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Made in us
Druid Warder





central florida

I play circle, but its been years so I am learning the MKII rules.. So far I have got a good grasp on what has changed and welcome the changes.. Although I am unclear on if you only get one attack when a warbeast frenzies or if you get all the attacks on the card.. For instance a Feral Warpwolf frenzies do you use just one claw attack, both claw attacks or all three of his attacks.. I must have read this one rule in the book many times trying to make sense of the outcome.. Any help would be appreciated..

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The Conquerer






Waiting for my shill money from Spiral Arm Studios

The Frenzy rules are pretty clear that the warbeast makes 1 attack with the highest pow melee weapon, that's also fully boosted on both attack and damage rolls.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Made in us
Druid Warder





central florida

 Grey Templar wrote:
The Frenzy rules are pretty clear that the warbeast makes 1 attack with the highest pow melee weapon, that's also fully boosted on both attack and damage rolls.


Ok that works.. I remember them being really nasty before in MK1. They don't seem as bad in this edition with frenzy..

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The Conquerer






Waiting for my shill money from Spiral Arm Studios

yeah, its not nearly as much of a drawback as it should be IMO.

Frenzy isn't bad enough to balance out the benefit of just going crazy on one turn with your beasts.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Painlord Titan Princeps of Slaanesh




Don't forget that the Feral also must warp strength if he frenzys. So you don't get a choice in which aspect he buffs.
   
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Druid Warder




SLC UT

 ruff wrote:
 Grey Templar wrote:
The Frenzy rules are pretty clear that the warbeast makes 1 attack with the highest pow melee weapon, that's also fully boosted on both attack and damage rolls.


Ok that works.. I remember them being really nasty before in MK1. They don't seem as bad in this edition with frenzy..

It's actually a lateral shift. You couldn't transfer to a frenzied warbeast in MkI, but it got all of its attacks. Frenzy is no longer a "state" it is an action. But using frenzy as an occasional offensive output buff is kind of not there.

As for "not strong enough", meh. It can cause headaches hwen it happens and isn't soemthing folks especially like to go out of their way to cause unless there's some counter-benefit (like Primal).

And stuff.
   
Made in us
Druid Warder





central florida

 Blaque wrote:
 ruff wrote:
 Grey Templar wrote:
The Frenzy rules are pretty clear that the warbeast makes 1 attack with the highest pow melee weapon, that's also fully boosted on both attack and damage rolls.


Ok that works.. I remember them being really nasty before in MK1. They don't seem as bad in this edition with frenzy..

It's actually a lateral shift. You couldn't transfer to a frenzied warbeast in MkI, but it got all of its attacks. Frenzy is no longer a "state" it is an action. But using frenzy as an occasional offensive output buff is kind of not there.

As for "not strong enough", meh. It can cause headaches hwen it happens and isn't soemthing folks especially like to go out of their way to cause unless there's some counter-benefit (like Primal).

And stuff.


I love the fact you can transfer to a frenzied warbeast.. I used to send a warpwolf either through spirit door or using the shifting stones behind enemy lines and let it tear apart things the next turn.. Oh the memories lol.. I reckon it becomes a balancing act is it worth it or not when your faced with certain situations..

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Longtime Dakkanaut





Still plenty of an offensive punch when a beast frenzy, one fully boosted attack is still like 2 Fury...

The thing is, you don't really need the biggest punch ever if in the previous punch you already devastated everything


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Druid Warder





central florida

 Talamare wrote:
Still plenty of an offensive punch when a beast frenzy, one fully boosted attack is still like 2 Fury...

The thing is, you don't really need the biggest punch ever if in the previous punch you already devastated everything


After playing a few games.. I have seen my beasts devastate a warcaster, most times in one hit the second hit is sure to finish them off.. So I have had no reason to frenzy one of my beasts..

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Made in us
Longtime Dakkanaut





 ruff wrote:
 Talamare wrote:
Still plenty of an offensive punch when a beast frenzy, one fully boosted attack is still like 2 Fury...

The thing is, you don't really need the biggest punch ever if in the previous punch you already devastated everything


After playing a few games.. I have seen my beasts devastate a warcaster, most times in one hit the second hit is sure to finish them off.. So I have had no reason to frenzy one of my beasts..


The idea is more for attrition bursts, not assassinations

Think about it like this, you send 4-5 Heavy Beasts and Force them up to max. This will likely absolutely DEVASTATE everything on the enemy side, but there is more or less no way you can pull the 10-20 Fury off all these beasts, so they will likely Frenzy

but then you have to look what is left, with those 4-5 Heavies running at max, you have likely killed everything dangerous on the enemy side of the board, meaning partially losing a turn isn't a big deal anymore (since his retaliation wont be dangerous)
Also you could have positioned your Beasts so that if they frenzy, they will still frenzy onto enemy stuff (and after they frenzy, you can remove all their fury)


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
 
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