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Pyrolocutus posted:The flank/gang/gang fighter interaction is dumb as hell and I hope they just straightup change the rules to bring it back without breaking anything else in the process. Not being a drama queen, but the gang/flank ruling is kind of the final straw for me, given that Vyros1 is one of my top three casters. I'm going to put warmachine on the shelf for 6 months while this public playtest runs. Guild ball is too compelling and the thing that I loved about warmachine, tight rules, has been significantly diminished.
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# ¿ Jun 30, 2016 19:14 |
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# ¿ May 6, 2024 10:38 |
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Fyrbrand posted:I remember when Warmachine was the game people switched to after they Jesus flipped the table and left 40k. Now it's all grown up and Guidball is the reactionary nerd dollies game of choice. I've given them a good bit of time to prove they know what they are doing and care enough to produce a quality product. They've failed to convince me. I'm not flipping the table, but I'm also not cool getting jerked around from week to week as they errata their sloppy work. I'll give them more time to sort their poo poo out before I sell my poo poo. In the meantime, other distractions exist.
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# ¿ Jun 30, 2016 19:25 |
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Khisanth Magus posted:The flank thing is dumb, but I don't see it as too detrimental to Vryos1s feat to be ragequitting over it. So far I've mainly used the feat for armor cracking, and with the +2 MAT from flank my warjacks don't need to worry about missing anyways against what I am going after on that turn. I guess if I'm trying to use it to kill a camped butcher I may want to knock him down first? I guess it could also be useful against menoth for enlivened jacks, but taking 2 4 dice damage rolls(charge and flank and then free strike and flank) is going to gently caress them up anyways. I play Vyros1 very differently than you do based on our list compositions. If V1 can't get flank bonuses on KD models I lose a lot of assassination run options. My beef had nothing to do with his feat.
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# ¿ Jun 30, 2016 23:20 |
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moths posted:This thing with Engaged and Knocked Down is also shedding light on the cracks in the Infernals ruling system. All of this. The current state of rulings is why I've decided to step away, to give them time to get their poo poo together. Right now there's clearly no larger overall vision and it's just a bunch of reactionary patches
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# ¿ Jun 30, 2016 23:23 |
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I'd put manticore and daemon in "unplayable trash" tier, with Sphinx, Hydra, Hypnos and Phoenix in "situationally useful" tier, Banshee, Discordia, and Imperatus are all "universally useful" tier. As for how many you need, it depends on if you want to run double Hydras with Kaelyssa or not, I'm going to assume no. And I'm also only talking about heavies here. With all that said, you need: Two magnetized Vyre jacks (with the parts to run Sphinx, Banshee, Hypnos, no doubles required) Imperatus Discordia (this can be magnetized to be disco/Hydra without a TON of trouble, bit I really prefer a dedicated disco as I run him in almost every list) Phoenix (laughably skippable these days if you don't run Helynna or certain Rahn lists. Magnetizing between Phoenix and Disco is a world of hurt imo). So a total of 5 unless you want double Hydra with Kae, in that case 6.
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# ¿ Jul 2, 2016 23:55 |
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rkajdi posted:Okay, that's a bit more for me to get (2nd Vyre, Impy) but not too much. I'll probably also end up also getting the Hydra, since the I assume 8 lights (Aspis, 3 Griffons, 2 Chimeras, 2 Gorgons) is enough, or should I also get Moros? 1 Chimera 3 Griffons (for vyros2 or certain Helynna builds) Moros (only if you plan on running Garryth) 0 Gorgons 1 Aspis for sure, maybe two with foreseeable Vyros2 and Helynna builds GEMorris fucked around with this message at 03:49 on Jul 3, 2016 |
# ¿ Jul 3, 2016 03:33 |
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Serotonin posted:I tried Hypnos with Helyanna instead of the Phoenix and it got serious work done. The bigger AOE of the gun was useful and Ghost Shot won me the game. Downside is it's slightly slower than Phoenix but Rhythm of War helps with that. Another downside is lack of 2 inch melee. This is untested, but where I plan on starting with her. War Room Army Retribution of Scyrah - Helynna Theme: No Theme Selected 75 / 75 Army Magister Helynna - WJ: +30 - Sylys Wyshnalyrr, The Seeker - PC: 4 - Imperatus - PC: 22 (Battlegroup Points Used: 22) - Discordia - PC: 18 (Battlegroup Points Used: 8) - Phoenix - PC: 18 - Chimera - PC: 8 - Aspis - PC: 6 Arcanist Mechanik - PC: 2 Arcanist Mechanik - PC: 2 Arcanist Mechanik - PC: 2 Dawnguard Sentinels - Leader & 9 Grunts: 18 - Dawnguard Sentinel Officer & Standard - Officer & Standard: 4 - Soulless Escort - PC: 1
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# ¿ Jul 3, 2016 15:20 |
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Serotonin posted:Why the Chimera? Why not a Griffon? Helynna has a very arcable spell, the Chimera hits harder for a single attack, and the Chimera can disengage itself. The only thing Griffons are bringing her is pathfinder, imo, but I need to get it on the table to be sure.
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# ¿ Jul 3, 2016 22:39 |
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Serotonin posted:Sure but do you think it warrants 2 arc nodes? Yes. Playtesting will confirm or deny, but having an arc node that can disengage itself is pretty good esp for 8 points. The Phoenix is very good as it's a node on top of all the other things it does. Having a bit of redundancy is worthwhile given how much you want to land that spell.
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# ¿ Jul 4, 2016 00:58 |
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Captainicus posted:Downside of Brun & Lug is that if you use bear hands or grab and smash (throws and headbutts both knock down), brun can't flank, since it specifies 'engaged by' and knockdown says 'cant be engaged or engage'. I really hate that ruling, hope they change their mind and let you gang / gang fighter / flank models that are knocked down or stationary. Three years of Playtesting!
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# ¿ Jul 4, 2016 15:40 |
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moths posted:Is there somewhere to leave feedback for the current playtest? Your feedback will be met with "ummm, yeah, we play tested it that way the whole time, yup, this is exactly what we intended to happen, we don't make mistakes" But in your cited case, prowl has always worked that way (happening with concealment not cover) even though it's never been particularly logical.
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# ¿ Jul 4, 2016 21:11 |
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I think the legit critique of pp right now is they are acting like baby primadonna designers who can't ever admit fault. They started the narrative of "three years of playtesting" and are so committed to it they can't own up to their obvious mistakes.
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# ¿ Jul 4, 2016 21:52 |
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S.J. posted:Sloan, Caine 2, Irusk 2, Butcher 3(?), ???? Ret, as always, has no broken casters. The open question is if the overall power level of infantry/jacks will push the faction into s/op tier. Wizard Styles posted:
Yeah, this was exactly where my patience/support runway ended as well.
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# ¿ Jul 4, 2016 22:41 |
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rkajdi posted:The prices of Ret stuff online have been pretty solid, though. It's hard to get an unopened jack kit for more than 10% off currently. While it's very tempting to sell the ret I don't foresee using, Im loathe to do it before the theme forces are released.
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# ¿ Jul 5, 2016 19:04 |
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rantmo posted:This is probably too open-ended a question, but how do you all approach the use of minimum units when list building? Given the increased focus on 'jacks/beasts in MKIII I feel like I need to think more seriously about it but it also feels like it's even more important for units to be at full strength so that they can really have a meaningful board presence. I don't own a ton of infantry yet, so it's largely academic right now but something I feel like I need to start really thinking about, especially focusing on Cygnar as I have been. I'll focus on ret here, as it's what I know: The only ret unit that both comes in min/max sizes and makes any of my lists is Sentinels. Due to Vengeance and the UA being pretty much auto include now, I can't see situations where I'd want to take min Sentinels for MSU purposes. That being said, I'm a big fan of the MSU strat and the rest of the units I find myself bringing are all min sized from the start (HSBMs, Stormfalls, Electromancers). Other than that I'm finding more solos work their way into my lists, which bumps up the activation count. My garryth list has 17 individual activations, my Vyros1 list has 12 activations across 16 total models. To your original post about how you approach when to min unit or not: if the unit has a mechanic that benefits greatly from larger model count (vengeance, cra, etc) or a UA which provides enough benefit to auto include, then I'd not min. House Ellowyur swordsmen are to me the best unit in ret to min, as they have no UA, they have no mechanic that benefits from numbers, and they want to be spread out to avoid blast damage, so having CMD 8 and 10 models becomes a liability. GEMorris fucked around with this message at 23:52 on Jul 5, 2016 |
# ¿ Jul 5, 2016 23:48 |
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Spiderdrake posted:Too busy making Destors perfect to balance anything else. Nailed it.
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# ¿ Jul 6, 2016 01:47 |
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fnordcircle posted:I'm sorry you have me confused with netlisting scum. Do you have a regular Rahn player in your meta? Because caster placement was super important in MK2 as well.
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# ¿ Jul 7, 2016 00:47 |
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fnordcircle posted:Not until recently, and he's too afraid to play Rahn cause he's worried about being 'mean.' Nothing teaches your opponents about how to protect against non-linear assassination threats like playing a semi-descent Rahn. He's doing your meta a disservice by not putting him on the table.
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# ¿ Jul 7, 2016 04:20 |
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fnordcircle posted:I'm the most well-adjusted motherfucker you've ever met, I can manage my own friendships! Here, for an extra dick-punch, run a bunch of guns into it: War Room Army Retribution of Scyrah - Rahn Theme: No Theme Selected 75 / 75 Army Adeptis Rahn - WJ: +26 - Sylys Wyshnalyrr, The Seeker - PC: 4 - Discordia - PC: 18 (Battlegroup Points Used: 18) - Chimera - PC: 8 (Battlegroup Points Used: 8) Arcanist Mechanik - PC: 2 Fane Knight Skeryth Issyen - PC: 8 House Shyeel Artificer - PC: 5 House Shyeel Artificer - PC: 5 House Shyeel Battle Mages - Leader & 5 Grunts: 10 Dawnguard Sentinels - Leader & 9 Grunts: 18 - Dawnguard Sentinel Officer & Standard - Officer & Standard: 4 - Soulless Escort - PC: 1 Stormfall Archers - Leader & 3 Grunts: 9 Stormfall Archers - Leader & 3 Grunts: 9
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# ¿ Jul 7, 2016 05:36 |
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Wizard Styles posted:Has anyone played with the Fane Knight in Mk3? His output looks pretty anemic for such an expensive solo, but a Shield Guard that can easily reach twentysomething ARM against shooting shouldn't be too bad. Fane knight is 4 mk2 points, can be healed by the lyss Healer, gained shield guard, and all for losing rapid strike which I found useful in about 40% of mk2 games. He's drat near auto include.
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# ¿ Jul 8, 2016 01:08 |
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If anyone is interested in buying a rather large ret army in one fell swoop, for around 30% off of retail send me a PM. Not looking to part out. I will get a full list with photos together in the next few days and make a post in SA Mart. (almost everything is assembled and primed, I'm very meticulous about parting lines and cleanup and pin anything questionable)
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# ¿ Jul 9, 2016 17:26 |
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CaptCommy posted:2 artificers seems like too many, as I don't even have a list where I use one anymore with how good Discordia is. The two aren't mutually exclusive. The artificer gained combo smite. The bonus isn't even the same as discos, they stack. I don't think I'd run two outside of Rahn but it's worked for me there.
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# ¿ Jul 11, 2016 12:39 |
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Currently getting MSRP prices entered into my spreadsheet, but if anyone is interested in picking up a rater large Retribution army + KR Kaiser2 case for 50% of MSRP hit me up in PMs.
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# ¿ Sep 11, 2016 04:01 |
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# ¿ May 6, 2024 10:38 |
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Well, I gave it some time like I said I would and I'm still not feeling Warmachine anymore, so my ret is definitely for sale. Slightly more than 50% off of MSRP. List: https://docs.google.com/spreadsheets/d/18t6vnSPQaMWWJiGU5mAbPlaEInhvszg5qnUL3P4ZGqw/edit?usp=sharing
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# ¿ Nov 26, 2016 17:38 |