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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ ...And hopefully a less broken one.  Though, much, much goofier<br /> <br /> A crazy idea inspired by a random conversation about Rangers in my Friendly Local Game Shop:<br /> <br /> <b><u>Long Gunner Infantry Flare Carrier</u><br /> <br /> Cygnar Weapon Attachment</b><br /> <br /> <span class="glossaryitem" onmouseover='gp(331);'>PC</span> 2 <br /> Up to 2 additional Carriers 1 each.<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span> 2<br /> <br /> <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> <span class="glossaryitem" onmouseover='gp(123);'>STR</span> <span class="glossaryitem" onmouseover='gp(405);'>MAT</span> <span class="glossaryitem" onmouseover='gp(406);'>RAT</span> <span class="glossaryitem" onmouseover='gp(186);'>DEF</span> <span class="glossaryitem" onmouseover='gp(399);'>ARM</span> <span class="glossaryitem" onmouseover='gp(184);'>CMD</span><br /> _5___4___4___5__13__12__--<br /> <br /> <b>Weapons:</b><br /> <br /> (Ranged) <br /> <br /> <u>Repeating Long Gun</u><br /> <br /> <span class="glossaryitem" onmouseover='gp(190);'>RNG</span> <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> AoE POW <br />  14___2___--__10<br /> <br /> <u>Flare Pistol</u><br /> <br /> <span class="glossaryitem" onmouseover='gp(190);'>RNG</span> <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> AoE POW <br />  10___2___3__--<br /> <br /> Special Rules:<br /> <br /> Light Up:<br /> All models in this unit may draw <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to any enemy models caught in this weapon's AoE.  All enemy models in the AoE no longer benefit from Stealth or concealment until the end of this unit's activation.<br /> <br /> Cumbersome: This model cannot attack with other weapons if it uses this one.<br /> <br /> (Melee)<br /> <br /> <u>Sword</u><br /> <br /> POW  P+S<br />  3_____7<br /> <br /> <u>Special Rules:</u><br /> <br /> Dual Shot: When this model forfeits its movement to aim, it may make one additional ranged attack this activation.<br /> <br /> Loose Cannon: This model does not suffer any penalties for leaving formation with its unit, and may run or charge without receiving orders.<br /> <br /> Ignite Hand Flare:  This model forfeits all attacks on turns in which it uses this ability, and must choose to use it or not before moving.  This model may run or advance with an additional +1'' to its base speed. After this model has moved, all models in the unit may draw <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to any enemy models within 5'' of this model, and enemy models within 5'' of this model no longer benefit from Stealth or concealment until the end of this unit's activation.<br /> <br /> <br /> <br /> ...So, what do you think?  Good?  <span class="glossaryitem" onmouseover='gp(280);'>OP</span>?  Works better with the Rangers and an equipment change, where you can give him Mark Target on the sacrificial Hand Flare Run but fewer shots with the pistol?  What?]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 00:50:13]]> GMT</pubDate>
				<author><![CDATA[ SpectralTime]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ I think people would take it specifically to increase the size<br /> and strength of their Combined Ranged Attacks. Maybe<br /> it should be included as a Ranger <span class="glossaryitem" onmouseover='gp(409);'>WA</span>.]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 04:48:43]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ ...Okay.  But I'm a little concerned about how giving more than the models in the unit access to the buffs will work out.<br /> <br /> <br /> <b><u>Ranger Infantry Flare Carrier</u><br /> <br /> Cygnar Weapon Attachment</b><br /> <br /> <span class="glossaryitem" onmouseover='gp(331);'>PC</span> 1 <br /> Up to 2 additional Carriers 1 each.<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span> 2<br /> <br /> <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> <span class="glossaryitem" onmouseover='gp(123);'>STR</span> <span class="glossaryitem" onmouseover='gp(405);'>MAT</span> <span class="glossaryitem" onmouseover='gp(406);'>RAT</span> <span class="glossaryitem" onmouseover='gp(186);'>DEF</span> <span class="glossaryitem" onmouseover='gp(399);'>ARM</span> <span class="glossaryitem" onmouseover='gp(184);'>CMD</span><br /> _7___5___6___6___14__11__8<br /> <br /> <b>Weapons:</b><br /> <br /> (Ranged) <br /> <br /> <u>Military Rifle</u><br /> <br /> <span class="glossaryitem" onmouseover='gp(190);'>RNG</span> <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> AoE POW <br />  10___1___--__11<br /> <br /> <u>Flare Pistol</u><br /> <br /> <span class="glossaryitem" onmouseover='gp(190);'>RNG</span> <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> AoE POW <br />  10___1___4__--<br /> <br /> Special Rules:<br /> <br /> Light Up:<br /> All models may draw <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to any models caught in this weapon's AoE.  All models in the AoE no longer benefit from Stealth or concealment until the end of this turn.<br /> <br /> Cumbersome: This model cannot attack with other weapons if it uses this one.<br /> <br /> (Melee)<br /> <br /> <u>Knife</u><br /> <br /> POW  P+S<br />  2_____7<br /> <br /> <u>Special Rules:</u><br /> <br /> Advance Deployment<br /> <br /> Pathfinder<br /> <br /> Camouflage: This model gains +2 <span class="glossaryitem" onmouseover='gp(186);'>DEF</span> against ranged attacks while in concealment.<br /> <br /> Prowl: This model gains Stealth while in concealment.<br /> <br /> Ignite Hand Flare:  This model forfeits all attacks on turns in which it uses this ability, and must choose whether to use it or not before moving.  After this model has moved, all models may draw <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to any models within 5'' of this model, and models within 5'' of this model no longer benefit from Stealth or concealment until the end of this turn.<br /> <br /> <br /> Loose Cannon: This model does not suffer any penalties for leaving formation with its unit, and may run or charge without receiving orders.<br /> <br /> Mark Target: Other friendly Faction models gain +2 to ranged attacks made against enemy models within 5'' of this model and in its <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 05:03:58]]> GMT</pubDate>
				<author><![CDATA[ SpectralTime]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ <blockquote><div><cite>SpectralTime wrote:</cite><br /> Ignite Hand Flare:  This model forfeits all attacks on turns in which it uses this ability, and must choose whether to use it or not before moving.  After this model has moved, all models may draw <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to any models within 5'' of this model, and models within 5'' of this model no longer benefit from Stealth or concealment until the end of this turn.<br /> <br /> <br /> Loose Cannon: This model does not suffer any penalties for leaving formation with its unit, and may run or charge without receiving orders.<br /> </div></blockquote><br /> <br /> These two seem unnecessary to me for a <span class="glossaryitem" onmouseover='gp(409);'>WA</span>.  If it was a Solo then I can see the point.  The big issue with Hand Flair is the redundancy...Rangers are probably going to be getting close anyway to give their bonus, so pick between it and the pistol.  Loose cannon just has to go if its going to stay a <span class="glossaryitem" onmouseover='gp(409);'>WA</span>...with the rule its a solo.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 12:36:25]]> GMT</pubDate>
				<author><![CDATA[ Casper]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>lol</span><br /> <br /> <br /> You could totally camp one of these dudes at the back with your caster like 20" away and give your whole unit buffs like Snipe. ]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 15:45:09]]> GMT</pubDate>
				<author><![CDATA[ correlation2]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ ...Wait, how?  <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>, sure, but the spell'd still need range.<br /> <br /> Should probably reduce the range on Ignite Hand Flare for the Ranger: it's supposed to be something neigh-suicidal he does, then gets killed for.]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 16:20:25]]> GMT</pubDate>
				<author><![CDATA[ SpectralTime]]></author>
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				<title>Re:Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ I feel that you haven't fully thought out this flare ability.  You mark a unit with a flare and then everyone can draw <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to it.  Through other models?  (I'm guessing this is the intent).  Through clouds?  How about forests?  <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking obstructions?  If you have 3 of these guys, you could theoretically tunnel up to into the enemy lines by putting down a second and third flare deeper into enemy lines.  The hand flare provides a circle of "everyone can draw <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>" of around 11.25 inches in diameter.  That's a lot of coverage, especially if it ignores everything.  As for stopping stealthed models, your <span class="glossaryitem" onmouseover='gp(409);'>WA</span> doesn't have true sight meaning that his flare is going to scatter if you target a stealthed model.  Lynch's flare is much more effective at removing stealth as he has high <span class="glossaryitem" onmouseover='gp(406);'>RAT</span> and has true sight.<br /> <br /> Depending on what the "flare" ability causes models to ignore in terms of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, all you would need to do is truck your unit up to the front, dig through the enemy lines up to 8" (average) and then cap their caster with e-Caine.  This is obviously worse when applied to Rangers rather than Long Gunners (which have lower <span class="glossaryitem" onmouseover='gp(186);'>DEF</span>, are more expensive, and are slower).<br /> <br /> I think that if flares stopped an enemy unit from being able to run/charge instead, it might make the expensive and static long gunners more usable.]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 20:33:01]]> GMT</pubDate>
				<author><![CDATA[ keezus]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ Which is why I was originally restricting the flare's use only to the Long Gunners, and was skeptical of giving it out like candy with the Rangers.<br /> <br /> Mostly, I wanted it to work like a sort of unit-specific Mage Sight, which, if I recall correctly, ignores terrain but not intervening models.]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 20:38:42]]> GMT</pubDate>
				<author><![CDATA[ SpectralTime]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ @<span class="glossaryitem" onmouseover='gp(280);'>OP</span>:  Mage Sight lets you ignore concealment and stealth.  It doesn't let you ignore <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>.  Phantom seeker alows you to ignore <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>.  <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>, nothing lets you ignore terrain but not models.  I still don't understand what the Flare alows alied models to ignore.  From your description, it sounds like your flares let all subsequent attacks become phantom seeker attacks while targetting models within the flare's area of effect.<br /> <br /> This is flat out broken in a faction when combined with  <span class="glossaryitem" onmouseover='gp(205);'>eCaine</span>, as hiding behind models, clouds, terrain or trees is completely bypassed by splashing the enemy caster with your "<span class="glossaryitem" onmouseover='gp(85);'>LOS</span> ignoring" flares.  You could even daisy chain the flares by targetting your own guys to tunnel through terrain.]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 20:46:17]]> GMT</pubDate>
				<author><![CDATA[ keezus]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ No, Mage Sight allows the models in the caster's battlegroup to "ignore forests and cloud effects when targeting models in the AoE."  Which was the original intent, but that ONLY THE LONG GUNNERS could get that benefit.  I'm sorry, I didn't think of the whole "shooting through linear obstacles" part.<br /> <br /> Hence my apprehension on the Ranger version, though.  Perhaps just keep the Stealth and concealment mitigation, along with reducing the range on the AoE?]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 20:51:36]]> GMT</pubDate>
				<author><![CDATA[ SpectralTime]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ <blockquote><div><cite>SpectralTime wrote:</cite>No, Mage Sight allows the models in the caster's battlegroup to "ignore forests and cloud effects when targeting models in the AoE."  Which was the original intent, but that ONLY THE LONG GUNNERS could get that benefit.  I'm sorry, I didn't think of the whole "shooting through linear obstacles" part.<br /> <br /> Hence my apprehension on the Ranger version, though.  Perhaps just keep the Stealth and concealment mitigation, along with reducing the range on the AoE?</div></blockquote><br /> <br /> OK.  I'm thinking about True Sight.  If you are going with a mage-sight as the intent.  Mage-sight doesn't remove concealment or cover, nor does it let you shoot past intervening models.  The front rank of the enemies a 3x mage sight AOE for the long gunner unit only, it probably isn't that bad.]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2011 21:07:55]]> GMT</pubDate>
				<author><![CDATA[ keezus]]></author>
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				<title>Another bit of goofy Cygnaran Homebrewery...</title>
				<description><![CDATA[ Model/unit buffs and debuffs only need to be applied to one member of the unit to affect the entire unit. Since this <span class="glossaryitem" onmouseover='gp(409);'>WA</span> ( or whatever ) ignores the penalties for being out of formation it could just sit back with the caster. It wouldn't have to automatically move towards the rest of the unit or forfeit its action for being out of unit coherency every turn. It would just sit like 1-2" away from the caster, and the caster would drop spells on it, which would effect the entire unit no matter where it was on the board. <br /> <br /> A very cheesy strategy but one that wouldn't break any of the game's rules in the case of this hypothetical ability. ]]></description>
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				<pubDate><![CDATA[Sat, 3 Dec 2011 00:44:46]]> GMT</pubDate>
				<author><![CDATA[ correlation2]]></author>
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