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Ogrun CiD

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Kevin

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Posty: 1598

Dołączył(a): poniedziałek, 24 listopada 2014, 23:15

Lokalizacja: Poznań

Frakcja: Trollbloods

Post środa, 10 stycznia 2018, 19:27

Ogrun CiD

Link do PDFu - https://www.dropbox.com/s/lnk2a8963qqe0 ... 1.pdf?dl=0

Hello and welcome to the Primal Terrors CID cycle!

Below you will find a list of all of the models currently included in this CID cycle. Take special note of the "things to test" section for each of the new models.These are guidelines and/or discussion points to help spark feedback. Please note that there are many more questions you could ask about these models, so feel free to get creative and do not feel like these are the only questions we wanted answered.

Please remember that asking for additional things to be added to CID or to be changed is against the Terms of Service. Do not make threads asking for things that are not in the list below to change.

Anamag the Doom Feaster: Anamag is a spell focused support caster that should function well with the Blighted Ogrun options. She is also an Ogrun and her stats should reflect this. With Bond of Gristle & Bone, Carnage, and Fury's Strength she can support infantry quite well, her special rule Ritual Slaughter makes taking Blighted Ogrun with her a marked increase in her power. Her feat, Field of Bones, further increases her armies offensive potenital. Gallows provides an inconsistent but powerful threat extension. Hex Blast gives utility and another offensive option. Anamag is first and formost a support caster. We do not want to see Anamag on the front lines fighting in melee, but we do want to see her casting spells consistently.

Things to Test: Are Anamag's damage increasing abilities too strong? Is she too efficient with Ritual Slaughter (Meaning, does she feel like she does too much in each turn)? Does she not do enough? Did you find it too difficult to apply her buffs/offensive spells? Is her Feat of an appropriate power level? Is it too strong? Too weak?

Golab: Golab uses a hit-and-run style of play. Once something is weakened that is the time to send Golab in for the kill and then sprint back to safety with it's animus Lightning Strike. Rules like Finisher, Carrion Feast and Entropic Force are all excellent representations of it's carrion bird concept. Golab should be a fragile war beast that has to use other models to survive (Blocking charges, Shield Guards, Terrain). We expect Lightning Strike to allow certain Warlocks to play a more aggressive front line game in the Primal Terrors theme force.

Things to Test: When properly supported is Golab's durability too high? Is it too low? Is Golab's damage output too high?

Chosen of Everblight: The Chosen are the heavy cavalry of Ogrun Forces. The Chosen are not the fastest of cavalry and should not be blazing across the battlefield. They are durable and hit hard in combat. They should not be a toolbox unit. They are aggressive and straight forward.

Things to Test: Are the Chosen too durable with 8 boxes, Rapid Healing, Tough and ARM 17? Are they not durable enough? How well do they take armor buffs? Do you find them to overshadow War Mongers? If so, please suggest ways to delineate between both units to make them enticing and unique to each other.

Ammok the Truth Bearer: Ammok is a pure support piece. He has a very large range of abilities and they are not all useful every game. However, many of them are very powerful and bring something that the theme force needs access to. Ammok is carrying a blighted relic that inspires, enhances, and curses those around him.

Things to Test: Did you have a game where none of Ammok's abilities were useful? If so, please explain the situation.

Gorag Rotteneye: A mixture of support and combat, Gorag brings some powerful synergies with Warmongers. No Quarter helps get the Warmongers up the field and provides Pathfinder to the unit. Paralyzing Gaze on a CMD 8 model affects a huge amount of the board, supplying quite the hit buff to the rest of his army.

Things to Test: Does No Quarter help Warmongers get to the fight? Is Paralyzing Gaze too strong at 8"? Does Gorag survive and make it to the battle? If not, how did you attempt to protect him on the approach, and how was this mitigated by your opponent?

Blighted Rotwings: Blighted Rotwings are light skirmishing infantry. They support their army with Sitting Vulture and can apply damage with a little help thanks to Finisher. They should remain cheap disposable infantry used to engage opposing models, claim or contest objectives, or screen friendly models.

Things to Test: Is finisher too strong for their point cost? Are they fast enough to justify their inclusion? Is Sitting Vulture too much when combined with other defense or accuracy increasing options?

Legacy Models included:

Thagrosh (2), the Messiah: Thagrosh2 sees some updates in this CID. Increasing his base SPD and DEF stats should help him be more aggressive. We have replaced his feat. Allowing a free cast of Manifest Destiny and free charges and slams play into his aggressive concept and should allow the now more efficient beasts to be a much more competitive choice. Upgrading Aggression to Aggravator once again plays into this very aggressive play style we would like to see out of Thagrosh.

Absylonia (1), Terror of Everblight: Absylonia received some upgrades as well: Adding Rapid Healing to Absylonia's feat gives it a much more active use. Replacing Aggravator with Refuge gives her another powerful battlegroup upkeep to combine with Resourceful. Returning an old spell name with a new effect, Playing God brings a whole new slew of interesting interactions to Absylonia1, allowing her to evolve and modify her beasts at will (A design point for the character).

Archangel: Increasing the ARM of the Archangel slightly should help its survivability issues. Giving its ranged attack continuous fire will increase its value significantly. Replacing Draconid Aura's effect with a damage buff for all Fire type damage should give the Archangel a strong niche to fill and make it an enticing piece in certain lists.

Blightbringer: Reducing the points, increasing MAT to 6, and increasing the functionality of Boiling Blood should make the Blight Bringer a much more attractive choice in Primal Terrors. There is a wording change on Withering Ash to make it consistent with future rules.

Carnivean: The Carnivean received a slight point decrease and picked up Continuous Effect: Fire on it's Dragon Breath ranged attack.
Ravagore: Points reduced.
Sythean: Points reduced.

Blighted Ogrun Warmongers: Warmongers reduction in points and the addition of Unyielding should make them a more appealing unit.

Blighted Ogrun Warspears: There are no changes to the Blighted Ogrun Warspears at this time.

Warspear Chieftain: There are no changes to the Warspear Chieftan at this time.

Warmonger War Chief: To stay in line with the Blighted Ogrun Warmongers, the War Chief has picked up powerful charge and Unyielding.
"Tym dziwniejsze jest, że prawdziwa wojna-a kilka prawdziwych wojen widziałem-pod względem porządku i ładu do złudzenia przypomina ogarnięty pożarem burdel"- A.Sapkowski "Chrzest Ognia"
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Krawat

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Posty: 544

Dołączył(a): sobota, 31 października 2015, 16:38

Frakcja: Mercenaries

Post środa, 10 stycznia 2018, 19:28

Legion CID

https://cid.privateerpress.com/forum/ru ... tial-rules

Link do PDF - https://www.dropbox.com/s/lnk2a8963qqe0 ... 1.pdf?dl=0

Hello and welcome to the Primal Terrors CID cycle!

Below you will find a list of all of the models currently included in this CID cycle. Take special note of the "things to test" section for each of the new models.These are guidelines and/or discussion points to help spark feedback. Please note that there are many more questions you could ask about these models, so feel free to get creative and do not feel like these are the only questions we wanted answered.

Please remember that asking for additional things to be added to CID or to be changed is against the Terms of Service. Do not make threads asking for things that are not in the list below to change.

Anamag the Doom Feaster: Anamag is a spell focused support caster that should function well with the Blighted Ogrun options. She is also an Ogrun and her stats should reflect this. With Bond of Gristle & Bone, Carnage, and Fury's Strength she can support infantry quite well, her special rule Ritual Slaughter makes taking Blighted Ogrun with her a marked increase in her power. Her feat, Field of Bones, further increases her armies offensive potenital. Gallows provides an inconsistent but powerful threat extension. Hex Blast gives utility and another offensive option. Anamag is first and formost a support caster. We do not want to see Anamag on the front lines fighting in melee, but we do want to see her casting spells consistently.

Things to Test: Are Anamag's damage increasing abilities too strong? Is she too efficient with Ritual Slaughter (Meaning, does she feel like she does too much in each turn)? Does she not do enough? Did you find it too difficult to apply her buffs/offensive spells? Is her Feat of an appropriate power level? Is it too strong? Too weak?

Golab: Golab uses a hit-and-run style of play. Once something is weakened that is the time to send Golab in for the kill and then sprint back to safety with it's animus Lightning Strike. Rules like Finisher, Carrion Feast and Entropic Force are all excellent representations of it's carrion bird concept. Golab should be a fragile war beast that has to use other models to survive (Blocking charges, Shield Guards, Terrain). We expect Lightning Strike to allow certain Warlocks to play a more aggressive front line game in the Primal Terrors theme force.

Things to Test: When properly supported is Golab's durability too high? Is it too low? Is Golab's damage output too high?

Chosen of Everblight: The Chosen are the heavy cavalry of Ogrun Forces. The Chosen are not the fastest of cavalry and should not be blazing across the battlefield. They are durable and hit hard in combat. They should not be a toolbox unit. They are aggressive and straight forward.

Things to Test: Are the Chosen too durable with 8 boxes, Rapid Healing, Tough and ARM 17? Are they not durable enough? How well do they take armor buffs? Do you find them to overshadow War Mongers? If so, please suggest ways to delineate between both units to make them enticing and unique to each other.

Ammok the Truth Bearer: Ammok is a pure support piece. He has a very large range of abilities and they are not all useful every game. However, many of them are very powerful and bring something that the theme force needs access to. Ammok is carrying a blighted relic that inspires, enhances, and curses those around him.

Things to Test: Did you have a game where none of Ammok's abilities were useful? If so, please explain the situation.

Gorag Rotteneye: A mixture of support and combat, Gorag brings some powerful synergies with Warmongers. No Quarter helps get the Warmongers up the field and provides Pathfinder to the unit. Paralyzing Gaze on a CMD 8 model affects a huge amount of the board, supplying quite the hit buff to the rest of his army.

Things to Test: Does No Quarter help Warmongers get to the fight? Is Paralyzing Gaze too strong at 8"? Does Gorag survive and make it to the battle? If not, how did you attempt to protect him on the approach, and how was this mitigated by your opponent?

Blighted Rotwings: Blighted Rotwings are light skirmishing infantry. They support their army with Sitting Vulture and can apply damage with a little help thanks to Finisher. They should remain cheap disposable infantry used to engage opposing models, claim or contest objectives, or screen friendly models.

Things to Test: Is finisher too strong for their point cost? Are they fast enough to justify their inclusion? Is Sitting Vulture too much when combined with other defense or accuracy increasing options?

Legacy Models included:

Thagrosh (2), the Messiah: Thagrosh2 sees some updates in this CID. Increasing his base SPD and DEF stats should help him be more aggressive. We have replaced his feat. Allowing a free cast of Manifest Destiny and free charges and slams play into his aggressive concept and should allow the now more efficient beasts to be a much more competitive choice. Upgrading Aggression to Aggravator once again plays into this very aggressive play style we would like to see out of Thagrosh.

Absylonia (1), Terror of Everblight: Absylonia received some upgrades as well: Adding Rapid Healing to Absylonia's feat gives it a much more active use. Replacing Aggravator with Refuge gives her another powerful battlegroup upkeep to combine with Resourceful. Returning an old spell name with a new effect, Playing God brings a whole new slew of interesting interactions to Absylonia1, allowing her to evolve and modify her beasts at will (A design point for the character).

Archangel: Increasing the ARM of the Archangel slightly should help its survivability issues. Giving its ranged attack continuous fire will increase its value significantly. Replacing Draconid Aura's effect with a damage buff for all Fire type damage should give the Archangel a strong niche to fill and make it an enticing piece in certain lists.

Blightbringer: Reducing the points, increasing MAT to 6, and increasing the functionality of Boiling Blood should make the Blight Bringer a much more attractive choice in Primal Terrors. There is a wording change on Withering Ash to make it consistent with future rules.

Carnivean: The Carnivean received a slight point decrease and picked up Continuous Effect: Fire on it's Dragon Breath ranged attack.
Ravagore: Points reduced.
Sythean: Points reduced.

Blighted Ogrun Warmongers: Warmongers reduction in points and the addition of Unyielding should make them a more appealing unit.

Blighted Ogrun Warspears: There are no changes to the Blighted Ogrun Warspears at this time.

Warspear Chieftain: There are no changes to the Warspear Chieftan at this time.

Warmonger War Chief: To stay in line with the Blighted Ogrun Warmongers, the War Chief has picked up powerful charge and Unyielding.
W życiu jest tylko jeden uniwersalny język - siła.
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Kat

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Posty: 7486

Dołączył(a): poniedziałek, 18 lutego 2013, 02:56

Lokalizacja: D-ca

Post środa, 10 stycznia 2018, 19:49

Re: Ogrun CiD

Archanioł zaczyna miec sens:) to az dziwne co mowie ale tak to wygląda:)
Witamy na forum warmachiny
Gift napisał(a):mamy wojowników walczących po stronie dobra, światła i prawa, występujących przeciwko złu i plugastwu, którzy pilnują aby swięty ogień flejmu nie zgasł :D
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Gift

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MultiTroll

Posty: 7762

Dołączył(a): poniedziałek, 18 lutego 2013, 08:01

Frakcja: Skorne

Post środa, 10 stycznia 2018, 19:56

Re: Ogrun CiD

czekam na ten tier unit warmongerow 2 unity warsperow 2 warchiefow pomalowane nie bez powodu :D
tylko niech centaury pokaza i mam nadzieje ze ich nie schrzania
QcDWG napisał(a):Cale mk3 jest jedna wielka dobra decyzja. Plus praktycznie kazda errata? A sr17 juz wyglada duzo lepiej niz na poczatku...

Obulus, Mortician’s Guild napisał(a):Farming is a senseless pursuit. You sow what you may reap, then you reap what you may sow. Senseless.

yaro napisał(a):To po co gracie? By narzekac?
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Firen

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Posty: 577

Dołączył(a): wtorek, 28 października 2014, 12:38

Lokalizacja: Warszawa

Frakcja: Trollbloods

Post środa, 10 stycznia 2018, 20:18

Re: Ogrun CiD

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Kevin

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Posty: 1598

Dołączył(a): poniedziałek, 24 listopada 2014, 23:15

Lokalizacja: Poznań

Frakcja: Trollbloods

Post środa, 10 stycznia 2018, 20:27

Re: Ogrun CiD

Generalnie stwierdzam, że nowy caster jest mocny. Złożyliśmy wstępne rozpy i poza zmasowanym strzelaniem z sensownym pow to ta armia jak doleci z +4 pow i potencjalnym +8 Mat albo i więcej. Zobaczymy, ale mam nadzieje, ze w takiej formie to nie przejdzie.
Reszta na duży +
"Tym dziwniejsze jest, że prawdziwa wojna-a kilka prawdziwych wojen widziałem-pod względem porządku i ładu do złudzenia przypomina ogarnięty pożarem burdel"- A.Sapkowski "Chrzest Ognia"
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Blady

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Posty: 2525

Dołączył(a): wtorek, 19 lutego 2013, 21:52

Lokalizacja: Legionowo/Warszawa

Frakcja: Khador

Post środa, 10 stycznia 2018, 20:45

Re: Ogrun CiD

Przeniosłem aby nie dublowac.
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Gift

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MultiTroll

Posty: 7762

Dołączył(a): poniedziałek, 18 lutego 2013, 08:01

Frakcja: Skorne

Post środa, 10 stycznia 2018, 21:08

Re: Ogrun CiD

Kevin napisał(a):Generalnie stwierdzam, że nowy caster jest mocny. Złożyliśmy wstępne rozpy i poza zmasowanym strzelaniem z sensownym pow to ta armia jak doleci z +4 pow i potencjalnym +8 Mat albo i więcej. Zobaczymy, ale mam nadzieje, ze w takiej formie to nie przejdzie.
Reszta na duży +


wkleisz rozpy, bo obawiam sie ze to nie bedzei nigdy duzo modeli, cos takiego da sie ograc rzucajac debuffy do arma, przy -3 arma nawet nyski strzelaniem moga karcic warspeary

obawiam się tez ze czary controlne beda to bardzo bolec
QcDWG napisał(a):Cale mk3 jest jedna wielka dobra decyzja. Plus praktycznie kazda errata? A sr17 juz wyglada duzo lepiej niz na poczatku...

Obulus, Mortician’s Guild napisał(a):Farming is a senseless pursuit. You sow what you may reap, then you reap what you may sow. Senseless.

yaro napisał(a):To po co gracie? By narzekac?
<<

Kevin

Avatar użytkownika

Posty: 1598

Dołączył(a): poniedziałek, 24 listopada 2014, 23:15

Lokalizacja: Poznań

Frakcja: Trollbloods

Post środa, 10 stycznia 2018, 21:10

Re: Ogrun CiD

Wstępnie kleiliśmy 2Scytheany, 2 Duże Kawy, 2 małe gorgery, 2 paszcze i jacyś 3/4 solosi. Dużo nie ma, ale pizga niesamowicie. Nysski mogą cmoknąc kawalerii, bo dalej biją na -6 nie licząc regenki :)

Generalnie mam problem z casterem, a nie armią. Chwilowo niestety robi wszystko - boost do siły, boost do arma, boost do mata, opcja na przyciąganie, zdejmowanie upkeepów. IMO coś mu z tego zabrać :)
"Tym dziwniejsze jest, że prawdziwa wojna-a kilka prawdziwych wojen widziałem-pod względem porządku i ładu do złudzenia przypomina ogarnięty pożarem burdel"- A.Sapkowski "Chrzest Ognia"
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Gift

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MultiTroll

Posty: 7762

Dołączył(a): poniedziałek, 18 lutego 2013, 08:01

Frakcja: Skorne

Post środa, 10 stycznia 2018, 21:20

Re: Ogrun CiD

tylko jak dobrze widze kawa z zasiegiem 12 wiec to oni moga dostawac alfe, owszem jak oddadza to bedzie mozna sie zesrac pytanie jak to bedzie wygladac na stole
QcDWG napisał(a):Cale mk3 jest jedna wielka dobra decyzja. Plus praktycznie kazda errata? A sr17 juz wyglada duzo lepiej niz na poczatku...

Obulus, Mortician’s Guild napisał(a):Farming is a senseless pursuit. You sow what you may reap, then you reap what you may sow. Senseless.

yaro napisał(a):To po co gracie? By narzekac?
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