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CID Cryx - Nerf Denny1

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Krawat

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

Frakcja: Mercenaries

Post środa, 1 listopada 2017, 21:28

CID Cryx - Nerf Denny1

No i jest nerf Denny1. Oto lista opisowa. Plik w CID.

Hello and welcome to the Black Fleet CID cycle!

Below you will find a list of all of the models currently included in this CID cycle. We are continuning on with out 'Things to test' section as it was well received in the Blindwater CID. Please note that there are many more questions you could ask about these models, these are just some starting points to kick start discussions.

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


New Models
Skarre, Admiral of the Black Fleet: Skarre 3 is a support style Warcaster that brings a solid shooting platform to the table. She should synergize well with her battle group and supports a variety of Cryx options. Reinforcements [Living] gives excellent support to the living portions of the Black Fleet (Scourge of the Broken Coast and Slaughter Fleet Raiders). Guided Fire and Deceleration have proved very powerful in Black Industries and Infernal Machines lists.

Things to test: Do you feel her ability to make a gun line is too strong? Are her lists too survivable against shooting based lists? Is she personally too hard to kill? Is her personal ranged output too much? Not enough?

Blighted Trollkin Marauders: Marauders bring variety to the options allowed in Slaughter Fleet Raiders. Much like their melee oriented counterpart (Blood Gorgers) they take buffs well with their Thrown weapons. Ranged attacks generally do very well against de-buffed targets, fitting well into the Cryxian playstyle. Having a very strong MAT of 7 means this unit is not afraid to get into melee with their chain weapons. With Ashen Veil they are the more defensive option when compared to Blood Gorgers.

Things to test: Are the Marauders too durable? Are they a compelling choice next to Blood Gorgers? Do they overshadow them or fall behind? Why?

Black Orgun Smog Belchers: The mobile artillery of the Slaughter Fleet Raiders, the Smog Belchers bring powerful ranged attacks to the theme force. It is important that they are unique from the Marauders and both keep a unique role. Smog Belchers bring a substantial amount of control against living warrior models and can help protect Warcasters or support models that are behind them after they fire their cannons.

Things to test: Do you find the Smoke Cloud rule to be worthwhile? Is it too difficult on order of activations? Do you find it to be beneficial? Do you feel their damage output is appropriate for their cost? Please take into account different warcaster options when answering this question.

Black Ogrun Iron Mongers: Keeping the Slaughter Fleet Warjacks in tip-top shape, these Iron Mongers are a hybrid mechanic and support unit that is reasonably competent in combat. Bringing solid defensive stats for their points and some powerful special rules to support their Warjacks is key to the design of this unit.

Things to test: Is Curse a compelling reason to run the Iron Mongers? Do you feel they are impactful enough to warrant their inclusion in lists?

Jussika Bloodtongue: Jussika can attach to both Blighted Trollkin units (Blood Gorgers and Marauders). With No Sleeping on the Job she supports not just her own unit, but even other Blighted Trollkin that are close by. This ability combines very well with her Granted: Vengeance, meaning models that do land their Tough roll will still be able to benefit from it. Jussika should be a compelling choice for both Trollkin units.

Things to test: Does she provide benefits that make it a meaningful choice on which Blighted Trollkin unit to attach her to?

Scharde Pirates & Officer: These lil’ fellas are the shock troops of the Slaughter Fleet Raiders. Surprisingly fast with their officer they can apply a lot of pressure to their opponents starting from a very early point in the game. The Officer brings a very offensive set of abilities to the Pirate unit. Speeding up the unit and creating a fast skirmishing unit is the role we would like to see out of this unit with its command attachment.

Things to test: Is this unit too fast? Are they oppressive on scenario elements? Are the efficiency of sprays on an assaulting unit too strong when combined with the de-buffs available from the assortment of Cryx Warcasters? Is the unit’s durability appropriate for its point cost?

Scharde Dirge Seers: A combination offense and utility support unit, the Dirge Seers should be an annoyance to your opponent while helping deliver your army. Hex Bolt shutting down special attacks, power attacks, Guidance granting magic weapons and Eyeless Sight, and Summon Vortex to protect your back line and themselves, the Dirge Seers have an excellent set of spells. Battle Wizard, MAT 7, and Needle allow them to deal with infantry while still applying their spells. Don’t forget about Dodge and Riposte!

Things to test: Do you find the Dirge Seer’s spells useful? Valuable? Is Dodge, DEF14 with Vortex feel powerful? Is it too much? Not enough?

Satyxis Blood Priestess: As a Warcaster Attachement the Blood Priest grants its Warcaster two major things: Sucker and Arcane Assist. Increasing the durability of some of the more fragile Cryx Warcasters can be very powerful. Focus efficiency in the form of Arcane Assist is also a very compelling choice for some of Cryx’s more buff-oriented caster options. We also would like to see the Blood Priestess join the fight in the mid-to-late game where her Sacral Blade’s menu of abilities can really come into effect. With the utility abilities to Heal, Dispel, or cast spells the toolbox of options should be quite unique in this model.

Things to test: Does the Satyxis Blood Priestess make a Warcaster too durable? Do you find her abilities to be relevant and compelling for a wide variety of Warcasters? Do you think her melee potential is substantial enough to make charging into combat with her a viable option?

Misery Cage: A cheap focus efficiency piece. The Misery cage is fueled by corpses and grants your Warcaster focus.

Things to test: Is gaining focus on Cryxian Warcasters worth the 2 point investment? Do you find the model is useful with only its starting corpse? In your games, did the Misery Cage collect additional corpses?

Axiara Wraithblade: In the chain of command, Axiara is just under Skarre for the Black Fleet. An excellent tactician and leader of the living forces of the Black Fleet, her battle plans should be varied in use to accommodate the different Satyxis units.

Things to test: Are Axiara’s battle plans useful to the army you built? Do you feel she contributes meaningfully to your game plan as both a support piece and a combat model?

Severa Blacktide: A character Satyxis Gunslinger, Severa brings strong magical attacks with some utility to the table. Run & Gun is an incredibly powerful ability that makes Satyxis Gunslingers a much more effective unit. Her shot types give her many options to choose from while Vortex Blast gives her a rather unique effect on the table.

Things to test: Are Severa’s shot types compelling? Do you find yourself using one consistently over the rest? Is Chain Attack: Vortex Blast a compelling choice? Do you feel it is too strong? Not strong enough?

Hollow Holden: Holden has fallen to the Grymkin at the Battle of Boars Gate! He has joined his fellow cowards and deserters with the Hollowmen. Holden before his turn was a marksman and a ranger. Bestowing some of his skills to his unit (Pathfinder) is important to his concept. Constantly being tortured and pushed to fight by his gremlin handler who is flipping his fated coin shown in the Poisoned Fate rule. Pulling down his opponents with Weaken or showing is cowardice and retreating with Reposition are both very thematic options.

Things to test: Does Holden bring something to a unit of Hollowmen you find desirable? Do you think the Poisoned Fate rule has two meaningful outcomes?


Current Models

Warwitch Deneghra: Deneghra 1 is a very powerful Warcaster. With the ability to play incredibly strong assassination, attrition, and control styles she is one of the most versatile and powerful Warcasters in the game. We have gone through many different options to tone her down and we felt that her control and assassination game is the best place to shave a little of her power level off. Allowing enemy models to Run, Charge, and make Special Attacks and Actions should reduce the total shut-down some players felt after her feat turn. To hamper her assassination potential, we removed Scourge and replaced it with Black Talons, a new spell. AOE 3” Critical Shadowbind is certainly less powerful than an AOE attack that knocked down anything hit, but can still lead to some powerful plays. We hope that these changes can bring Deneghra 1 in line with the rest of the game.

Wraith Witch Deneghra: Deneghra 2 has been re-imagined with these changes. A completely new feat, a re-worked spell list, and a new direction on play style should help bring the caster back to the table. As a concept Deneghra 2’s army should play like a stealthy strike team hitting the opponent fast and hard, completing its objectives and then escaping back to the shadows after the battle. (Please note this is a conceptual description and should not be taken word-for-word when thinking about her spells and abilities). Spells like Shadowstep, Damnation and the latest version of her feat, Web of Shadows, all have strong thematic components to them to support this idea. We also swapped around some of her other spells to make them more interesting and synergistic with the other portions of her rules. Please note we have removed the restriction of only casting Breath Stealer once per turn. This change will also affect Saeryn 1 and Cyphon 1.

Corruptor: We felt that the Corruptor was slightly too expensive for its output. Lowering it to 15 points should help it play out a little more favorably when building lists.

Black Ogrun Boarding Party: These models are pretty unique in Cryx and we feel with a slight nudge this unit could become a real contender. Jumping up to defense 13 and picking up Gang could be the bump they need to see the table.

Satyxis Blood Witches: Replacing Blood Mist with Grevious Wounds in their menu of options allows us to make the changes listed below to the Blood Hag. This change will make the unit more consistently useful.

Blood Hag: Removing Entropic Force in exchange for Grevious Wounds on the entire unit allowed us to play with the Blood Hag’s rules. Because of the inherent lower P+S in the theme force, adding Dark Shroud to the Blood Hag gives an option for utility from the unit. Side Step on the unit can be quite strong setting up Gang and pairs very well Axiara’s Reposition [3”] to clear lanes of your own models or dig deeper into the opposing force.

Satyxis Gunslingers: The Gunslingers have swapped out a few shot types for some more generally useful abilities. Part of this does remove the ability to create a cloud wall out of shooting your own models. While this seems very unlikely to occur when theme forces are taken into account, it’s still an interaction we were not a big fan of. These new shots types with Severa’s Run and Gun make this unit quite potent.

Satyxis Raider Sea Witch: Satyxis Raiders are an incredibly strong unit – we wanted to increase the cost of the Sea Witch because she doesn’t fit inside the curve when looking at the benefits she brings compared to other attachments.

Black Industries: We have added Black Ogrun Iron Mongers to Black Industries.
W życiu jest tylko jeden uniwersalny język - siła.
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DaGreenBoy

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Dołączył(a): czwartek, 21 lutego 2013, 20:09

Frakcja: Trollbloods

Post środa, 1 listopada 2017, 23:26

Re: CID Cryx - Nerf Denny1

hehe zmiany niektóre sa ciekawe, szkoda że zabrali gusliderką chmurki i feedbacka, ale dodali też ciekawe opcje
Zobaczymy co do końca przejdzie, mnie sie podoba:)
Trollbloods : The Best Faction.
Khador: Only jack-heavy lists.
Chętnie zagram na małe punkty.
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QcDWG

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Dołączył(a): poniedziałek, 19 września 2016, 17:39

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Post czwartek, 2 listopada 2017, 08:14

Re: CID Cryx - Nerf Denny1

Gunslingerki teraz sa duuuzo lepsze. Chmurki wymagaky unitu do zabijania a feedback byl sytuacyjny ze hoho
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Ven

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Dołączył(a): wtorek, 4 czerwca 2013, 10:03

Frakcja: Protectorate of Menoth

Post czwartek, 2 listopada 2017, 10:40

Re: CID Cryx - Nerf Denny1

Mi tylko brakuje Convevu i nerfa-erraty robiącego z nich Warcaster Unit ( w samym casterze nic nie trzeba zmieniać)... Z resztą da się grąć już teraz.
ObrazekObrazek
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Kevin

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

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Post czwartek, 2 listopada 2017, 10:58

Re: CID Cryx - Nerf Denny1

Ciut popłynęli z niektórymi rzeczami w tym CiD. Skarre3 ma jakąś idiotyczną przeżywalność. Kto wymyślił Ogrunów z działami to nie wiem, ale tak giętego oddziału na starcie już dawno nie było w CiD. I soloska z ratem8 wbijająca Shadow Binda 2 modelom na turę. Co za dużo to IMO nie zdrowo. Fajnie, że kolejne frakcje dostają kolejne paczki nowości, ale akurat Cryx nie potrzebuje dopałki do powera, a niektóre bardzo mocne zabawki dostali.

A Nerd Denny1 - średni nerf, dalej będzie robiła CK, tylko teraz poprawiły się jej umiejętności w zakładaniu CK modelom ze steady. Dalej jest to trywialne -5 do arma i mniej trywialne -7 do defa.

Prywatnie zaś jestem ciekaw dlaczego modele trolli do cryxu w cenie modeli trolli do trolli mają w statystykach uwzględniony kamień....
"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"
ObrazekObrazek
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Gift

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MultiTroll

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

Frakcja: Skorne

Post czwartek, 2 listopada 2017, 11:04

Re: CID Cryx - Nerf Denny1

Kevin napisał(a): Kto wymyślił Ogrunów z działami to nie wiem,


To akurat proste, nawet chyba podobnie sie nazywaja
Obrazek
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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Ven

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Dołączył(a): wtorek, 4 czerwca 2013, 10:03

Frakcja: Protectorate of Menoth

Post czwartek, 2 listopada 2017, 11:11

Re: CID Cryx - Nerf Denny1

Jest szansa, że CiD wykaże potrzebę zmian - np: na temat Skare3 chcą wiedzieć w pytaniu które zadali czy "nieprzegięli" ;)

Na razie CiDy generalnie były udane, więc jest szansa, że ten też w miarę zrobi moc ale nie PG.
ObrazekObrazek
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yaro

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Dołączył(a): poniedziałek, 18 lutego 2013, 11:25

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Post czwartek, 2 listopada 2017, 11:28

Re: CID Cryx - Nerf Denny1

Osobiscie uwazam ze pare rzeczy jest tu do sciecia, ale wole bysmy cieli od gory niz dodawali od dolu
Herudaio napisał(a):Nobody expects the Iosian inquisition!

0-6(1) > 10-7(3) ?
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Simon99

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Post czwartek, 2 listopada 2017, 11:46

Re: CID Cryx - Nerf Denny1

Ven napisał(a):Jest szansa, że CiD wykaże potrzebę zmian - np: na temat Skare3 chcą wiedzieć w pytaniu które zadali czy "nieprzegięli" ;)

Na razie CiDy generalnie były udane, więc jest szansa, że ten też w miarę zrobi moc ale nie PG.

Jak wrzucali filmik z komentarzem zmian CiDowych to zadawali właśnie tego typu pytania wcześniej: "Co jest ok, a co nie?". W ten sposób trochę mobilizują graczy do tego żeby udowodnić, że gdzieś przegięli i że zmiany muszą być. Dlatego też ludzie bardziej ochoczo mogą podejść do szukania dziur ;)

Niestety jeżeli te dziury nie będą testowane i zgłaszane to różnie będzie wychodzić. Na razie jeszcze wszystko wychodzi dobrze, ale zobaczymy ile to potrwa :)
Proud member of :
"Może i nie jesteśmy najpotężniejsi, ale za to gramy na remis"

PP Judge od 14.03.2017
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cainus_lupus

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Dołączył(a): niedziela, 3 marca 2013, 16:01

Frakcja: Legion of Everblight

Post sobota, 4 listopada 2017, 02:15

Re: CID Cryx - Nerf Denny1

Kevin napisał(a):A Nerd Denny1 - średni nerf, dalej będzie robiła CK, tylko teraz poprawiły się jej umiejętności w zakładaniu CK modelom ze steady. Dalej jest to trywialne -5 do arma i mniej trywialne -7 do defa.

Większość casterów nie ma i nie może mieć Steady. CK jest teraz trudniejsze. Co więcej Feat nie warzywi już totalnie Twojej tury, możesz w odpowiedzi wcisnąć CK łatwiej niż poprzednio.
CiD trwa, może dostać dodatkowego nerfa jeźeli to będzie za mało.
Artur Szyndler;Kryształy Czasu-Saga o Katanie napisał(a):50 tysięcy wielotonowych, megapancernych, półdinozaurów oczekiwało na bitwę
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yaro

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Dołączył(a): poniedziałek, 18 lutego 2013, 11:25

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Post sobota, 4 listopada 2017, 08:49

Re: CID Cryx - Nerf Denny1

Dodatkowo musi wylowic krytyka by efekt wszedl. Troche trudniejsze niz auto kd
Herudaio napisał(a):Nobody expects the Iosian inquisition!

0-6(1) > 10-7(3) ?
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Tutajec

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Dołączył(a): wtorek, 26 lutego 2013, 03:18

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Post sobota, 4 listopada 2017, 09:32

Re: CID Cryx - Nerf Denny1

Zmiana z szarzami i bieganiem bedzie dawalo dosyć sporo, nie chodzi o szarżę w denyy bo imo i tak to przezyje -2 do mata i siły sprawia że i tak jest przezywalna. Dzieki braku kd bedze moglo grac wiecej casterow ale nie takich co mają 14/15 bo oni i tak giną nawet na stojąco.
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cainus_lupus

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Dołączył(a): niedziela, 3 marca 2013, 16:01

Frakcja: Legion of Everblight

Post sobota, 4 listopada 2017, 12:05

Re: CID Cryx - Nerf Denny1

Tutajec napisał(a):Zmiana z szarzami i bieganiem bedzie dawalo dosyć sporo, nie chodzi o szarżę w denyy bo imo i tak to przezyje -2 do mata i siły sprawia że i tak jest przezywalna.

Nie z każdym casterem. Taka Abby2 może teraz na luzie wcisnąć CK jakąś bestią. Fyanna2 pod własnym Featem też może pokarcić jak jej rzeczy na stole zostaną. Sama możliwość sprawia że trzeba grać inaczej.
Artur Szyndler;Kryształy Czasu-Saga o Katanie napisał(a):50 tysięcy wielotonowych, megapancernych, półdinozaurów oczekiwało na bitwę
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Kevin

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

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Post środa, 8 listopada 2017, 21:47

Re: CID Cryx - Nerf Denny1

Black Fleet CID Update 11/8
Today, 08:53 AM
Hello! Here is the first update for the Black Fleet CID:

Unyielding: We are testing a proposed change to Unyielding. Making it apply to all Melee attacks simplifies the rule, makes it intuitive, and makes it a much easier rule for new players to understand. Please note that this change will affect a large number of models, so feel free to test with any and all of them and submit feedback!

Skarre, Admiral of the Black Fleet: Battle reports showed that Skarre was a bit above the curve in terms of survivability. We pulling her back in to see how the games go when she is a little less durable. Lowering defense means things like heavy warjacks or warbeasts charging her will be scary, where as in her current form, they may not be. Lowering boxes will simply reduce the amount of attacks needed to take her down. We didn't like how complicated the interaction of Bulldoze and Flight was for how little flexibility it really gave Skarre, so we removed Bulldoze. To continue addressing the survivability issue with the caster we removed Admonition for a slip-stream like effect: Dark Waves. This gives us a similar thematic feel but changes the functionality quite significantly. Please make sure to test this new spell out and let us know how it feels!

DEF 12.
Damage boxes 26.
Warjack points 25.
Cut Bulldoze.
Replace Admonition with Dark Waves.

Dark Waves 1 Self – – Turn No

When the spellcaster ends its Normal Movement, choose one other non-huge-based friendly Faction model the spellcaster moved within 2˝ of. You can place the chosen model completely within 2˝ of its current location, then Dark Waves expires. A model can be placed as a result of Dark Waves only once per turn. Dark Waves lasts for one turn.


Warwitch Deneghra: We find Deneghra to still be an incredibly powerful caster. Instead of taking further action against her rules, we have decided to remove some of her Warjack points. In many of the common army builds this will force players into a harder choice to fit everything they want into her lists.

Reduce Deneghra’s warjack points to 25.

Wraith Witch Deneghra: We are keeping a close eye on Deneghra 2. We felt being incorporeal for multiple turns in a row simple gave her too much durability. Much like the bulldoze change above, we also did not like the confusion caused by her feat's interaction with Wraith Walker.

Feat does not affect warcasters

Kharybdis: Kharybdis is being pulled into this CID. We feel a reduction in points to 17 and gaining Gunfighter will make this model a desirable choice. Kharybdis has also been added to Slaughterfleet Raiders.

Cost 17. Gain Gunfighter.

Black Ogrun Boarding Party: The efficiency of this unit with Gang was a little too high. We will continue to tweak this unit as the weeks go on, but lowering MAT should help smooth out their power level.

MAT 6.


Black Ogrun Iron Mongers: We see no reason the Iron Mongers should have a different stat line than the rest of the Ogrun.

DEF 13.
ARM 15.

Black Ogrun Smog Belchers: The Smog Belchers were outputting damage a little too consistently for what we liked. Coupled with some of the amazing debuffs in the faction, the Smog Belchers shouldn't see a large decrease in power all things considered but will require a little more support to function how they were before.

RAT 5.
Ranged weapon POW 13.

Bloodgorgers: We would like to focus the Blood Gorgers towards a more anti-infantry based roll. MAT 7 should make this much more appealing along side the changes to Slaughterborn. Unyielding has new wording to allow it to work more consistently, albeit slightly differently.
MAT 7.
Unyielding change.

Blighted Trollkin Marauders: Marauders are clocking in at quite a high powerlevel. Removing Unyielding will help differentiate them from Blood Gorgers. Removing CRA will slightly lessen the power level of the unit.

Lose Unyielding and CRA.

Revenant Crew of the Atramentous & Revenant Crew Rifleman: We've had our eye on the Revenant Crew for some time. About 5 months ago we made the statment that we would let the players attempt to sort out the high end tournament lists. To allow players to 'tech' for lists and solve the issues found in them with what was currently available to them in the game. We feel that enough time has passed and it has been shown that while some factions can certainly bring lists that can answer Ghost Fleet it is an difficult task. There are many factions that have a very hard time dealing with the many pressures Ghost Fleet can apply. Below we have our first baby step in attempting to releive some of the pressure that Ghost Fleet applies to the game. Reducing the speed of the Revenant Crew will do a few things to reduce the power level of the list. First off, it will make going second against the list easier. Removing 2" off of the first turn run of the crew will give the second player a much easier time advancing up the board. Secondly, its a very clear threat range reduction on both the ranged attacks and the melee charges of the list. Thirdly, it reduces the affectiveness of hanging a single member of the unit at the back of the table by decreasing the range at which returned models can affect the board.

Removing Point-Blank reduces the offensive output of the unit in close combat and specifically makes them utilize debuffs significantly less efficiently.

PLEASE NOTE: One of our goals with this unit is to keep the ability to act the turn they are returned to play. It is a rare rule that we feel really gives this unit a niche and differentiates it from the pack. If it turns out we are not comfortable with the balance of the unit however, this is a road we are willing to explore, but not at this time. Please test these current changes, we are aware of the power level of a rule like that and do not require feedback on it at this time.

SPD 5.
Cut Point-Blank.

Satyxis Gunslingers: We found Ghost Shot to be a little too consistent for such a large volume of shots. We also found that the shots were very similar. Removing the bonus to hit on Heart Seeker keeps Black Penny an enticing choice when required, and replacing Ghost Shot with Feedback is not only very thematic but gives an interesting utility option to the unit while further diversifying their options. They were outputting a little too much for their point so it was increased to 8.

Cost 8.
Heart Seeker only affects damage.
Replace Ghost Shot with Feedback.


Scharde Dirge Seers: We have not received very many battle reports with the Dirge Seers. Please continue to test the Dirge Seers and provide additional feedback.

Cost 6.

Axiara Wraithblade: We had missed a faulty duration on Serpent's Grace. It has been fixed.

Serpent's Grace lasts for one round.

General Gerlak Slaughterborn: A slight revamp of this model, Gerlak should be a much more effective piece on the table. No longer being shut down by Tough, Grievous Woulds should go a long way to increasing his consistency. Picking up Weapon Master should also increase his consistency and make him a little easier to play in many situations. Replacing his Leadership ability with Elite Cadre will hopefully entice players into multiple units of Bloodgorgers without having to run Gerlak into awkward spots. We also swapped around Overtake and Berserk on the unit vs the Cadre.

Cost 6.
Unyielding change.
Lose Finisher. Gain Weapon Master and Grievous Wounds.
Replace Leadership with Elite Cadre.

Jussika Bloodtongue: As very powerful attachment, we increased the point cost of Jussika to 5.

Cost 5.
Unyielding change.


Severa Blacktide: Shadowbind was a very powerful tool. Having access to two shots per turn at very high RAT proved to be too much. Replacing it with Ghost Shot should help keep Severa safe behind your lines or terrain. It also combines very well with her chain attack allowing her to dig deep into enemy lines to trigger it in a more advantageous place.

Heart Seeker only affects damage.
Replace Shadow Bind with Ghost Shot.


Hollow Holden: Moving the coin toss to the Maintenance Phase allows the player to plan their turn around what the benefit will be while keeping the randomization component. He is also allowed as a free option in the Bump in the Night theme force.

Poisoned Fate coin toss during Maintenance Phase.


Cryx Theme Force: Scourge of the Broken Coast: We saw the outcry for the overlapping and redunant rule of Pathfinder on many of the Satyxis. We also saw the legitimate point that much of the access to Remove from play effects had been removed from them. This is a new benefit we would like to try out in Scourge of the Broken Coast, hopeful removing both of these issues in one go.

Replace the third benefit with the following:

When a model is destroyed by a melee attack made by a Satyxis model in this army, you can choose to have the destroyed model be removed from play.


Cryx Theme Force: Slaughter Fleet Raiders: Adding Kharybdis, Devil Shadow Mutineers and Axiara Wrathblade will open up the options for this theme force a little more.

Add Kharybdis, Devil Shadow Mutineers, and Axiara Wraithblade to the Army Composition section.




Grymkin Theme Force: Bump In The Night: Allowing Holden to be taken for free should ease some of the burden to get him into lists.

Replace the second benefit with the following:

For every 20 points of Grymkin units and Grymkin battle engines in this army, you can add one command attachment, weapon attachment, or solo to the army free of cost. Free models do not count toward the total point value of units in the army when calculating this bonus.
"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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Dołączył(a): wtorek, 26 lutego 2013, 03:18

Frakcja: Protectorate of Menoth

Post środa, 8 listopada 2017, 21:55

Re: CID Cryx - Nerf Denny1

no to gf znika na zachodzie coś czuję.
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