|
Post by ohgodsnakes on Sept 28, 2018 8:36:56 GMT -5
|
|
|
Post by ohgodsnakes on Sept 28, 2018 8:48:27 GMT -5
Big Things so far: -Beta Stratagem: If you go second, spend 2 CP. Every non TITANIC unit in your army gets cover for 1 player turn (Your opponents) -CP Farms can now only regain ONE CP PER BATTLE ROUND -Agents of Vect now costs a huge 4CP -Upon Wings of fire and 3 Knight stratagems go up by 1CP -Warp Surge is now a maximum of 4+ (sorry shannon) -Change to Tactical Reserves beta. Straight up NO coming in until turn 2. Not even your own deployment. -Changes to Alpha, Raven, and Stygies unique stratagem. Now just grants a 9" move before the game starts.
|
|
|
Post by nekekami on Sept 28, 2018 9:02:23 GMT -5
Yep, back to old reserves, as it should of been.
-Also using straight points limit instead of PL.
|
|
|
Post by vadah on Sept 28, 2018 9:10:27 GMT -5
Not sure what I was really expecting as far as changes. But overall these seem positive. Nothing absolutely game changing outside of CP farm armies but those got what they deserve.
I really like the beta strategem for going second.
|
|
|
Post by voodoo on Sept 28, 2018 9:11:24 GMT -5
I like everything that they've done here. The CP farm only regaining 1CP per turn is HUGE; and thankfully kills the CP farm in a big way; even going so far as to elaborate that no matter if you have three such abilities to refund CP (WL trait, relic, etc.); you can only gain 1 per turn no matter the source.
Hooray!
|
|
|
Post by vadah on Sept 28, 2018 9:25:52 GMT -5
Ooohhhh, interesting little change to movement. The fly rule only applies to a unit during movement. So that affects flying charges. You can no longer charge over screens with captain smash, flyrant, etc. And you can't hide behind a wall or building and just fly over the terrain when you charge.
Not sure how I feel about it. Balance wise it's pretty reasonable but thematically it's weird that a flyrant can't charge over a shipping crate. Without losing a couple inches.
|
|
|
Post by nekekami on Sept 28, 2018 9:34:30 GMT -5
I like everything that they've done here. The CP farm only regaining 1CP per turn is HUGE; and thankfully kills the CP farm in a big way; even going so far as to elaborate that no matter if you have three such abilities to refund CP (WL trait, relic, etc.); you can only gain 1 per turn no matter the source. At least that knocks down the in-game generation. Still doesn't stop anyone from running guard+ or whatever to just start with a ton of CP. Still, little steps here.
|
|
|
Post by matthewbri on Sept 28, 2018 9:38:28 GMT -5
Ooohhhh, interesting little change to movement. The fly rule only applies to a unit during movement. So that affects flying charges. You can no longer charge over screens with captain smash, flyrant, etc. And you can't hide behind a wall or building and just fly over the terrain when you charge. Not sure how I feel about it. Balance wise it's pretty reasonable but thematically it's weird that a flyrant can't charge over a shipping crate. Without losing a couple inches. To be fair when you charge stuff you want your weight behind it, probably easier to do on the ground
|
|
|
Post by matthewbri on Sept 28, 2018 9:39:30 GMT -5
Also, when the FAQ changes nothing about how you play knights:
|
|
|
Post by voodoo on Sept 28, 2018 9:42:27 GMT -5
I wonder if the point changes are going to drop in the December updates; as I heard somewhere that the big knights were going up in points.
|
|
|
Post by Jack Shrapnel on Sept 28, 2018 9:52:38 GMT -5
removed cult ambush from exceptions eh? well I guess I was waiting for the book anyways (sorry dusty shelf dudes)
warp surge change pretty much means absolutely no reason to put a thirster with armor of scorn on the table (which was the only way I could barely run one allowing him to live to turn 2 at best). Completely disappointed in this, as there was no reason why it should take a relic + 2 CP to allow a 340 point character a 3++ for a single phase to begin with... a 4++? why on earth would I ever do that? I'll just just the 2CP to deep strike I guess? oh wait... points.
sigh... okay... keep reading...
prepared positions is nice bonus when you go second for certain. and I echo what everyone else has said about CP regenerations being 1 CP max per battle round... that is fantastic!
Been told December is for point adjustments... so no corrections for now...
|
|
|
Post by stofficus on Sept 28, 2018 10:12:29 GMT -5
I do look forwards to the knight hammer coming in the December update. Methinks there might be some tears given how dramatic some points changes were last time around
|
|
|
Post by voodoo on Sept 28, 2018 10:17:06 GMT -5
The basic knight didn't go down THAT much; but granted, the bigger knights should be more points than they are. Hopefully they don't cost them out of being useful; similar to how the Porphyrion is currently sitting points wise...
|
|
|
Post by stofficus on Sept 28, 2018 10:34:22 GMT -5
The basic knight didn't go down THAT much; but granted, the bigger knights should be more points than they are. Hopefully they don't cost them out of being useful; similar to how the Porphyrion is currently sitting points wise... Or all the forgeworld superheavies. Keep in mind, even a basic baneblade is more than a knight, and a fellblade is almost twice a knight
|
|
|
Post by thesanityassassin on Sept 28, 2018 10:47:24 GMT -5
.....Whelp, there goes my army build.
And knights are fully untouched.
Not that I've played much at *all* lately, but .... that's not wildly encouraging me to.
|
|