I'm reading the free book PP has out and it makes me really want a Rutger and Taryn husband-and-wife Merc character unit. It'd be their epic versions, and pretty fun to play with I think, especially if they kept flank/etc. And I'm not spoiling the book, I'm only up to page 20 odd.
What do you guys want to see? Character battlemage artificier on foot? Epic Reinholdt? Let us know who and why!
A cygnar unit durable enough to make Boomhowler & co. less of a crutch. It is no fun relying on a single character unit for staying power. Likewise, a noncharacter armor fixer and fire beacon would be outstanding. More morrowan stuff would make me happy but wouldn't have a big impact.
Skorne want a better ranged heavy and a good ranged solo. Something to help force the engagement on more favorable terms.
Legion is doing rather well. The only thing they could use is a melee damage buff to help handle colossals or heavy bricks.
Mercenaries want more quality noncharacter units.
Though I don't play them, I'm fairly sure circle wants a beast with a long range gun other than their gargantuan. They seem to be doing well otherwise.
sing your life wrote: 1. king Leto and honor guard
2. A cygnar warjack that uses poison gas.
3. MOAR Farrow.
Oh and a official apology from PP for thinking they can put metropolis in Warmohordes.
Cyrissists (which is what I assume you're alluding to), have been an integral part of the Iron Kingdom's background since it's inception using the D&D d20 system. They are nothing new.
Also, why would Cygnar make us of poison gas? Electricity is their schtick. Cryx, if anyone, would make use of something which causes corrosion damage (and they do a lot, currently).
More Cygnar Jack support. We're supposed to be the most technologically advanced faction, but we do not offer 'jacks much outside of lots of Jack marshals and Arlan Strangeways. What I would love to see is some kind of field mechanic solo (other than Strangeways) who can give out buffs like Menoth has.
Also, some kind of melee light warjack. Maybe a designated infantry killer with some of lightning theme- reach spear with electro-leap/thresher/both? Something that I could use to set up flanks with my sword knights, or simply use as an anchor.
Lastly for Cygnar, there a re a few units (Stormguard, Trencher Commandos) who could really use a little "zing", and don't have a UA yet. Something like Defensive line or quick work or somesuch.
For Cryx, I would like to see some kind of walking factory- some kind of battle engine with negligible/no offensive capabilities, but which can use corpses/wrecked warjacks/souls to create new thralls/warjacks (Think Necro-surgeon meets Withershadow Combine) and pass out focus.
Finally, I would like to see a merc 'Jack caster with Field Marshal: Flank (Battlegroup Warjack). I think that this could be a really interesting ability, due to the number of weak but cheap 'Jacks that mercs have, and the thematic ability of mercs fighting dirty.
In fact I would love for PP to give us generic, low-cost, low-threat 10 warrior units for every armies. Nothing fancy, no special attacks, just 10 MAT 5-6 POW 10-12 dudes for, like, 5 points.
Oh and an executionner unit to keep company to Reznik. Poor chap gotta feel unloved.
My thinking: FA1 not C for multi-caster games.
Spd 5 otherwise it will be beyond focus hog levels.
Juggernaut-like because otherwise it will be to good.
Arc-node because it would be new.
PC10 or everyone but Khador players will b too much.
Leo_the_Rat wrote: Crazy-Carnifex Cygnar does have the melee jack that you're describing. It's the firefly.
The firefly is a combined-arms 'jack. Its arm 16 with no shield, meaning that it dies fast even for warmachine, its got a gun, meaning that it only gets one melee attack base. This one melee attack lacks the ability to really damage heavy armour, and it has no real ability to kill infantry. All it can really do in melee is kill solos. Its better to use it as a gunslinger, firing trick shots to pick off support/stealthed models with its gun, and dancing around to set-up triangulations.
For a melee light, a lancer is a better choice, since set defence and a shield allow it to actually tarpit, while the shock property allows it to bog down heavy 'Jacks by taking off their cortex. Also, having that 2nd melee weapon gives it a buff vs infantry. But you pay 6pt for it, to the Ironclads 7pt.
What I would like would be something with a spear and shield, but not paying the premium for the arcnode. Either give it a strong designated melee role, or cut it's cost.
Something like this:
Legionnaire- 6pt Cygnar Light Warjack
Stats as charger.
The new merc mini caster has flank and gets vanguards for 4pts. Seems right up your alley except that he is not cygnaran.
19 arm with the shield, set defense, reach, assault, short range gun (so 3 attacks on a charge), shield guard. Crosse makes them 4pts, boosts range on their guns and lets them move after killing an enemy with a gun. So you could have an effective melee threat range of 17 inches?
My thinking: FA1 not C for multi-caster games.
Spd 5 otherwise it will be beyond focus hog levels.
Juggernaut-like because otherwise it will be to good.
Arc-node because it would be new.
PC10 or everyone but Khador players will b too much.
Better option is a greylord solo who can channel spells, (function like circles bark node). Even more fun would be if he could suck up souls, or remove tough like the grove
IMO khador doesn't need or want a jack with an arc node. Something else though is fair game
sing your life wrote: 1. king Leto and honor guard
2. A cygnar warjack that uses poison gas.
3. MOAR Farrow.
Oh and a official apology from PP for thinking they can put metropolis in Warmohordes.
Cyrissists (which is what I assume you're alluding to), have been an integral part of the Iron Kingdom's background since it's inception using the D&D d20 system. They are nothing new.
what's you're point? Just because Cyriss has being pissing about in the background dosen't mean you can tack on a faction that fits more in 40k into a setting where the most advanced faction is barely civil war level
They aren't tacking on a faction from nothing though...they have always been around. Just not in the current tabletop game. And now they are, and its about time. Not that I'll collect them, not a fan of all that silver. But I love their background and the actual looks of their models.
And Trenchers using poison gas would put them too close to assault kommandos in my mind, I'm happy that Cygnar doesn't stoop to those lows
motyak wrote: They aren't tacking on a faction from nothing though...they have always been around. Just not in the current tabletop game. And now they are, and its about time. Not that I'll collect them, not a fan of all that silver. But I love their background and the actual looks of their models.
And Trenchers using poison gas would put them too close to assault kommandos in my mind, I'm happy that Cygnar doesn't stoop to those lows
You've written a lot, but haven't actually said anything...
motyak wrote: They aren't tacking on a faction from nothing though...they have always been around. Just not in the current tabletop game. And now they are, and its about time. Not that I'll collect them, not a fan of all that silver. But I love their background and the actual looks of their models.
And Trenchers using poison gas would put them too close to assault kommandos in my mind, I'm happy that Cygnar doesn't stoop to those lows
You've written a lot, but haven't actually said anything...
I don't follow...I said where the justification of their existence is, in the background information from the old RPG. They have always been around, complaining about their tech seems...silly. They have been around for a long time. And why not complain about RoS existing while you are at it then, what with their forcefields and what not? Or Cygnar with their lightning powers? No one is 'barely civil war'. Some parts of their armies are. Some parts of their armies are very much pre-industrial age as well (Sword Knights). That's half the fun, your army can suit whatever you want, if you want hordes of shining knights, if you'd rather flame throwers, if you'd rather a horde of screaming nutters with magic swords, you can have it. I really don't see the support for your dislike of CoC's tech. You could dislike their models, their paint scheme, etc, but their tech levels aren't that far out compared to the rest of the setting.
And at least I responded to a point with more than 'trenchers'.
Leo_the_Rat wrote: Crazy-Carnifex Cygnar does have the melee jack that you're describing. It's the firefly.
The firefly is a combined-arms 'jack. Its arm 16 with no shield, meaning that it dies fast even for warmachine, its got a gun, meaning that it only gets one melee attack base. This one melee attack lacks the ability to really damage heavy armour, and it has no real ability to kill infantry. All it can really do in melee is kill solos. Its better to use it as a gunslinger, firing trick shots to pick off support/stealthed models with its gun, and dancing around to set-up triangulations.
For a melee light, a lancer is a better choice, since set defence and a shield allow it to actually tarpit, while the shock property allows it to bog down heavy 'Jacks by taking off their cortex. Also, having that 2nd melee weapon gives it a buff vs infantry. But you pay 6pt for it, to the Ironclads 7pt.
What I would like would be something with a spear and shield, but not paying the premium for the arcnode. Either give it a strong designated melee role, or cut it's cost.
Something like this:
Legionnaire- 6pt Cygnar Light Warjack
Stats as charger.
Would those trigger off each other for 5-10 Electro Leap fun?
Sounds like it would need to be a character jack if it does (and probably like 7 pts, considering how much infantry its going to blow up)
My thinking: FA1 not C for multi-caster games.
Spd 5 otherwise it will be beyond focus hog levels.
Juggernaut-like because otherwise it will be to good.
Arc-node because it would be new.
PC10 or everyone but Khador players will b too much.
Better option is a greylord solo who can channel spells, (function like circles bark node). Even more fun would be if he could suck up souls, or remove tough like the grove
IMO khador doesn't need or want a jack with an arc node. Something else though is fair game
I admit an FA1 Khadorian Skarlock/Gallows Grove would probably be better but arguing from fluff the only god/dragon free "arcnodes" I know of are the Trollkin Runebearer and mechanical ones. (I interpret the CoC caster shenanigans as custom mods they do.) By my deranged logic Khador producing limited arcnodes requires less explanation than an organic or mechanical solo. Also IMO a squire-esque solo doesn't fit the Khadorian concept of everything is dangerous on it's own, and working together only makes us stronger.
My thinking: FA1 not C for multi-caster games.
Spd 5 otherwise it will be beyond focus hog levels.
Juggernaut-like because otherwise it will be to good.
Arc-node because it would be new.
PC10 or everyone but Khador players will b too much.
Better option is a greylord solo who can channel spells, (function like circles bark node). Even more fun would be if he could suck up souls, or remove tough like the grove
IMO khador doesn't need or want a jack with an arc node. Something else though is fair game
I admit an FA1 Khadorian Skarlock/Gallows Grove would probably be better but arguing from fluff the only god/dragon free "arcnodes" I know of are the Trollkin Runebearer and mechanical ones. (I interpret the CoC caster shenanigans as custom mods they do.) By my deranged logic Khador producing limited arcnodes requires less explanation than an organic or mechanical solo. Also IMO a squire-esque solo doesn't fit the Khadorian concept of everything is dangerous on it's own, and working together only makes us stronger.
Leo_the_Rat wrote: Crazy-Carnifex Cygnar does have the melee jack that you're describing. It's the firefly.
The firefly is a combined-arms 'jack. Its arm 16 with no shield, meaning that it dies fast even for warmachine, its got a gun, meaning that it only gets one melee attack base. This one melee attack lacks the ability to really damage heavy armour, and it has no real ability to kill infantry. All it can really do in melee is kill solos. Its better to use it as a gunslinger, firing trick shots to pick off support/stealthed models with its gun, and dancing around to set-up triangulations.
For a melee light, a lancer is a better choice, since set defence and a shield allow it to actually tarpit, while the shock property allows it to bog down heavy 'Jacks by taking off their cortex. Also, having that 2nd melee weapon gives it a buff vs infantry. But you pay 6pt for it, to the Ironclads 7pt.
What I would like would be something with a spear and shield, but not paying the premium for the arcnode. Either give it a strong designated melee role, or cut it's cost.
Something like this:
Legionnaire- 6pt Cygnar Light Warjack
Stats as charger.
Would those trigger off each other for 5-10 Electro Leap fun?
Sounds like it would need to be a character jack if it does (and probably like 7 pts, considering how much infantry its going to blow up)
I thought that electro-leap didn't trigger off thresher... then I realized that that was the collossals attack.
motyak wrote: They aren't tacking on a faction from nothing though...they have always been around. Just not in the current tabletop game. And now they are, and its about time. Not that I'll collect them, not a fan of all that silver. But I love their background and the actual looks of their models.
And Trenchers using poison gas would put them too close to assault kommandos in my mind, I'm happy that Cygnar doesn't stoop to those lows
You've written a lot, but haven't actually said anything...
I don't follow...I said where the justification of their existence is, in the background information from the old RPG. They have always been around, complaining about their tech seems...silly. They have been around for a long time. And why not complain about RoS existing while you are at it then, what with their forcefields and what not? Or Cygnar with their lightning powers? No one is 'barely civil war'. Some parts of their armies are. Some parts of their armies are very much pre-industrial age as well (Sword Knights). That's half the fun, your army can suit whatever you want, if you want hordes of shining knights, if you'd rather flame throwers, if you'd rather a horde of screaming nutters with magic swords, you can have it. I really don't see the support for your dislike of CoC's tech. You could dislike their models, their paint scheme, etc, but their tech levels aren't that far out compared to the rest of the setting.
And at least I responded to a point with more than 'trenchers'.
This.
Also, the Iron Kingdoms are more like your typical fantasy setting that has just gone through or is in the midst of an industrial revolution. Hardly "barely civil war". We have a juxtaposition of the old with the new, which is what makes the IK world so engaging.
I admit an FA1 Khadorian Skarlock/Gallows Grove would probably be better but arguing from fluff the only god/dragon free "arcnodes" I know of are the Trollkin Runebearer and mechanical ones. (I interpret the CoC caster shenanigans as custom mods they do.) By my deranged logic Khador producing limited arcnodes requires less explanation than an organic or mechanical solo. Also IMO a squire-esque solo doesn't fit the Khadorian concept of everything is dangerous on it's own, and working together only makes us stronger.
Khador having no arc nodes on their jacks is part of their faction design, just like no light jacks.
If anything a greylord arcanist who channels spells makes more sense as it gives you the opportunity to bring in more orgoth tech beyond doom reaver fellblades. 'The orgoth did it' answers a lot of questions, and is suitably dark and ruthless/cruel and fits the 'life is cheap' and 'use our people' moniker for khador.
Furthermore it was once argued hordes factions would never get channeling. In the end, they did. I see no difference with khador.
And a greylord solo most certainly fits in, especially if he keeps a frostbite spray attack as an option ('dangerous on their own) and especially as he is able to boost the effectiveness of khadoran warcasters, and khadoran warcaster magic support z(working together makes us stronger).it will also allow for a bit more of a varied play book - khador is a bit one dimensional in how they do things.
I admit an FA1 Khadorian Skarlock/Gallows Grove would probably be better but arguing from fluff the only god/dragon free "arcnodes" I know of are the Trollkin Runebearer and mechanical ones. (I interpret the CoC caster shenanigans as custom mods they do.) By my deranged logic Khador producing limited arcnodes requires less explanation than an organic or mechanical solo. Also IMO a squire-esque solo doesn't fit the Khadorian concept of everything is dangerous on it's own, and working together only makes us stronger.
Khador having no arc nodes on their jacks is part of their faction design, just like no light jacks.
If anything a greylord arcanist who channels spells makes more sense as it gives you the opportunity to bring in more orgoth tech beyond doom reaver fellblades. 'The orgoth did it' answers a lot of questions, and is suitably dark and ruthless/cruel and fits the 'life is cheap' and 'use our people' moniker for khador.
Furthermore it was once argued hordes factions would never get channeling. In the end, they did. I see no difference with khador.
And a greylord solo most certainly fits in, especially if he keeps a frostbite spray attack as an option ('dangerous on their own) and especially as he is able to boost the effectiveness of khadoran warcasters, and khadoran warcaster magic support z(working together makes us stronger).it will also allow for a bit more of a varied play book - khador is a bit one dimensional in how they do things.
If he's like the CoC Optifex solo, which has to jump through a few hoops to get to channel then he's golden. I say this as a primarily Khador player.
I saw that, but I think they need to change it. Vengers could use a solo that buffs them. Plus we need those protectorate non character cavalry solos sometime.
Bonus points if Vilmon gets to become a Caster, but that is a long stretch.
I wonder if it is going to be a melee caster that buffs Infantry or Jacks and is good at scenario play, and still gets access to the stances like Stone and Mortar and Impregnable wall.
Hmm...
Edit: Or at least how I would see a Paladin of the Wall caster in my opinion.
But that is because almost every caster out now for the protectorate branches of the military:
Severius and Vindictus: The Scrutators
Kreoss: Exemplar order
High Reclaimer and Testament of Menoth: Reclaimant order
Feora and Thyra: The Flameguard (well, Thyra is a daughter but the Daughters are still part of the Flameguard order).
Amon Ad'Raza: Order of the fist
Not sure if Reznik is part of any of the orders or is directly following orders from the Scrutators, but it would be awesome to get a Paladin Warcaster to fill all the branches of the Protectorate Military with a Warcaster,
Not sure if Reznik is part of any of the orders or is directly following orders from the Scrutators, but it would be awesome to get a Paladin Warcaster to fill all the branches of the Protectorate Military with a Warcaster,
Reznik is part of the group known as "filthy traitors to the Motherland!" Also Kreoss.
1. Khador arcnode
2. 3 Scorsha (on a horse please).
3. a character jack for Butcher.
A character warjack for Butcher would be amazing!
I imagine we're getting one. An educated guess would be either an add-on kit for the clamjack kit (not sure which of the 3 Jacks though) or a model of Laika or the Arktus which are mentioned in the Butcher novella.
I would like to see more woodsmen style models for khador. We have a whopping one unit and it never gets played. Would also like to see a Unit attachment for kossite woodsmen and assault kommandos that makes them more useful. Would also love to see a ranged focused jack for khador on the devestator chassis with a massive cannon on it and average RAT.
Lastly for khador, a man hunter style war caster would be sweett and/or another warjack focused caster.
Well yes there is a solo that gives them a slight buff, but there is still little to no reason to take them when the same solo also buffs IFPs which are considered better. I want to see a UA that gives them a couple abilities and a mini feat - perhaps relentless charge or something that makes their gas grenades into aoe ranged attacks that deal corrosive damage. Oh oh oh, how about this? Firing a flame thrower from the weapon attachments into gas grenade clouds ignites the gas creating an explosion that does like pow10s to everything in the AOE and causes continuous fire? OR, how about a mini feat that is basically the trencher's dig in special action but it isnt a special action? Here is another good one: Since trenchers seem to operate with stealthy tactics, instead of a standard bearer, they could have a close range grenade specialist who has short range but large aoe (4"?) fire, gas, and blind grenades? then maybe the flamethrowers would only ignite HIS gas grenades.
1. Khador arcnode
2. 3 Scorsha (on a horse please).
3. a character jack for Butcher.
A character warjack for Butcher would be amazing!
I imagine we're getting one. An educated guess would be either an add-on kit for the clamjack kit (not sure which of the 3 Jacks though) or a model of Laika or the Arktus which are mentioned in the Butcher novella.
How about a devestator where Butcher ripped off his shield plates, sharpened them with Lola, and then welded them to either end of a Spriggan's lance by scowling at it? Effectively creating a double sided axe? It could have 1 P+S 18 attack with reach, sustained attack, backswing (cuz two sided!), and circular vision. It could have affinity(orsus) Homicidal Maniac.
EccentricOwl wrote: I'd like to see someone 'betray' their faction and switch sides, maybe become a mercenary or minion unit.
That has already happened, it just happened simultaneously so it didn't have the impact of an established character doing it. Cygnar Warcaster gets killed/captured (can't remember which sorry), and his epic version is a Cryxian warcaster. He changes out special rules commonly found in Cygnar for others commonly found in Cryx, his feat stays the same, and his spell list changes (again, a traditionally Cygnar spell list becomes a spell list full of more Cryxian spells).
Well by 'already happened' there are rules for him, just no model yet. Coming next year sometime.
EccentricOwl wrote: I'd like to see someone 'betray' their faction and switch sides, maybe become a mercenary or minion unit.
That has already happened, it just happened simultaneously so it didn't have the impact of an established character doing it. Cygnar Warcaster gets killed/captured (can't remember which sorry), and his epic version is a Cryxian warcaster. He changes out special rules commonly found in Cygnar for others commonly found in Cryx, his feat stays the same, and his spell list changes (again, a traditionally Cygnar spell list becomes a spell list full of more Cryxian spells).
Well by 'already happened' there are rules for him, just no model yet. Coming next year sometime.
He's called "Commander Sturgis" and "Sturgis the Corrupted". IIRC he was exclusive to the Kickstarter and won't be coming out later like the new Jr Casters from the same KS.
motyak wrote: By coming out I meant that I'll be getting him since I was in on the KS, but I didn't know that he was going to be exclusive...that's silly. Oh well.
Seems I was wrong, just checked the KS page.
The novice warcasters will release as different, unlimited sculpts several months after the exclusive limited-edition sculpts have been delivered to our backers. Sturgis will eventually see a general unlimited release as a different sculpt as well, with a release date TBD.
Hooray, no one can complain about me using him. But I am excited to use him. Flash sounds fun and buckets of attacks and feedback and electroleap and interesting feat and brilliant support spells? So keen.
I admit an FA1 Khadorian Skarlock/Gallows Grove would probably be better but arguing from fluff the only god/dragon free "arcnodes" I know of are the Trollkin Runebearer and mechanical ones. (I interpret the CoC caster shenanigans as custom mods they do.) By my deranged logic Khador producing limited arcnodes requires less explanation than an organic or mechanical solo. Also IMO a squire-esque solo doesn't fit the Khadorian concept of everything is dangerous on it's own, and working together only makes us stronger.
Khador having no arc nodes on their jacks is part of their faction design, just like no light jacks.
If anything a greylord arcanist who channels spells makes more sense as it gives you the opportunity to bring in more orgoth tech beyond doom reaver fellblades. 'The orgoth did it' answers a lot of questions, and is suitably dark and ruthless/cruel and fits the 'life is cheap' and 'use our people' moniker for khador.
Furthermore it was once argued hordes factions would never get channeling. In the end, they did. I see no difference with khador.
And a greylord solo most certainly fits in, especially if he keeps a frostbite spray attack as an option ('dangerous on their own) and especially as he is able to boost the effectiveness of khadoran warcasters, and khadoran warcaster magic support z(working together makes us stronger).it will also allow for a bit more of a varied play book - khador is a bit one dimensional in how they do things.
If he's like the CoC Optifex solo, which has to jump through a few hoops to get to channel then he's golden. I say this as a primarily Khador player.
@Deadnight: Orgoth magi-tech works, I honestly forgot it because it only appears on greylords and doom reavers and I'm mainly going for IFP, M-o-W, and 'jacks.
@Grimtuff: I honestly don't care how we get it just give us a f Arc-node or Skarlock that can be used every turn!
@Grimtuff: I honestly don't care how we get it just give us a f Arc-node or Skarlock that can be used every turn!
This is how we would get it if we got one. They are not just going to give us an Arc Node. Even our first and only one was not an Arc Node till Mk2 (Scrapjack had an Arcantrik Relay, where the channel spell lost 3" of range IIRC) and the streamlining of certain special rules.
@Grimtuff: I honestly don't care how we get it just give us a f Arc-node or Skarlock that can be used every turn!
This is how we would get it if we got one. They are not just going to give us an Arc Node. Even our first and only one was not an Arc Node till Mk2 (Scrapjack had an Arcantrik Relay, where the channel spell lost 3" of range IIRC) and the streamlining of certain special rules.
Khador not having Arc Nodes is our thing.
I agree that we are probably not going to see an arc-node sadly. What we really need is another way to reliably boost speed to our jacks (besides the Jr that is coming Khador's way). With all the great cav that we have they need to keep up.
I'd like a Tharn character unit of weapon masters. Sort of in the "Great Bears of Gallowswood" mode, except ravagers or maybe character Bloodweavers. The unit only needs to be 3 strong so long as they have reach and and a way to get extra attacks or some clever trick.
It could work with Wolves of Orboros characters too I suppose, but I prefer tharn.
And for reference, electro-leap triggers once off of Thresher style simultaneous attacks. I was just reading it the other day off the q/a forum; if I find it I will cross post.
Minion arc nodes (fixes Doc and Cal)
Minion Gargantuan (a half pig half gator the size of a Stormwall). I actually think the minion book alluded to a "great spirit" or something like that--which would be my guess if we ever get one.
Joined by the remaining members of the Black 13th; Watts, Lynch and Ryan, Allister Caine returns to the battlefield in a blaze of ferocious gunplay and sorcery.
Butcher4, where he will write stories about him being a Healing-type caster and make happy tales! ( I hope everyone knows I am making a joke with this).
^^^ You single handedly killed this thread with that post.
I was playing my Highborn Rhulic centric list and realized that Horgenhold Forgeguard do not have a UA! The highshields have a UA so I do not know why the forge guards do not have one, I think they are more commonly used in more lists.
Perhaps the UA would grant the unit Vengeance or boundless charge, or Toughness and something else as a mini feat.
What makes that pic even funnier is the fact the khardic runes around that particular Butcher artwork read: "With all my hate, with all my rage, I will unmake the world!". Healer indeed!
"He's mentally unstable, but useful for his service and his health is failing. In this critical phase of the convergence some risks must be taken to ensure the propagation of the Maiden's will. It is unfortunate that the transformation process has rendered him...quite insane and incapable of leadership, but his combat abilities are as unmatched as ever."
You know if he got put in a clockwork vessel he'd slot that thing into the biggest meanest smashiest body the Constellation Fabrication Array could dream up.
Yes I know Cyriss hasn't even got all their base models released, but doesn't that just sound awesome?
Grimtuff wrote: What makes that pic even funnier is the fact the khardic runes around that particular Butcher artwork read: "With all my hate, with all my rage, I will unmake the world!". Healer indeed!
Butcher and Kromac should totally hang out.
But if Butcher4 gets Rathrok before Kromac I will... I will be very angry. And I will write PP a letter, telling them how angry I am.
Special forces Winterguard, They carry around bolt action rifles. have concealment, stealth in terrain and can be placed in any terrain that is not in your opponents deployment. They carry disruption grenades from reverse engineered Ret tech, that disrupt the cortex of a Jack if it and if a warcaster is it it looses all of its focus.
Grimtuff wrote: What makes that pic even funnier is the fact the khardic runes around that particular Butcher artwork read: "With all my hate, with all my rage, I will unmake the world!". Healer indeed!
It is even funnier because...
Spoiler:
It's Gen Urobuchi face on the Butcher. If you do not know who that is, look him up on Google, he is infamous in the anime world, which is why I made the obscure joke in the first place.
Automatically Appended Next Post: Also on the topic, I think it would be cool if they ever had a Epic version of Vilmon, its a character unit with Paladins or Paladin initiates.
A UA for Khador MoWs. They seriously need something that is dedicated to giving them a boost. (I know the IF Kov has Shield March, but the benefit to MoWs is largely incidental).
Maybe something like "Granted: Defensive Formation" or "Granted: Brutal Charge".
Jin wrote: A UA for Khador MoWs. They seriously need something that is dedicated to giving them a boost. (I know the IF Kov has Shield March, but the benefit to MoWs is largely incidental).
Maybe something like "Granted: Defensive Formation" or "Granted: Brutal Charge".
The IFK is pretty much a UA for the MOW, granting them Shield March
Yea, but shield march really isn't sufficient. Shield Wall itself is sort of a trap, and getting to move 6" while doing it is only ok. IF Kov helps, but not really enough I don't think. Maybe something that gave MoW gunfighter or assault would be cool.
hotsauceman1 wrote: They carry around bolt action rifles.
In a game where one whole fraction seems to be ripped from irish fairy tales?
Grimtuff wrote:What makes that pic even funnier is the fact the khardic runes around that particular Butcher artwork read: "With all my hate, with all my rage, I will unmake the world!". Healer indeed!
hotsauceman1 wrote: They carry around bolt action rifles.
In a game where one whole fraction seems to be ripped from irish fairy tales?
I'm sorry, what? I see you're back spamming again with half-finished thoughts. Maybe that (presumed) ban was not enough of a lesson as to not to do this. Please elaborate. I assume you're referring to Circle, which is just even more confusing. Yes, they have a lot of Celtic influences, but from fairy tales? You're a bit off track there. The Grymnkin? Sure. But they're not represented on the tabletop.
hotsauceman1 wrote: They carry around bolt action rifles.
In a game where one whole fraction seems to be ripped from irish fairy tales?
I'm sorry, what? I see you're back spamming again with half-finished thoughts. Maybe that (presumed) ban was not enough of a lesson as to not to do this. Please elaborate. I assume you're referring to Circle, which is just even more confusing. Yes, they have a lot of Celtic influences, but from fairy tales? You're a bit off track there. The Grymnkin? Sure. But they're not represented on the tabletop.
I was trying to say that Circles has quite a lot of similarities with Irish folklore.
And besides reapating rifles don't work with Khador when most of their ranged weapons are single-shot.
Khador already had repeating weapons, they are just limited to jacks. Likewise so does Cygnar. Hell, the Trollbloods have rapid fire sluggers on the back of diretrolls. So bolt action weapons are not stranger than that. Really, the entire firearm design of the game is entirely random, as is most of the tech. It spans from the early to mid1800s to the first world war in design and capabilities.
I was trying to say that Circles has quite a lot of similarities with Irish folklore.
.
Not so much the Circle faction (i never came across a Krueger-like figure back home, for example. similarly, for example, there is no Cuchulainn, Fianna, children of lir, or red branch knights analogies in the circle faction as a whole.), Its the tharn specifically that have a lot of celtic influences- especially in their language - i can definately see the influence in the few tharn words and phrases that PP ascribe to the tharn. druids too, in the sense that they use the same name as the celtic druids, but little else is similar.
for what its worth, its less to do with irish folklore, and more to do with celtic imagery. they're interlinked, but they're not one and the same thing. our celtic heritage simply survived because aruably the romans never came over to butcher the irish back in the day but the celtic heritage was once pan-european.
I would really like a Reeve themed caster. Particularly if she also boosted Scarsfell Griffons and Argus. I don't know how exactly, but someone who made the other Circle lights more useful and Reeves good* would be great.
Sorry was a quick reply I would like a very powerful caster I think of the current skorne warlocks are fine I personally enjoy alot of them but if we are wishlisting here why not ask.
Considering the way they are releasing the convergence models, it's much worse than a GW release schedule, so all I want them to do is release all the models that have rules and get back to work on making new, more broken models so you have to buy them.
I would love to see Blindwater get an epic version of Wrong Eye and Snapjaw who is a full warlock. If he had a play style and teir list similar to Mortenebra, I'd be damn tempted to go all gators all the time.
I'd also like to see Xerxis or Zaal get an epic. And some sort of support piece to make the Seige Anamanabofanna and light artillery pieces better.
foolwiththefez wrote: I would love to see Blindwater get an epic version of Wrong Eye and Snapjaw who is a full warlock. If he had a play style and teir list similar to Mortenebra, I'd be damn tempted to go all gators all the time.
I'd also like to see Xerxis or Zaal get an epic. And some sort of support piece to make the Seige Anamanabofanna and light artillery pieces better.
Xerxes is gonna be one of the first Warlocks/Casters to die (other one being Sevvy IMO). eXerxes as Ancestral Guardian Warlock, you know it makes sense , and Sevvy3 as a Vessel of Judgement Warcaster.
WRT Blindwater, we need an epic, most likely candidate being eBarnabus and a Gargantuan, which I'd imagine will be the Dracodile if we're pillaging from the monsternomicon.
Speaking of the monsternomicon, we need a few Grymkin as generic minion solos/units. Who wouldn't want Gristle and Flay as a character unit?
WRT Blindwater, we need an epic, most likely candidate being eBarnabus and a Gargantuan, which I'd imagine will be the Dracodile if we're pillaging from the monsternomicon.
Probably a good guess. I also wonder about Maelok--as it appears they are advancing his story line away from Calaban (as much as one can call that a story).
juraigamer wrote: Considering the way they are releasing the convergence models, it's much worse than a GW release schedule, so all I want them to do is release all the models that have rules and get back to work on making new, more broken models so you have to buy them.
Though I agree I'd like to have all the Convergence stuff released, I really feel you couldn't be more off base with everything else you've said.
I'd like to see another revenant unit for Cryx. Maybe an elite five or three man unit. Something to add to the pirate side of the faction.
jacetms87 wrote: A top 5-10 caster for.skorne on the level.of ehaley or goatvana the only real thing skorne lacks,
What does this mean? Who comes up with these ratings? All the skorne warlocks that I have seen have seemed really competitive.
Skorne is pretty competitive. They're just rarely brought to the spotlight because there is no JVM or Will Pagani(SP?) of Skorne.
Though you have to admit whilst good casters, p&eMakeda, eHexy, and Xerxis are not in the league of A+ casters like eHaley, pDenny, and Harby.
I think a light cavalry Mourghoul3 would be fun. Put him on a tiger and make him all about movement shenanigans. Keep the spell Silence of Death and have him hand out pathfinder and sprint. His feat could be something along the lines of all friendly faction models in his control area are able to make a full advance and gain evasive for one turn.
I think most Skorne players would prefer to keep all our casters as "Amazing B team" and keep strengthing the faction as a whole
At the moment, every single one of Skorne caster is competitive and the few that are seen above the rest are seen only SLIGHTLY above the rest, and even the black sheep eMorg did insanely well in recent tournaments
I remember a post on PPforums where people were asked to rank the Skorne casters and someone replied
Talamare wrote: I think most Skorne players would prefer to keep all our casters as "Amazing B team" and keep strengthing the faction as a whole
At the moment, every single one of Skorne caster is competitive and the few that are seen above the rest are seen only SLIGHTLY above the rest, and even the black sheep eMorg did insanely well in recent tournaments
I remember a post on PPforums where people were asked to rank the Skorne casters and someone replied
I think that's what I really like about Skorne. If you ask someone the best Cygnar caster it's eHaley 99 times out of 100. With Skorne you could make a good argument that any of eight casters could be the best. Whilst Rasheth isn't my favorite caster I can't argue against his 1 point Arc-Nodes or the ability to take two units of Gatormen Posse in tier.
tommse wrote: A UA for Steelheads would be neat too.
Would love to see a Steelhead UA as well, but I have this feeling that they would have possibly had one when HF Gun Corps got theirs, and it seems like Damiano combined with Stannis may be all the Steelhead support for awhile. Maybe one day. Maybe. Though, I have always thought a good WA for them would have been an add-on Steelhead with a Great Weapon to play into that role of a 'double pay' soldier that fought to break pike ranks since the Steelheads are said to be of a more antiquated style.
I would also like to see more old decommissioned jacks such as the Arcane that have wound up with the Mercs.
A Traitor character add-on that specifically adds a unique ability to any of Magnus's deserter units. Perhaps a member of Cygnar's Fourth Army that can be Merc and Cygnar.
Epic Croe Solo.
More of the former Talons represented with Bailoch. Could make an interesting team up with others like Draegyn and Vasco.
And the only Battle Engine that I can think of that can bring Generic Mercs/Resistance/Rhulics/Traitors/Privateers together... a Tavern. On Wheels. Wimmens. Booze.
sing your life wrote: Privateer Press needs to start offering its best selling metals in resin.
Not until they improve the quality of their plastics and fix the mold line problems.
All of PP's non-metal models have quality problems of varying degrees.
I've gotten models with mold lines that are really just unacceptable. Nothing that couldn't be fixed but really I shouldn't have to spend 20 minutes cleaning a single member of a 6 man unit. Not to mention I don't like the material because if its bent it is very difficult to get to bend back and stay put.
sing your life wrote: Privateer Press needs to start offering its best selling metals in resin.
Not until they improve the quality of their plastics and fix the mold line problems.
All of PP's non-metal models have quality problems of varying degrees.
I've gotten models with mold lines that are really just unacceptable. Nothing that couldn't be fixed but really I shouldn't have to spend 20 minutes cleaning a single member of a 6 man unit. Not to mention I don't like the material because if its bent it is very difficult to get to bend back and stay put.
This.
I thought I had got out of the "piles and piles of mould lines" thing when I stopped buying GW stuff. Then I got my CoC boxes....
Resin for man-sized models is a bad idea. We get it, you've got a man-chubby for resin and hate metal, but it's just not an appropriate material for man-sized models. Just looking at GW's finecrap will tell you that. For the cores of large models it is great as it keeps the weight down, but for man-sized models it makes them far too flimsy.
A little mold line isn't horrible, but it seems like every single plastic model I've ever had has had one. Compare to GW where at worst maybe half will have minor mold lines.
While I can deal with a little mold line, it really shouldn't be there at all. but it seems like PP has very slack allowances for mold lines.
I've had very very very few PP or GW models with no mold lines. Heck, I've been modeling for 15+ years and have had to clean almost every single model I have gotten. And that includes figures from other companys like Rackham, Reaper, Wyrd, etc.
Though I will readily and proudly admit I have not bought any new GW models in nearly 4 years. Maybe they got better the last few years, but that isn't the rumors I have heard.
Also, metal models in my experience have as many mold lines as plastic and plastic is usually a lot easier to clean.
But my experience and preferences may not be typical.
Resin for man-sized models is a bad idea. We get it, you've got a man-chubby for resin and hate metal, but it's just not an appropriate material for man-sized models. Just looking at GW's finecrap will tell you that. For the cores of large models it is great as it keeps the weight down, but for man-sized models it makes them far too flimsy.
Gotta disagree with you there. Resin is just fine for man sized things, you just have to not suck at it like GW does. Granted, some of their choices of things to do in resin like the DE Wrack's backpack things are a bad choice, but the bubbles etc are a design and execution issue, not an inherent problem with resin.
Resin for man-sized models is a bad idea. We get it, you've got a man-chubby for resin and hate metal, but it's just not an appropriate material for man-sized models. Just looking at GW's finecrap will tell you that. For the cores of large models it is great as it keeps the weight down, but for man-sized models it makes them far too flimsy.
Gotta disagree with you there. Resin is just fine for man sized things, you just have to not suck at it like GW does. Granted, some of their choices of things to do in resin like the DE Wrack's backpack things are a bad choice, but the bubbles etc are a design and execution issue, not an inherent problem with resin.
For display pices resin is fine but for gaming 25-35 mm humans most resin won't be a good choice due to its tendency to be brittle.
Some resin is really poor for that, yea. Ramshackle uses a very brittle resin I find. Then again, I have many, many resin models I use in games and while very thin bits are not a good idea, most are just as good as the plasticy stuff PP uses durability wise. It just depends on the material, and there are a vast amount of resins to choose from.
Of course your normal, hard plastic is best in most cases, but you can do really good things with resin, much better than GW's awful attempt.
sing your life wrote: Privateer Press needs to start offering its best selling metals in resin.
Not until they improve the quality of their plastics and fix the mold line problems.
All of PP's non-metal models have quality problems of varying degrees.
I've gotten models with mold lines that are really just unacceptable. Nothing that couldn't be fixed but really I shouldn't have to spend 20 minutes cleaning a single member of a 6 man unit. Not to mention I don't like the material because if its bent it is very difficult to get to bend back and stay put.
This.
I thought I had got out of the "piles and piles of mould lines" thing when I stopped buying GW stuff. Then I got my CoC boxes....
The problem with the Convergance miniatures seems to actually be too many delicate parts [besides recent GW miniatures have hardly any mouldlines
Resin for man-sized models is a bad idea.
No, the material is just fine for those miniatures, if you actually looked at resin models you'd know.
We get it, you've got a man-chubby for resin .
Were did you get that from?
Just looking at GW's finecast will tell you that.
But you have no experience with finecast, so you have no opinion on the material
For the cores of large models it is great as it keeps the weight down, but for man-sized models it makes them far too flimsy.
Yea convergence battle box had way to many small pieces that people couldn't figure out what went where and that was what the online assembly guide was trying to fix.
Honestly the only real issue I have had with PP minis is that they seem to have a somewhat high level of miss packs. Most of the stuff I buy from them (primarily the boxs/kits with a single model) are fine but some of the unit boxes I have gotten they give either two of leader torso (such as for the forgeguard) or just pieces are missing (as with my stormguard leader). They are rather good about sending the parts you need if you send a report on their website though.
The plastics for PP I have had overall good success with for most things, with the exception for long polearms on my stormguard and stormblade leader. However the hot/cold method seems to work fine to fixing those.
Edit: Also peoples issues with PP plastic was brought up on the PP forum and PP did actually respond saying they are aware of the problem and working to improve the quality. Which you know is something, better than what we got from GW on finecast, as in GW never responded to the issues from what I have seen other than send replacements to those who complained. link
EDIT: I was thinking Epic Strangeways as a character Journeyman but there already is one.
Strangeways is not a Warcaster because he hasn´t got the gift. He´s extremly handy with jacks hence the pseudo-focus but he´s not a magician. At least that´s what a short story in the SiX anthology says.
Not disagreeing with either of those statements. But Grey Templar said a range over 16" would break the game. And the mortar has a 20" range and the game is not broken.
A "D" weapon howitzer thingy would not make the game fun.
Grey Templar wrote: And even when it does hit its not super powerful. But a howitzer would be super strong.
You've never seen mortars with epic irusk. Fire for effect. Boosted hit rolls (so it's hitting def13-14 on average) and boosted damage rolls (pow16+3d6 hurts )
At some point, I'd like a ranged Gator unit. I'd even take a ranged Trog unit. I don't think a single unit would mess up the Contract theme.
They tend to go out of their way to mention that you have to gift a Gatorman something to get 'em to talk to you(read:not kill and eat you) and that they especially like things they can't make themselves, like steel and technology, but there's no modeled indication of this practice beyond Wrongeye's bottle of booze(his favorite gifts, as indicated by Barnabus' Gavin Kyle file). Give us some blunderbuss or crude crossbow Gators!
EDIT: I was thinking Epic Strangeways as a character Journeyman but there already is one.
Strangeways is not a Warcaster because he hasn´t got the gift. He´s extremly handy with jacks hence the pseudo-focus but he´s not a magician. At least that´s what a short story in the SiX anthology says.
Actually he has the gift, if you look at his rules his abilities are classed as "magic abilities"
EDIT: I was thinking Epic Strangeways as a character Journeyman but there already is one.
Strangeways is not a Warcaster because he hasn´t got the gift. He´s extremly handy with jacks hence the pseudo-focus but he´s not a magician. At least that´s what a short story in the SiX anthology says.
Actually he has the gift, if you look at his rules his abilities are classed as "magic abilities"
He's Gifted, but that doesn't mean he's got THE gift that lets him connect to a Cortex. He'd be a Warcaster already if he did. There's a difference between Warcasters and having magical abilities.
I thought the gift originally was defined as having magical abilities and was awakened during the Orgoth occupation. Cortex bonding came later and is the defining trait of a warcaster but it is not what is referred to as the gift.
Platuan4th wrote: At some point, I'd like a ranged Gator unit. I'd even take a ranged Trog unit. I don't think a single unit would mess up the Contract theme.
They tend to go out of their way to mention that you have to gift a Gatorman something to get 'em to talk to you(read:not kill and eat you) and that they especially like things they can't make themselves, like steel and technology, but there's no modeled indication of this practice beyond Wrongeye's bottle of booze(his favorite gifts, as indicated by Barnabus' Gavin Kyle file). Give us some blunderbuss or crude crossbow Gators!
I figured a throwing weapon would fit better, since they are quite large and physically powerful. Smaller, more complex weaponry doesnt make much sense to me. Perhaps a unit wielding pilums that could apply a debuff of some kind when thrown while granting set defense in melee, likely gifted to them from the Skorne. It would probably be somewhat short range, maybe 8" mediocre power too - 10-12 most likely.
KingKodo wrote: I thought the gift originally was defined as having magical abilities and was awakened during the Orgoth occupation. Cortex bonding came later and is the defining trait of a warcaster but it is not what is referred to as the gift.
Or, you know, they just gave him the Magic Ability rule to streamline the rules; as he did not have anything of the sort in his Mk1 rules.
KingKodo wrote: I thought the gift originally was defined as having magical abilities and was awakened during the Orgoth occupation. Cortex bonding came later and is the defining trait of a warcaster but it is not what is referred to as the gift.
Or, you know, they just gave him the Magic Ability rule to streamline the rules; as he did not have anything of the sort in his Mk1 rules.
How is that streamlining the rules? [correct me if I'm wrong]
Epic Zerkova who's on par with eHaley, and has spells that make up for Khador's lack of arc nodes.
Character jack with affinity Zerkova that takes her Lens of Tarvodh and becomes a pseudo-arc node.
Epic Kryxchev who might actually make a Khador jack-spam list possible.
Khador can't effectively make use of jack marshalling as it has no low-cost ranged jacks. Give us one. Not a light jack, but a heavy 6-point jack with an ok gun on it.
Alternatively, give us a jack marshal or something else that can allow us to effectively use a melee jack without focus input from the warcaster.
Iron Fang axers. The great bears had to some from somewhere. A unit of weapon-master axemen would be awesome.
Something to improve Man-o-War units. A unit attachment that speeds them up somehow, like how the Iron Fang Kovnik revolutionised Iron Fang Pikemen.
KingKodo wrote: I thought the gift originally was defined as having magical abilities and was awakened during the Orgoth occupation. Cortex bonding came later and is the defining trait of a warcaster but it is not what is referred to as the gift.
Or, you know, they just gave him the Magic Ability rule to streamline the rules; as he did not have anything of the sort in his Mk1 rules.
How is that streamlining the rules? [correct me if I'm wrong]
Part of MkII was making things that were like other abilities in all but name(mostly for fluff reasons to personalize characters) all under the same ability. You no longer get "What's X do? Oh, so it's essentially Y from this piece in my army?" conversations as there's now a group of, for lack of a better term, USRs that they can Copy and Paste onto new cards.
It's streamlining in that there's no longer 20 different but same abilities to keep track of to say/do one thing.
Cephalyx Warcaster and some more Cephalyx units.
Because giant mind control spiders.
I would honestly prefer them not to be a whole separate army (it doesn't make much sense) and I'm sure PP can do something to balance them internally without making them Banez 2.0.
FastusMustachius wrote: Cephalyx Warcaster and some more Cephalyx units.
Because giant mind control spiders.
I would honestly prefer them not to be a whole separate army (it doesn't make much sense) and I'm sure PP can do something to balance them internally without making them Banez 2.0.
If they aren't Banez 2.0, why should I take them instead of Banes? Does not compute. This also seems to imply that Banes are unbalanced, but I suppose that's a discussion for another thread.
FastusMustachius wrote: Cephalyx Warcaster and some more Cephalyx units.
Because giant mind control spiders.
I would honestly prefer them not to be a whole separate army (it doesn't make much sense) and I'm sure PP can do something to balance them internally without making them Banez 2.0.
Ok, if they make a worthwhile Cephalyx caster that'd be darn awesome. I imagine it would be heralded with "Really? Cryx gets yet another caster and even more awesome units?"
Trollblood hunstman- a ranged version of the skinner? Maybe a solo or a UA that could help bump up the range game?
On that note, how about an Officer to tag along with the Sluggers so they don't suck so bad? I keep picturing a Troll done up all Rambo style.
Ranged gators- homemade bombs made out of empty liquor bottles! Maybe big slings they can use to throw balls made out of sharp bones and teeth? Spiny pokey things like sea urchins? I dunno. I want more reptiles though.
Plastic bog trog shamblers? That would have been nice...