victory and defeat.
Ready to repel any threats to the Great Work, reciprocators stand firm, shields interlocking with engineered perfection as they brace to absorb enemy assaults. After blunting a charge against their heavy shields and spears, the reciprocators spring into an immediate counterassault, converting their protean polearms from defensive spears to wicked halberds.
hotsauceman1 wrote:Is it me, or do they all look to busy?
The head dome thingys maybe. They actually look pretty clean to me compared to other infantry (no little axes/grenades/etc).
cincydooley wrote:I like the heavies too. If only I liked those vectors. Gar!
I thought the same thing til I got them in hand. Lemme tell you, once you assemble one and get it in hand (despite fiddly bits and a pain to magnetize), they are pretty.
I thought the same thing til I got them in hand. Lemme tell you, once you assemble one and get it in hand (despite fiddly bits and a pain to magnetize), they are pretty.
Yeah?
I wish they had a bit more art deco and a little less Star Wars Probe Droid, but I'll give em another look
I also wish those Angel models were plastic...ugh. Why not make them plastic!
Because its not efficient. With small models that don't share bodies with another entry and only three per unit, they lose out on the volume of sales that make plastic worth it.
Ready to repel any threats to the Great Work, reciprocators stand firm, shields interlocking with engineered perfection as they brace to absorb enemy assaults. After blunting a charge against their heavy shields and spears, the reciprocators spring into an immediate counterassault, converting their protean polearms from defensive spears to wicked halberds.
AduroT wrote: Because its not efficient. With small models that don't share bodies with another entry and only three per unit, they lose out on the volume of sales that make plastic worth it.
Is 3 the Max Unit size?
Can you take more than 1 Unit?
I understand the answer, but I don't like it. If they'd use another plastic instead of restic they'd get rid of those problems as they could add other models to the mould.
God I wish they'd move to plastic like Wyrd did....
I debate the great detail part. The detail on my Ten Thunders figures is soft. Also, the fits on some weren't the best when assembling and the instructions are very lacking in the "where to actually put everything" department.
They're not bad, but they're not as good as many people rave about. I personally don't like the ABS they use as a figure material, either.