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Soviet Kanukistan

12thRonin wrote:
 keezus wrote:

Does anyone else have a soul drive type ability? CTRL seems to be an overly large radius. What about CMD. Usually soul token interactions are 6".


Aren't souls usually converted to focus prior to allocation? If so, then that would likely be a no.


He (she?) indicated that souls are converted instantly during activation in the above description of ability.
   
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That maybe another wording flaw on my part. I was intending it to be that a sul claimed may be given to a jack during allocaion, instead of a focus point. It would do exactly the same, as Souls are converted to FOCUS on jacks.

Im going to do a complete re-work, itll be up later. Hopefully this would be a little more TT-friendly

Also, to whoever noted a homebrew vs a non-homebrew would be unfair, I wouldnt do that unless my opponant was alerted to it a long time ahead

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 IHateNids wrote:
That maybe another wording flaw on my part. I was intending it to be that a sul claimed may be given to a jack during allocaion, instead of a focus point. It would do exactly the same, as Souls are converted to FOCUS on jacks.

Im going to do a complete re-work, itll be up later. Hopefully this would be a little more TT-friendly

Also, to whoever noted a homebrew vs a non-homebrew would be unfair, I wouldnt do that unless my opponant was alerted to it a long time ahead


So, just have the souls turn into focus and be allocated as focus as normal. The wording is on a cryx card somewhere, I know it.

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Yes, the way it is worded in the Book, it is they turn to focus before your focus resets to full. But, it then says next to it that focud claimed by Cull Soul cannot take the catser above his/her focus level.

EDIT: So it is effectively useless on catsers.

This message was edited 1 time. Last update was at 2012/10/25 07:40:44


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On the question, said No. I don't trust other playerst o make something fair, even with best intention. And on topic of custom systems in a fixed game, I have yet to see one that has ever worked. Bit of an inductive argument and not really hyper-reasonable, but enough to make me err on the side of not even bothering to enjoy the game.

As others have said, the warcaster presented has issues. The feat is a big one on distance, actually. Note that doubling speed works for Vladimir becuase his warjacks are SPD 4 base, accross the board. It is not possible for warjacks to get more than 11" movement with charges. With Cryx this isn't the case, you have SPD 7 things like Stalkers and the Cankerworm. This reuslts in 17" threats, a near 50% jump, in an army with higher MAT, and access to warcaster-independent damage enhancement. A similar feat is epic Doomshaper, who has SPD 5 warbeasts and adds a flat +3" to their SPD that turn, implying that about 8" is about where PP normally will let models and units go with these things. Exceptions exist, but the context of the faction needs to be noted.

The wording is also ambigious, and ackward, especially since not all Cryx warjacks have two base melee attacks.

Shard of Darkness or whatever is pretty much a super-Hellfire. It is actually fairly overpowered for Cryx (since ubiquious nodes means idiotic range) and also horribly weak since its cost for a single-target spell is disporportionately high. In fact, it is Hellfire without the terror effect and +2 RNG for +1 Cost. It's a terrible spell, and shows a deviation from MkII design of using similar spells when possible.

Overall, hate to say, but this custom caster is exactly why I am not one to play against custom things in this game.

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IHateNids, I think you need to read the book a little closer. Cull soul never says that it can't bring a caster above their starting focus value. You also haven't changed Influence to reflect the actual wording yet.
   
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That and several other changes, are in the MKII update.

And the Cull Soul thing is in the book. Look at the tips section

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You may want to go re-read that again.
   
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It says "you cannot have more focus points because of Cull Soul than your FOCUS"

Now, unless I am severly misunderstanding the way that is worded, that seems to me that you can get say 3 Focus from souls, but then you only get bumped to your focus stat at the start of the allocation phase.

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No. Unlike warhammer, casters are delicately balanced, its very, very easy to overpower or underpower one.

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 IHateNids wrote:
It says "you cannot have more focus points because of Cull Soul than your FOCUS"

Now, unless I am severly misunderstanding the way that is worded, that seems to me that you can get say 3 Focus from souls, but then you only get bumped to your focus stat at the start of the allocation phase.


Seriously, go pick up the book and read it because it specifically says you CAN have more than your focus as a result. There is no way Terminus would work in your world otherwise after his feat turn.
   
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 IHateNids wrote:
It says "you cannot have more focus points because of Cull Soul than your FOCUS"

Now, unless I am severly misunderstanding the way that is worded, that seems to me that you can get say 3 Focus from souls, but then you only get bumped to your focus stat at the start of the allocation phase.


You must have a different book than me. Mine says "A model can have more focus points than its FOCUS as a result of Cull Soul." Note the word CAN.

Edit: Also look at this thread. It help explain how it works a little bit better.

This message was edited 1 time. Last update was at 2012/10/25 15:35:07


 
   
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Well, that thread explains a lot...

I have honestly thought it said cant since I got the book. Shows how much Ive read those hint boxes...

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I think the problem with most homebrews is that most players start with combining the best aspects that they wish were in one model. That's why most of the 40k homebrews in 5th ED had stupid crap like T6 FnP Eternal Warrior Stormshield. While actual balance is an art and requires vigorous playtesting, I think that given enough thought, it shouldn't be impossible to start in the right ballpark. Here's my stab at homebrew, with comments.

MOW Warcaster.
Start with basic MOW stats. Average FOC6 CMD9
Basic MOW armour has ARM17, So set DEF on the low side at 14. Increase SPD from 4 to 5. Set damage boxes average at 16.

Weapon: Arkantrik Blade (Magical, Reach) P+S14, Hand Cannon

Elite Cadre: Man O War Models within this warcaster's CMD gain Steady (This includes himself) - Situational, but I'd rather not have a guy that encourages lots of MOW only to have a single earthquake stop 1/2 your army from doing anything for a turn.
*Action: Desperate Pace: Man O War Shock Troopers

Feat:
Friendly faction warrior models in this model's CTRL gain +2 SPD, relentless charge and defensive line for one round. (Originally it was going to be +2 SPD and pathfinder, but I figured that the charge feels more balanced as they'd be able to run 12" with pathfinder. Defensive line on Feat turn feels at first glance, more balanced than my original thought of granting it via Elite Cadre and giving them Reform on the feat. Giving MOW steady within CMD from the elite cadre doesn't seem too broken. The plan is that you can use the feat to protect your guys after a charge, or use it to protect your guys while advancing at the start (MOW charge 9" pathfinder on the first turn with +2ARM buff).

-edit- upon second thought, I immediately realized that this feat is OP when applied to a lot of other Khador infantry models and will have to be significantly reworked.

Spells:
Razor Wind (Khador Standard)
Iron Aggression / Superiority / Infernal Machine (I would opt for the first for initial playtests)
Fury (+3STR) - Originally was thinking battle lust, but this seems more appropriate, power level wise.
Deflection - Character's best spell - I do realize that this seems kind of OP when stacked with the Winterguard Deathstar (DEF16/ARM15+Tough vs shooting, however, I think this might be mitigated by the fact that CTRL is only 12, and this doesn't apply to melee.)
Inhospitable Ground - Stop your guys from getting charged.

Thoughts: No Iron Flesh, as this seems to be an easy button. On a 6 FOC caster, using deflection and/or inhospitable ground with one upkeep keeps the overcharge levels down... especially if he's got to be near the front for his elite cadre bonus to take effect.

Thoughts?

This message was edited 2 times. Last update was at 2012/10/25 17:33:46


 
   
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 keezus wrote:
I think the problem with most homebrews is that most players start with combining the best aspects that they wish were in one model. That's why most of the 40k homebrews in 5th ED had stupid crap like T6 FnP Eternal Warrior Stormshield. While actual balance is an art and requires vigorous playtesting, I think that given enough thought, it shouldn't be impossible to start in the right ballpark. Here's my stab at homebrew, with comments.

MOW Warcaster.
Start with basic MOW stats. Average FOC6 CMD9
Basic MOW armour has ARM17, So set DEF on the low side at 14. Increase SPD from 4 to 5. Set damage boxes average at 16.

Weapon: Arkantrik Blade (Magical, Reach) P+S14, Hand Cannon

Elite Cadre: Man O War Models within this warcaster's CMD gain Steady (This includes himself) - Situational, but I'd rather not have a guy that encourages lots of MOW only to have a single earthquake stop 1/2 your army from doing anything for a turn.
*Action: Desperate Pace: Man O War Shock Troopers

Feat:
Friendly faction warrior models in this model's CTRL gain +2 SPD, relentless charge and defensive line for one round. (Originally it was going to be +2 SPD and pathfinder, but I figured that the charge feels more balanced as they'd be able to run 12" with pathfinder. Defensive line on Feat turn feels at first glance, more balanced than my original thought of granting it via Elite Cadre and giving them Reform on the feat. Giving MOW steady within CMD from the elite cadre doesn't seem too broken. The plan is that you can use the feat to protect your guys after a charge, or use it to protect your guys while advancing at the start (MOW charge 9" pathfinder on the first turn with +2ARM buff).

Spells:
Razor Wind (Khador Standard)
Iron Aggression / Superiority / Infernal Machine (I would opt for the first for initial playtests)
Fury (+3STR) - Originally was thinking battle lust, but this seems more appropriate, power level wise.
Deflection - Character's best spell - I do realize that this seems kind of OP when stacked with the Winterguard Deathstar (DEF16/ARM15+Tough vs shooting, however, I think this might be mitigated by the fact that CTRL is only 12, and this doesn't apply to melee.)
Inhospitable Ground - Stop your guys from getting charged.

Thoughts: No Iron Flesh, as this seems to be an easy button. On a 6 FOC caster, using deflection and/or inhospitable ground with one upkeep keeps the overcharge levels down... especially if he's got to be near the front for his elite cadre bonus to take effect.

Thoughts?


Seems fair. What are the Warjack points?

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 Grey Templar wrote:
Seems fair. What are the Warjack points?


Probably 6. Further to the above - I suddenly realized that you can get some absurd combos with Doom Reavers / Great Bears / Ironfangs charging at SPD8 pathfinder on feat turn, while advancing under deflection. Clearly, best intentions still result in being OP. Feat needs to be reworked. Relentless charge is probably OK, defensive line is probably OK. +2 speed seems to be the part that is breaking it. Probably should be dropped.

This message was edited 1 time. Last update was at 2012/10/25 17:44:11


 
   
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Would it be outside the realm of possibility to give a tier list that just naturally gives MOW units +1 or +2 SPD?

I actually like a lot of what this caster does, and I don't feel it being too OP, but at the same time, I wasn't thinking Reavers, Great Bears, etc...

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 keezus wrote:
I think the problem with most homebrews is that most players start with combining the best aspects that they wish were in one model. That's why most of the 40k homebrews in 5th ED had stupid crap like T6 FnP Eternal Warrior Stormshield. While actual balance is an art and requires vigorous playtesting, I think that given enough thought, it shouldn't be impossible to start in the right ballpark. Here's my stab at homebrew, with comments.

MOW Warcaster.
Start with basic MOW stats. Average FOC6 CMD9
Basic MOW armour has ARM17, So set DEF on the low side at 14. Increase SPD from 4 to 5. Set damage boxes average at 16.

Weapon: Arkantrik Blade (Magical, Reach) P+S14, Hand Cannon

Elite Cadre: Man O War Models within this warcaster's CMD gain Steady (This includes himself) - Situational, but I'd rather not have a guy that encourages lots of MOW only to have a single earthquake stop 1/2 your army from doing anything for a turn.
*Action: Desperate Pace: Man O War Shock Troopers

Feat:
Friendly faction warrior models in this model's CTRL gain +2 SPD, relentless charge and defensive line for one round. (Originally it was going to be +2 SPD and pathfinder, but I figured that the charge feels more balanced as they'd be able to run 12" with pathfinder. Defensive line on Feat turn feels at first glance, more balanced than my original thought of granting it via Elite Cadre and giving them Reform on the feat. Giving MOW steady within CMD from the elite cadre doesn't seem too broken. The plan is that you can use the feat to protect your guys after a charge, or use it to protect your guys while advancing at the start (MOW charge 9" pathfinder on the first turn with +2ARM buff).

-edit- upon second thought, I immediately realized that this feat is OP when applied to a lot of other Khador infantry models and will have to be significantly reworked.

Spells:
Razor Wind (Khador Standard)
Iron Aggression / Superiority / Infernal Machine (I would opt for the first for initial playtests)
Fury (+3STR) - Originally was thinking battle lust, but this seems more appropriate, power level wise.
Deflection - Character's best spell - I do realize that this seems kind of OP when stacked with the Winterguard Deathstar (DEF16/ARM15+Tough vs shooting, however, I think this might be mitigated by the fact that CTRL is only 12, and this doesn't apply to melee.)
Inhospitable Ground - Stop your guys from getting charged.

Thoughts: No Iron Flesh, as this seems to be an easy button. On a 6 FOC caster, using deflection and/or inhospitable ground with one upkeep keeps the overcharge levels down... especially if he's got to be near the front for his elite cadre bonus to take effect.

Thoughts?


It would be nice if you put more descriptors in so I don't have to keep referencing. :/ I can't find or remember half the spells/rules you put on him.

Overall, I feel his spell line up may be augmenting him too much. Man'O'Wars have mobility problems and protecting them from alpha strikes with Inh Ground in addition to Deflection may be a bit much. Overall, I think he has a bit too much synergy with himself. Definitely should not have 6 WJP, more like 4 or 5 after some balancing. Maybe knock a focus point off. He's very close to balance, but has a few things that I think just work too well together especially if you move beyond just man'o'wars to other units. As you said feat needs rework so I'll reserve judgement on that.

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@Surtur:

Steady: Can not be knocked down.
Desperate Pace: *Action - Target unit gains +2 movement

Razorwind: Normal POW12 attack
Iron Agression: Free charge + boosted attacks. Upkeep on warjacks.
Fury: +2 STR? +3STR? I forget actually.
Deflection: +2DEF/ARM vs Ranged in CTRL
Inhospitable Ground: Difficult Terrain in CTRL

Regarding Inhospitabe Ground and Deflection. I'm not sure I agree that it is too powerful. The other casters who have these spells have FOC7. Cgynaran casters with deflection have squire on top of this. I think the spells loose a lot of potency at FOC6 due to the fact that the effective area is only 36/49 or 73% of the area that a FOC7 caster has (and 56% of the area that a FOC7+squire offers). In order to gain back some of that space, the warcaster has to play forward. Since this theoretical caster has DEF14/ARM17, casting inhospitable ground would drop him down to 3 FOC, DEF14/ARM20. IIRC, deflection is also FOC3. He can't cast them both as both spells have range CTRL. If he upkeeps all his spells, he's down to 1 FOC if he either "power spell" is cast. At ARM18, 16 boxes, that is not actually that durable, as most elite infantry (POW12+) will kill him in 3 hits due to low DEF (and low-ish ARM). It is a strong spell list for sure, but the winterguard blob can not screen him due to MED base MOW body... so only expensive MOW can screen this guy. At the moment, I feel that while powerful, the statline as proposed has a lot of built in weaknesses. I'm open to suggestions to replace either of these spells however.

I had considered Sprint as a spell, but IMHO, adding 1" movement to all friendlies in CTRL adds to the problems we already have with his feat.

I also realize that I have misworded the original version of the feat. I intended it to read: +2" when charging, and relentless charge. This doesn't fix the issue that it makes doom reavers and other weapon masters crazy cruise missiles.

After some thought I have the following propsal for the feat:

This model and friendly faction warrior models beginning their activation in CTRL gain relentless charge. At the end of their activation, they make make a full advance ignoring free strikes. Units with the shield wall ability may end this movement in sheild wall. - In this way, it gives pathfinder when charging, or lets you move up the field rapidly with Iron Fangs, Shocktroopers and Assault Kommandos. Not 100% sure about how this would work in practice as again, it definitely has issues with guys like Doom Reavers again - but it does reduce their inital threat back down to normal, giving normal opportunity to blunt their assault.

This message was edited 2 times. Last update was at 2012/10/25 20:30:29


 
   
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Fury is +3 damage -1 defense

Deflection is just +2 ARM against ranged and magic attacks for 2 Focus. The spell range being CNTL doesn't stop him from casting both spells. Also, I couldn't find a single Cygnar caster with Inhos Ground and Deflection, could you point me to which one in case I missed it?

I think Iron Aggres will do nice on him as it can give him a reason to run at least a jack.

How about his feat gives Boundless charge and relentless charge? Basically pathfinder and +2 on damage from the charge? I'm not sure that hit and run on certain Khador units is a good idea, especially when it can set them up for next turn after they break someone's face. Just an idea.

I think maybe you should pick between desperate pace and steady. It's a lot of focus on Man 'O' Wars and it's quite a buff to give them.

Since he is a Man 'O' War, maybe you should give him back weapon master and maybe give him the shield cannon. Keep him at speed 4, slow and steady eh wot. PS 14 WM means you hit softer than the butcher but still a good punch.

Focus 6 seems appropriate now with some more thought.

WJP is definitely around a 4.

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Re-subing, hopefully more balanced now.

Shadow Weaver Mikaela, Cryx Warcaster

SPD:7 STR:6 MAT:6 RAT:4 DEF:16 ARM:14 CMD:9
FOCUS:7
WARJACK POINTS:5

Feat: Unholy Vigour: When this is activated, all models in this model's battlegroup can charge twice its SPD, as opposed to its SPD+3. In addition, the first attack made by any of these models is boosted to hit as well as to damage. Note this Charge still requires a FOCUS point spent to activate it.

Weapons:
Shadow Scythe: P:8 P+S:14
Magical Weapon
Reach

Model Rules:
Stealth
Undead

Cull Soul:
For every living model killed within 2" of this model, place a soul token on it. At the start of your next maintenence Phase, any soul tokens on this model are replaced with FOCUS points

Parry:
This Model cannot be targetted by free strikes.

Spells
Occultation: Cost: 2, range: 6", Pow:-, Off:No, Up: Yes, AOE:-
SIngle Friendly Faction Unit/Jack gains Stealth

Influence: Cost: 1, Range: 10", POW: -, AOE: -, UP: no, OFF: yes
Take control of enemy non-caster/warlock warrior model. Immediately make a single, unboostable melee attack. Then influence expires.

Scorge: Cost: 4, Range 8", POW 13, AOE 3, UP: No OFF: Yes
A model hit by Scourge is knocked down.

Constriction: Cost: 3, Range: 10, Pow: 10, AOE: -, Up: No, Off: yes
A model that takes 1 or more boxes of damage from this spell loses 3 DEF, until this models next activation.

Shard of Darkness: Cost: 3, Range: 12, POW: 10, AOE: -, Up: No, Off: yes
A model hit by Shard of Darkness is knocked down

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 IHateNids wrote:
Re-subing, hopefully more balanced now.

Shadow Weaver Mikaela, Cryx Warcaster
SPD:7 STR:6 MAT:6 RAT:4 DEF:16 ARM:14 CMD:9
FOCUS:7
WARJACK POINTS:5

Stealth
Undead

Weapons:
Shadow Scythe: P:8 P+S:14
Magical Weapon
Reach

Cull Soul:
For every living model killed within 2" of this model, place a soul token on it. At the start of your next maintenence Phase, any soul tokens on this model are replaced with FOCUS points

Parry:
This Model cannot be targetted by free strikes.


Lost weapon master but gained two points on weapon strength. Net effect (-1POW on average). POW14 alows this model to threaten even heavy warjacks.
Depending on feat wording, model has a threat range of 7+7+2, normal threat of 12". Can not be threatened by free strikes. Can not be shot due to stealth outside of 5". Expected threat range of stealth hindered enemy shooting is 11" (6" move, 5" range). Expected range of enemy reach troops is 6+3+2 or 11". This is problematic, as the current stats alow for consistent and generally unstoppable alphastrikes unsupported.
Number of boxes is not specified.

 IHateNids wrote:
Feat: Unholy Vigour: When this is activated, all models in this model's battlegroup can charge twice its SPD, as opposed to its SPD+3. In addition, the first attack made by any of these models is boosted to hit as well as to damage. Note this Charge still requires a FOCUS point spent to activate it.

Wording is still problematic. What is the effective range? All battlegroup models executing a charge do so at SPD +X where X is the model's speed instead of SPD +3" (This affects all battlegroup models irrespective of table position). All battlegroup models within this warcaster's CTRL (This is now a pulse). All battlegroup models beginning their activation within this warcaster's CTRL (This is now an aura). The NOTE at the end can be fixed by using when a model in this warcaster's battlegroup charges, it may... Is it the intent for this feat to boost shooting as well? This has obvious implications considering that this model is now loaded with auto-knockdown AND defense lowering abilities. i.e. charge in, smash the enemy screen out of the way and enjoy free caster targetted boosted shooting from all your warjacks.

 IHateNids wrote:
Model Rules:
Spells
Occultation: Cost: 2, range: 6", Pow:-, Off:No, Up: Yes, AOE:-
SIngle Friendly Faction Unit/Jack gains Stealth

Influence: Cost: 1, Range: 10", POW: -, AOE: -, UP: no, OFF: yes
Take control of enemy non-caster/warlock warrior model. Immediately make a single, unboostable melee attack. Then influence expires.

Scorge: Cost: 4, Range 8", POW 13, AOE 3, UP: No OFF: Yes
A model hit by Scourge is knocked down.

Constriction: Cost: 3, Range: 10, Pow: 10, AOE: -, Up: No, Off: yes
A model that takes 1 or more boxes of damage from this spell loses 3 DEF, until this models next activation.

Shard of Darkness: Cost: 3, Range: 12, POW: 10, AOE: -, Up: No, Off: yes
A model hit by Shard of Darkness is knocked down

Why is there so much knockdown? Every knockdown or defense debuff spell makes your caster into a self supporting melee assassin now that you've boosted the P+S of the main weapon to 14. This model is less of a spellslinger than Deneghra (as written), but DEF16/Parry means that they can waltz in and out wherever they wish and only dedicated enemy melee units have a decent chance of connecting (see above threat ranges). With judicious use of the feat and reach warjacks, you can threaten and tie down all melee opposition meaning that even empty of focus the warcater may not be under much threat of being killed, and would gain +X focus the next turn for assassination (again, up to 12" away). Plentiful knockdown just seems like win-more at this point. This warcaster as written alows players to run it front-line, meaning that cull soul will trigger more than usual.

Shard of Darkness is crazy good even if it is only POW 10 due to 12" range, which is excessive in a faction that is as arcnode heavy as Cryx. Most ranged attack spells top out at 10" range, and this is true even for Khador, who have no arc nodes.

Constriction has poor wording. If it lasts until this model's next activation - it can essentially effect an enemy model for 3 full turns (yours, if your warcaster activates first, their turn, and then your turn again, if your warcaster activates last). This should not last more than a turn. A round at most.

So in summary: The warcaster as written is:

Strengths
Above average speed (TYP is 6)
Above average P+S on weapon w/ Reach (TYP is 12). Average MAT augmented by auto-knockdown/DEF debuff.
High average on Focus (TYP is 6-7)
Supports warjacks (self) w/ speed boost alphastrike
Supports infantry (arguably) w/ mass knockdown
Grants stealth
Self melee assassin capable (unsupported) w/ massive threat range. 16" on feat turn, with auto boosted POW14 first swing.
Board control with targetted knockdown up to 26" away (14" CTRL + 12" on shard of darkness)
Board control with mass knockdown up to 24" away (14" CTRL + 8" on scourge)
Enables shooting assassination due to feat and auto knockdown / DEF debuff
Enables melee assassination due to feat and auto knockdown / DEF debuff
Advantage in objective games due to huge mobility boost granted by feat

Weaknesses
Self spell assassin unlikely (even with arcnodes), although threat range is MASSIVE at 26".

Without further explanation as to why certain abilities have been granted, I can only conclude that this is not significantly more balanced than previous - and in some aspects grants even more board control and more consistent power.


Automatically Appended Next Post:
 Surtur wrote:
Fury is +3 damage -1 defense

Deflection is just +2 ARM against ranged and magic attacks for 2 Focus. The spell range being CNTL doesn't stop him from casting both spells. Also, I couldn't find a single Cygnar caster with Inhos Ground and Deflection, could you point me to which one in case I missed it?

I think Iron Aggres will do nice on him as it can give him a reason to run at least a jack.

How about his feat gives Boundless charge and relentless charge? Basically pathfinder and +2 on damage from the charge? I'm not sure that hit and run on certain Khador units is a good idea, especially when it can set them up for next turn after they break someone's face. Just an idea.

I think maybe you should pick between desperate pace and steady. It's a lot of focus on Man 'O' Wars and it's quite a buff to give them.

Since he is a Man 'O' War, maybe you should give him back weapon master and maybe give him the shield cannon. Keep him at speed 4, slow and steady eh wot. PS 14 WM means you hit softer than the butcher but still a good punch.

Focus 6 seems appropriate now with some more thought.

WJP is definitely around a 4.

Re: Spells with CTRL - I was unaware you could cast more than one... since they typically have Target: SELF, and you can only have one friendly non-upkeep and one upkeep spell active at a time, so I was under the impression that they can't both be active. Re: Cygnar casters, none of them have both those spells - but my point was more to the fact that both the spells effectiveness scales dramatically with CTRL area size, so the effectiveness of Deflection in Cygnar and Inhospitiable Ground on Irusk vs on a FOC6 caster is significantly different... (in fact FOC6 CTRL spells have only slightly more effective area than FOC8!). In addition, presuming that both were cast, this would leave this model with only 1 FOC, zero if Iron Agression was upkept.

I've had some experience with eSorcha who also has desperate pace. Sorcha is squishy, so she's in the backfield using her action to accelerate the WG deathstar. On a more fighty warcaster, giving up your action to grant them desperate pace is a significant trade off, as you can't run or charge when using it. The massive buffs to MOWs is by design, as that was the primary focus behind this character.

Instead of weaponmaster, what do you think about Engine of Destruction? It's like a mini-blood of kings. I'd be willing to trade that for Inhospitable Ground. I really want to keep deflection as I feel it would be this character's signature spell. I'm leery about giving him SPD4, since he wants to be at the front, and the only warcater with SPD4 is Karchev.


Automatically Appended Next Post:
After some more thought regarding the feat: I'm thinking that changing it to +Defensive Line and +Powerful Charge is probably a good trade-off.

This message was edited 4 times. Last update was at 2012/10/26 15:02:04


 
   
Made in us
Wraith






Milton, WI

 keezus wrote:
 Grey Templar wrote:
Seems fair. What are the Warjack points?


Probably 6. Further to the above - I suddenly realized that you can get some absurd combos with Doom Reavers / Great Bears / Ironfangs charging at SPD8 pathfinder on feat turn, while advancing under deflection. Clearly, best intentions still result in being OP. Feat needs to be reworked. Relentless charge is probably OK, defensive line is probably OK. +2 speed seems to be the part that is breaking it. Probably should be dropped.


I'd suggest 6 jack points as well. Deneghra is a 5, and this guy doesn't feel like a Deneghra.

For the Feat, why not simply limit the speed bonus to medium-based infantry?
That cuts out all the abusive fast infantry from threatening farther.
Small base still get the pathfinder bonus and defensive line, so its still a usable feat.

Bam, said the lady!
DR:70S+GM++B+I+Pw40k09/f++D++A(WTF)/hWD153R+++T(S)DM++++
Dakka, what is good in life?
To crush other websites,
See their user posts driven before you,
And hear the lamentation of the newbs.
-Frazzled-10/22/09 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

 Grey Templar wrote:
I would love it if PP made an official sheet that allowed you to create a custom Warlock/Warcaster. A list of abilities and stat alterations that you could plug into a formula to make your own caster.

That said, it will be very difficult to make up your own and have it be balanced. Its difficult to do for a model that doesn't have its own point value and in fact reduces the point value of other units.


I like this idea but I would encourage it under friendly games, anyone who wants tournament practice, Dont bother playing home-brew.

For the sake of fun (I doubt i will be using him) il have a crack at making a cygnar caster:

Graham "quick-shot" silverbolt

Statline:

SPD:6 STR:6 MAT:5 RAT:8 DEF:15 ARM:12 CMD:9

FOCUS:6 WJ:+6

Ranged weapon:

"Lucky ace":
RNG:6 ROF:1 AOE: - POW:15 (yes the power seems OP but I think the statline is justifiable, or shoud I drop the RNG by 1"?).

Spells:

Arcane Blast

Blur

Snipe

Arcane Bolt

Teleport: Cost:2 RNG: - AOE: - UP: No OFF: No
Can Teleport the caster up to 5" but cannot enter in terrain of any type.

FEAT: BULLETSTORM
Graham was renowned as being one of the best close-range Adept Gun mage's in the land and because of his power in magic He could transfer his belief in the power of the bullet to his jacks to make an almost equivalent to his own.

for one turn only, when you pop his feat any warjacks in his Battle group and is also within control range gain a +1 POW to ranged weapons, however any friendly warjacks activated before his this feat that has been activated do not get the bonus of this feat.

Ok so what needs to be changed? Like I say Im probably not gonna use him but I thought it would be fun just top have a go any constructive criticism is welcome

This message was edited 6 times. Last update was at 2012/10/29 19:43:15


Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in ca
Huge Hierodule






Outflanking

Where I think that custom casters would really work is in campaign play. Start with something like a journeyman caster, and gradually gain experience. Could be fun.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
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[MOD]
Madrak Ironhide







 Crazy_Carnifex wrote:
Where I think that custom casters would really work is in campaign play. Start with something like a journeyman caster, and gradually gain experience. Could be fun.


You already get a nice storyline progression by having epic/super epic and
warjack bonds.

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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Big Fat Gospel of Menoth





The other side of the internet

 happygolucky wrote:
 Grey Templar wrote:
I would love it if PP made an official sheet that allowed you to create a custom Warlock/Warcaster. A list of abilities and stat alterations that you could plug into a formula to make your own caster.

That said, it will be very difficult to make up your own and have it be balanced. Its difficult to do for a model that doesn't have its own point value and in fact reduces the point value of other units.


I like this idea but I would encourage it under friendly games, anyone who wants tournament practice, Dont bother playing home-brew.

For the sake of fun (I doubt i will be using him) il have a crack at making a cygnar caster:

Graham "quick-shot" silverbolt

Statline:

SPD:6 STR:6 MAT:5 RAT:8 DEF:15 ARM:12 CMD:9

FOCUS:6 WJ:+6

Ranged weapon:

"Lucky ace":
RNG:6 ROF:1 AOE: - POW:15 (yes the power seems OP but I think the statline is justifiable, or shoud I drop the RNG by 1"?).

Spells:

Arcane Blast

Blur

Snipe

Arcane Bolt

Teleport: Cost:2 RNG: - AOE: - UP: No OFF: No
Can Teleport the caster up to 5" but cannot enter in terrain of any type.

FEAT: BULLETSTORM
Graham was renowned as being one of the best close-range Adept Gun mage's in the land and because of his power in magic He could transfer his belief in the power of the bullet to his jacks to make an almost equivalent to his own.

for one turn only, when you pop his feat any warjacks in his Battle group and is also within control range gain a +1 POW to ranged weapons, however any friendly warjacks activated before his this feat that has been activated do not get the bonus of this feat.

Ok so what needs to be changed? Like I say Im probably not gonna use him but I thought it would be fun just top have a go any constructive criticism is welcome



Wow, let me be the first to say he is drastically underpowered. I think Zerkova could walk up and sneeze him to death.

Ok let's start with stats. ARm and DEF total way too low. Add at least 2 points in one or the other.

Weapon: Too short of range, POW a touch too high. He has no real way to close in to boot. Drop by 2-3 points and increase range by 4-6".

Spell list ok. Teleport should have a once per turn limit and the term used should be "place" not teleport. Other than that, good

Feat is poorly worded and bad. Other casters run around boosting damage or hit or giving an extra attack in some form. Consider allowing battlegroup's ranged attacks to gain hunter and ignore stealth and cloud effects for shooting attacks for one turn or eyeless sight for a turn. Give it some more thought as to what you want out of the feat exactly and compare to others.

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

 Surtur wrote:
 happygolucky wrote:
 Grey Templar wrote:
I would love it if PP made an official sheet that allowed you to create a custom Warlock/Warcaster. A list of abilities and stat alterations that you could plug into a formula to make your own caster.

That said, it will be very difficult to make up your own and have it be balanced. Its difficult to do for a model that doesn't have its own point value and in fact reduces the point value of other units.


I like this idea but I would encourage it under friendly games, anyone who wants tournament practice, Dont bother playing home-brew.

For the sake of fun (I doubt i will be using him) il have a crack at making a cygnar caster:

Graham "quick-shot" silverbolt

Statline:

SPD:6 STR:6 MAT:5 RAT:8 DEF:15 ARM:12 CMD:9

FOCUS:6 WJ:+6

Ranged weapon:

"Lucky ace":
RNG:6 ROF:1 AOE: - POW:15 (yes the power seems OP but I think the statline is justifiable, or shoud I drop the RNG by 1"?).

Spells:

Arcane Blast

Blur

Snipe

Arcane Bolt

Teleport: Cost:2 RNG: - AOE: - UP: No OFF: No
Can Teleport the caster up to 5" but cannot enter in terrain of any type.

FEAT: BULLETSTORM
Graham was renowned as being one of the best close-range Adept Gun mage's in the land and because of his power in magic He could transfer his belief in the power of the bullet to his jacks to make an almost equivalent to his own.

for one turn only, when you pop his feat any warjacks in his Battle group and is also within control range gain a +1 POW to ranged weapons, however any friendly warjacks activated before his this feat that has been activated do not get the bonus of this feat.

Ok so what needs to be changed? Like I say Im probably not gonna use him but I thought it would be fun just top have a go any constructive criticism is welcome



Wow, let me be the first to say he is drastically underpowered. I think Zerkova could walk up and sneeze him to death.

Ok let's start with stats. ARm and DEF total way too low. Add at least 2 points in one or the other.

Weapon: Too short of range, POW a touch too high. He has no real way to close in to boot. Drop by 2-3 points and increase range by 4-6".

Spell list ok. Teleport should have a once per turn limit and the term used should be "place" not teleport. Other than that, good

Feat is poorly worded and bad. Other casters run around boosting damage or hit or giving an extra attack in some form. Consider allowing battlegroup's ranged attacks to gain hunter and ignore stealth and cloud effects for shooting attacks for one turn or eyeless sight for a turn. Give it some more thought as to what you want out of the feat exactly and compare to others.


Cheers for the info at least hes not overpowered

Ok Well I kinda deliberately underpowered him because I did not want an overpowered caster and would not know what to take off.

Re-editing as we speak

Graham "quick-shot" silverbolt

Statline:

SPD:6 STR:6 MAT:5 RAT:8 DEF:15 ARM:15 CMD:9

FOCUS:6 WJ:+6

Ranged weapon:

"Lucky ace":
RNG:10 ROF:1 AOE: - POW:14

Spells:

Arcane Blast

Blur

Snipe

Arcane Bolt

Teleport: Cost:2 RNG: - AOE: - UP: No OFF: No
Can Teleport the caster up to 5" but cannot enter in terrain of any type.

FEAT: BULLETSTORM
Graham was renowned as being one of the best close-range Adept Gun mage's in the land and because of his power in magic He could transfer his belief in the power of the bullet to his jacks to make an almost equivalent to his own.

For one turn only, when you pop his feat all warjacks in his Battle group and are also within control range gain the Hunter and Ignores stealth rules to ranged weapons, however any warjacks in his battlegroup activated before his this feat that have been activated do not gain this feat.

This message was edited 7 times. Last update was at 2012/10/30 19:47:26


Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in us
Wraith





If he's supposed to be a AGTM, you could give him some of the runeshot abilities either from the different AGTM solos/units or from the RPG and just make his gun the same as either a magelock or Sloan's rifle depending on what he should have.

The second part to the feat wording should be unnecessary since they can't activate after he goes.
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

Yeah, Ronin is probably right, just take the Arcane Gun Mage guns and give him the AGM special shots. Then reconsider him from there. Also teleport is still worded incorrectly

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
 
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