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Made in us
Humming Great Unclean One of Nurgle






leerm02 wrote:

I have often wondered if there wasn't some easy way they can improve the haunts enough so that they are good, but not outrageous.

Auto raise-the-dead every turn? Too powerful.

Auto wound on 6's to hit? (like a lot of the army has already) Probably not powerful enough.

More wounds? Too powerful on some, not powerful enough on others.

Honestly, they are a bit of a pain to balance at this point.
Dump the 'we are OP but only if we charge on a 10+' ability and instead make every unit fight at the start of the combat phase if they charged that turn, and let every unit retreat & charge.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Dakka Veteran





Lebanon NH

Yeah, that ability is very much like the double turn: great for you when it happens, but simply not reliable.

And if they BUFF it (like make it charge on a 7+ instead) then it just becomes way too powerful.

I like the idea of the always fight first if charged rule though.

   
Made in is
Angered Reaver Arena Champion





I'd love for Mortal Khorne to get some love. Pretty much just Juggernauts working for Khorne unless you are playing Meeting Engagements.
   
Made in us
Humming Great Unclean One of Nurgle






Khorne has a lot of internal balance issues I feel could be sorted with some points adjustments. Many, many units that are a little sub-par next to units that are a little undercosted, so naturally the latter is what gets used. When an optimized army starts with three bloodthirsters, it really defines and limits what else can be included.

Yet the state of power creep has me wondering if all the mortal stuff should simply be buffed up instead. So much of this entire discussion hinges on where the line is set for an average or balanced unit. Obviously a unit we consider 'okay' now would have been notably OP for its point cost several years back.

This message was edited 1 time. Last update was at 2020/09/06 17:25:42


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in is
Angered Reaver Arena Champion





 NinthMusketeer wrote:
Khorne has a lot of internal balance issues I feel could be sorted with some points adjustments. Many, many units that are a little sub-par next to units that are a little undercosted, so naturally the latter is what gets used. When an optimized army starts with three bloodthirsters, it really defines and limits what else can be included.

Yet the state of power creep has me wondering if all the mortal stuff should simply be buffed up instead. So much of this entire discussion hinges on where the line is set for an average or balanced unit. Obviously a unit we consider 'okay' now would have been notably OP for its point cost several years back.


The problem with Khorne is that they are paying premium for "boost potential". Blood Warriors are alrightish, and Bloodreavers are garbage, but when the stars align and you have everyone and their mother buffing them they can dish out serious damage before dying horribly. The problem is that for that to work you need the stars to align and to play against an idiot who doesn't know how any of the synergy works in Khorne.

This is also why the Bloodthirsters are so popular. They are decent without the cadre of buffs behind them and are therefore much more utilitarian than other Khorne units. The thing is, if Khorne didn't have those Bloodthirsters it would probably share a bottom place in terms of power. At best it would use that Mighty Skullcrusher build that did well at 1 or 2 tourneys.


Automatically Appended Next Post:
 NinthMusketeer wrote:
leerm02 wrote:

I have often wondered if there wasn't some easy way they can improve the haunts enough so that they are good, but not outrageous.

Auto raise-the-dead every turn? Too powerful.

Auto wound on 6's to hit? (like a lot of the army has already) Probably not powerful enough.

More wounds? Too powerful on some, not powerful enough on others.

Honestly, they are a bit of a pain to balance at this point.
Dump the 'we are OP but only if we charge on a 10+' ability and instead make every unit fight at the start of the combat phase if they charged that turn, and let every unit retreat & charge.


Wave of Terror needs to go. It's too swingy and is just frustrating for both parties. It is nigh impossible to balance Nighthaunt pointwise because of how swingy this mechanic is.

This message was edited 1 time. Last update was at 2020/09/06 17:57:20


 
   
Made in us
Humming Great Unclean One of Nurgle






I think you hit the Khorne nail on the head there.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

While I'm thinking of it...Vanguard-Hunters, Gryph-Hounds, and Palladors.

I don't know how/what I'd do, but there's something that needs to be done for things like the VH and Corsairs with their handbows.
   
Made in kr
Stalwart Space Marine






I think units of gryph hound might see many uses if they were battleine units in stormcast army, along with slight point drop.
That way stormcast players get access to slightly more diverse choice of battleline.
Unit of gryph hounds can be used as mobile objective grabber without relying on Scions of the Storm battle trait.

Plethora of multi-shot crossbows scattered across stormcast battletome could be also buffed too.
Not the longstrike crossbows, but say hurricane crossbows(vanguard-raptor variant), boltstorm crossbows(judicator variant) and volleystorm crossbows(tempestors).
Either make all of them 3+/4+, and/or let them inflict a mortal wound for every unmodified wound roll of 6.
I simply struggle to see multi-shot crossbow variants see play in either competitive or casual games.

This message was edited 1 time. Last update was at 2020/09/07 05:35:33


 
   
 
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