
W kotach tak sobie bo obe jednak łatwo giną i nagle masz turbo breja.
Moderator: Afro
WEEK 2: Tracker related issues
Beast Speaker (Trackers only):50 pts.
A Tracker with this Big Name may be your Army’s General. One tracker in the army may be upgraded to a BattleStandard Bearer for free.Yetis and Sabretooth Tigers may be taken as Core. Your army may not include Warlords, Brawlers, Ironclads, OgreMercenaries, Cannoneers, or Thundercrackers.
This Big Name has major balance issues and is way too OPd. Our intention was for it to be more of a fluff choice (but still playable, just not OPd) like Darkfist (no matter what some people say; this one is fluff and leaves the list short on points). We propose the following changes to solve this issue:
Allow only one single unit of yetis and one single unit of Sabretooth tigers in Core (avoids free spam of single tigers in core and even after spending the max points on 1 unit of yetis and a single tiger, you have to make up about 200 more points in subpar hill goblins and/or tribesmen).
Make them pay 25pts for BSB (makes no sense to have it for free).
Add Magmacasters and Lavamancers to the list (this one is more for fluff reasons, as beasts and Fire dont get along well... but its also a further nerf too).
See below... but including the proposed nerf for mounted trackers joining units, we will also be able to avoid a unit of 6 mournfangs fully kitted with FCG and discipline banner and 3 mounted trackers inside... LD10 too.
Trackers joining units
We would like to implement a rule that limits the number of units where a Tracker can join. On foot Trackers: only sabretusk tigers and Yetis. Mounted Trackers: no units at all (they should be like all other large target monst cav single models.... only its silly to make them large targets as they are the same size as mournfangs, so lets just add a rule to prevent them from joining units and we get the same restriction). I have been hearing of abuse with these guys (especially the mounted ones) joining mercenaries and ironclad bunkers. That is not what they were intended to do (also see beast speaker mounted tracker abuse inside unit of mournfangs). Proposed new rule for them:
Loner: Trackers on foot may only join units of Yetis and Sabretooth Tigers. Mounted Trackers may not join any units at all.
Week 3 Ogre Khans army tweaks proposed
@arthain @fjugin @el rey @Sir_Joker @lagge
Week 3 includes two minor Game Design changes (both are minor so i will just bundle them into one week, since week 4 is dedicated to shooting chariots):
Mercenaries
Replace Stubborn with Bodyguard to streamline with 9th Age's direction taken cracking down on Stubborn (this is a nerf, if unnecessary let us know and we just keep Stubborn).
Replace Scouts with Lethal Strike (too many scouting units in the army already, plus also redundant with Vanguard... of which we dont have any units with, so that is the one we want to keep even if its not the better one out of the two). Lethal Strike fits in quite nicely with this now very combat-orientated unit.
Replace Hatred with Thunderous Charge (Hatred is the most OPd ability here, it is way too much with 30+ S5 attacks often with poison. Although it didnt pass the vote through BB to make it an issue to fix... we still think its way too much. If you want Hatred on them, there is a Path with a Hatred spell... so take it and cast it if you can). Thunderous charge also fits in very well with this unit as that 1st round of combat can be murderous if you get the charge off... and a useless ability if you are the one being charged (so you have to play for it).
Meat Avalanche
An enemy unit suffering at least one unsaved wound from Meat Avalanche will lose Parry during this combat phase.
Community and ABC would like to implement this additional text to this rule as a counter to enemy parrying. Ogres dont get parry at all and with WS3 across most of the board we think its a good compromise to minimize effects, as you still have to get the charge off to benefit from it, so its not just auto... and only last for one combat phase. Kind of makes up for losing D3 hits when rolling 10-12 on charge. Also, swifstriding units such as Yetis and Mournfangs dont have Meat Avalanche, so all good there as far as getting the easy charge off is concerned. Its mainly for Tribesmen and Ironclads... whom are really struggling with parry out there based on playtesting feedback (most negative feedback from Ogre community is concerning Parry on enemy units).
Minor Balancing issues (guidelines for max cost per unit not being met on two units):
Skirmishing Yetis: with new guidelines, we want to halve the max unit size from 8 to 4 for skirmishing Yetis to be compliant.
Mountain Raiders: we need to drop max size from 6 to 5 to be compliant here also.
Week 4 Ogre Khans army tweaks proposed
@arthain @fjugin @el rey @Sir_Joker @lagge
Week 4 Ogre proposals: making shooting chariots viable:
Thundercracker
Any chance we can improve its shot a little bit and in return nerf it as a chariot?? We propose increasing range from 36" to 48" and not counting as having moved if it only pivots on the spot, so that it gets 360 vision for shooting purposes only... but still gets penalized if moving from behind a hill to shoot (currently it is really subpar compared to a normal cannon as far as shooting is concerned). In return we can drop T6 to T5 to make it easier to kill from range or in combat if used as a chariot. Right now it is probably the most uselessunit in the book (clear case of a unit being too OPd in 8th and overnerfing it in 9th).
Scratapult
We need this to be cheaper to be viable as a shooting unit. We propose dropping points to 130pts and increasing range from 36" to 48". To make up for this we suggest making them one of the worst chariots (when used as a combat chariot) in the game by dropping T5 to T4, and 5W to 4W.
Week 4 Balance issues
Darkfist big name. Though we think it is subpar and fluffy, many think quite the opposite. We propose the following change to it so that a full Chaos army cannot be made (only one character and one unit). Current state:
Darkfist (50 pts) - Warlords only
Model gains a Magic Weapon. Type: Ironfist. Any model in the army may be given a Mark of The Dark Gods (from the Warriors of the Dark Gods Army Book) for: 5 pts per Monstrous Infantry model, 10 pts per Monstrous Cavalry/Chariot model, and 15 pts per Monster/Character model (no cost for Mark of Unbound).
Blood Shamans and Gorelocks with a Mark may choose a Path available to those Marks as well as Butchery. Marked Magmacasters and Lavamancers may also choose a Path corresponding to their Marks as well as Fire. A Wizard with the Mark Unbound may select any of the Paths available to them normally (Wizards may not choose Mark of Wrath). Your army may not include Trackers, Yetis, Hill Goblins, Trapsetters, Sabretooth Tigers, or Scratapults.
Proposed change:
Darkfist (50 pts) - General only
Model gains a Magic Weapon. Type: Ironfist. The bearer of this name must be given a Mark of The Dark Gods (from the Warriors of the Dark Gods Army Book) at no additional cost. Furthermore, he must choose a Core unit in which he must be deployed in and may never leave during the game. This unit must purchase the same Mark for 5pts per model (no cost if Mark of Unbound is chosen), and any other characters that join the unit are considered to have the Mark of Unbound whilst inside the unit only.
A Wizard with a Mark may choose a Path available to that Mark or one of their normal available Paths (Wizards may not choose Mark of Wrath). Your army may not include Trackers, Yetis, Hill Goblins, Trapsetters, Sabretooth Tigers, or Scratapults. Any Marks chosen must be listed in the Army List.
Daemon Heart. Currently 55pts... not very popular because of its huge received nerf compared to Hellheart and because only Lord mages can take it. Suggest dropping it back to 50pts to see if it at least gets considered for a Hero mage.