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Made in us
[MOD]
Madrak Ironhide







whitedragon wrote:Is it legal to use the Extreme Juggernaught in a game? Because that model is all shades of badass.


The only thing that matters there is that it does in fact represent a Juggernaut, and it's
based on the 50mm base.

I've been afraid to put mine together.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Raging Ravener



Flint, MI

Vertrucio wrote:Sounds like you're just jaded.

I will say this and can back it up with play. Jacks are just awesome now.

They're as hard to kill as they should have been, since they can no longer be just disabled, instead you have to wipe out every damage box to kill one. On top of that, mechanics have a much easier time of fixing them for a greater effect too.

If a Jack system is disabled, it's not as much a disadvantage as it was before. Instead of losing the use of a system entirely, such as a weapon, you just lose 1 die to the attack and damage for that weapon.

All jacks have had their stats boosted so they can operate without focus. If you use dedicated melee jacks, they now have MAT 7 which allows them to easily hit without focus use. I've run with 4 jacks with good success. Piling focus into 1-2 and using only 1 point in other jacks to do things like trample.

All the jack power attacks, including trample, have most of their penalties for use taken away, the majority of them have no penalties for use at all. Trample now allows you to simply wade through infantry, and any infantry affected by a trample, even if you don't hit them, cannot get a free strike back. I've wiped out entire infantry formations this way, then used the extra focus to smash whatever my jack ended up in melee with after the trample. Oh and trample also has the speed bonus of charge, so you can trample across large swaths of infantry.

All jacks now have Shake Effects ability, where during the control phase, if they're knocked down or stationary, for one focus point they can shake off those effects and act normally.

Overall, most units and abilities now have clearer methods for retaliation. It's much, much rarer for something to happen to your units that you can't simply come back and do as much damage to the enemy.

Dreds need to be coddled just as much, you don't realize it as much because 40k has gobs of units running around so you don't notice losing one as much.


Thank you for not flaming me for saying something bad about WARMACHINE. It's taboo, it seems, to say something bad about WARMACHINE.

You answered all of my questions with your post. If that trample ability is actually good now, and not just a free excuse to get struck in the back, then great. Can trample kill more than one model now? If so, then my many dollars spent on cool warjacks for my cryx will get some use after all.

I use Asphyxious, a Seether, 2 leviathans, 2 slayers, a helldiver, 2 pistol wraiths, 10 mechanithralls, a brute thrall, 10 bane knights, 2 of each death chicken, 2 machine wraiths, 10 bile thralls and a bloat thrall, necrosurgeon and the witch coven. I have some more crap too.

Not the mosr uber, but I liked the way these looked so I play em, lose all the time, but thats because I refuse to go cookie cutter and buy a huge infantry force. I would buy the pirates and ogrun pirates, but I refuse to play INFANTRYMACHINE.

If Warjacks are as good as you say, then let's see.

Stalking the void since 1987. 
   
Made in us
Krazed Killa Kan





SoCal

Well, I got out of warmachine a long while back for the same reason. I played Khador and even with my tougher jacks, I saw what was happening.

However, Mk2 is the only reason why I've bought back into Warmachine. All the changes are perfect to me.

Another example is the changes to Trenchers.

Anyone who has played WM for a while has faced a cygnar trencher line. Basically trenchers, as their action can put up a wall of smoke in front of them. Smoke in WM is a template that stays on the field for round, you can see and shoot in, or out of the smoke, but not compeltely through it. So previously, the cygnar player could lay down a wall of smoke that shut down any ability for you to retaliate against the cygnar army with a normal army, unless you want to place everything you have inside the smoke, which puts you in attack range of everything he has that's standing behind the smoke.

This would force players to take nothing but specialty units and abilities that could see through smoke, making the game boring and had nasty army escalation, in what's basically a first gen unit. Khador got a unit specifically to fight trenchers just so they could have something else to use.

On top of that, trenchers could advance deploy, which puts them half-way up the table at the start of the game, completely denying an area of the table.

Now in MK2, trenchers, when they place their smoke, they have to place it in such a way that the trencher who threw the smoke is inside the smoke, enabling you to shoot or attack him. They still have their dig-in defensive ability, and get a defensive bonus from the smoke, but at least you can shoot them with units, or charge them with units which removes their defensive bonuses.

What's more, one of the basic changes was that Advance Deployment is only 6" farther than the normal deployment, meaning they still have to move to position themselves, leaving them open to be attacked before they dig in or pop smoke.

   
Made in us
[MOD]
Madrak Ironhide







They can start the game dug in.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in gb
Fixture of Dakka






Sheffield, UK

However it doesn't boost their ARM (armour) any more, It just gives them cover and immunity to blasts.

Spain in Flames: Flames of War (Spanish Civil War 1936-39) Flames of War: Czechs and Slovaks (WWI & WWII) Sheffield & Rotherham Wargames Club

"I'm cancelling you, I'm cancelling you out of shame like my subscription to White Dwarf." - Mark Corrigan: Peep Show
 
   
Made in us
Krazed Killa Kan





SoCal

Yeah, but if they want to be dug-in in a useful position, they have to move forward. Moving makes them lose the dug in status, and since you can't dig-in and throw smoke at the same time, he has to choose between the two, which leaves them vulnerable to attack.

   
Made in gb
Fixture of Dakka






Sheffield, UK

They're not the pain in the arse they used to be. Temporal barrier has been trimmed too.

I'll be playing my first game of MKII next week. If you print out the model rules in 3x3 (nine pages to a sheet) on A4 they're about the same size as the cards, you do need a good set of eyes to read the text though.

I'm going to print them all out like this as a reference guide to the factions I don't own.

Spain in Flames: Flames of War (Spanish Civil War 1936-39) Flames of War: Czechs and Slovaks (WWI & WWII) Sheffield & Rotherham Wargames Club

"I'm cancelling you, I'm cancelling you out of shame like my subscription to White Dwarf." - Mark Corrigan: Peep Show
 
   
Made in us
[MOD]
Madrak Ironhide







REAL MEN print them out full size

(because otherwise it's hard to read them)

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
 
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