mrveux
Lt. Warcaster
Posts: 73
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Post by mrveux on Jun 7, 2017 21:02:14 GMT
Holy crap, Siege2 and so much stuff... I'm going to have to start buying and painting up some trenchers...
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mekame
Journeyman Warcaster
Posts: 40
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Post by mekame on Jun 7, 2017 21:36:50 GMT
My tencher army is so getting an upgrade. Granted we lose a few toys (squire, arcane shield), but this looks _fun_.
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mrveux
Lt. Warcaster
Posts: 73
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Post by mrveux on Jun 7, 2017 21:54:47 GMT
Yeah, and I feel like what we gain makes up for it, and also doesn't need as much of the focus fixing. Also the Trencher Junior looks really cool. Also also, Triumph looks playable?!
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xadmar
Lt. Warcaster
Cygnar Fan
Posts: 55
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Post by xadmar on Jun 7, 2017 22:32:56 GMT
Trencher Long Gunners... 22 points to take out shields, arc nodes, weapons, or spirit...
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Post by snarlyyow on Jun 8, 2017 16:52:20 GMT
Knee Jerk Reaction:
Theme
It seems pretty solid. I actually don't think you'll see a ton of max'ing out points. I think loads of people will get two free solos and spend the points on getting the solos in the army to make it all work. +1 to your starting roll is a big deal for some casters; especially Haley3 and Siege2 (more on this in a minute.) Not counting solos in the points really hurts but the in game effect of Rise when you have 20-30 Trencher models and Feign Death isn't nothing.
Siege 2
He's 14/18 with 18 boxes and Bounding Leap, which seems loads better than the shit Teleport has become. A Rage2 Maul that is PS15 or PS18 with Fury? The turret has some funky rules because it can't shoot when it comes into play. Giving desperate pace to Trenchers and +1 to a starting roll means, if you go first (there's, like, a 70% chance that will happen, if memory serves) means you have a bunch of assholes on the 27" line top of 1. I hear that's okay. Biggest problem? Getting your Hallowed Avenger jack to keep up!
Spells
Fury is pretty rad. Hallowed Avenger seems solid on any of our speed 4 jacks. Just getting them up the table is pretty awesome. Razor wall is situationally incredible. Reminds me a lot of Siege1's spell list. It's not a deep list but it's a big toolkit to handle almost any situation.
Feat
I really can't decide if this feat is garbage or not. After some thought I came up with this scenario where you take two units of Trencher Infantry, let's call them "A" and "B". You start your turn with Fury on "A". "B" activates and drops a smoke wall. Siege activates and pops feat. "B" moves behind the smoke wall or infront of it, depending on how defensive and how much board position you want. "A" moves forward 3" "A" activates and charges this.
This allows you to both use the threat extension portion of the feat with a defensive cloud wall. Only problem? You better "A" can get line of sight through the cloud wall. Seems....weird.
When I first read the feat I thought it was pretty meh and still do. My gut reaction was "should be, 3" move or dig-in and enemy models can't advance toward toward Siege's table edge.
If the move it would allow him to hit hard and not be hit back in melee, but leave him susceptible to gun lines. If Dig In then the feat basically becomes a massive time walk that's largely immune to guns.
But whatever, I'll playtest it as it is and see how it stands.
Solos
There is almost a pirate level of shenanigans going on here. There are five models that either have or grant Reposition. The Dog grants dodge. Hallowed Avenger grants a move. Siege has Jump. Everything has tough. Everything gets Rise. On and on and on it goes. Everything is moving around all the time, even on your opponents turn. It's crazy.
Blockhouse
I want to play this before I declare it good or bad. 14 points for a single big gun shot, even one with quake, is pretty bad. Recurring Trenchers is okay. The trench network is bonkers and will drive opponents crazy. It seems solid, not broken, and not an auto-include.
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mrveux
Lt. Warcaster
Posts: 73
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Post by mrveux on Jun 8, 2017 19:06:28 GMT
My kneejerk is that I really like the package as a whole because I feel like it is vastly different than how Cygnar is playing right now. Cygnar has always supposed to be the faction of tricks and tactics and that has been a bit lacking in our themes so far. Heavy Metal brings the power, Storm Division brings the thunder, the gun mage one brings the...the...I'll get back to you on that one...
But we have yet to have the theme that makes us feel like we have one of the best trained traditional armies in the Iron Kingdom, attempt at bending terrain and technology to our best tactics. I think I'm going to have to buy some trenchers.
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xadmar
Lt. Warcaster
Cygnar Fan
Posts: 55
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Post by xadmar on Jun 8, 2017 20:21:09 GMT
Some things me and a friend were spit balling. Siege 2 with a unit of trenchers and fury means a 15 inch threat (feat 3 inch, desperate pace 2 inch, Charge 9 inch and 1 inch melee) pow 14. Trenchers with clouds or dig-in combined with a blur caster and the dog gives you Def 18/20 vs ranged or magic with dodge. Blockhouse (or 2) with H3 and a few units of trenchers could be a really good tarpit. Especially with Def 15 if one of the Haley's is standing behind. It seems like for the blockhouse to be worth it you have to go balls deep in trencher infantry.
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