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WARMACHINA • Zobacz temat - Tharn CiD
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Tharn CiD

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PeterO

Posty: 1181

Dołączył(a): poniedziałek, 18 lutego 2013, 14:39

Lokalizacja: Bydgoszcz/Poznań/Warszawa

Frakcja: Cygnar

Post piątek, 7 września 2018, 09:59

Re: Tharn CiD

Hurricane powinien blokować zdolność raptora do latania wysoko :P powinni to powiązać z flightem, że tak długo jak ma flight tak długo ma te zdolność. Czy tam już może jest?
<<

Marr

Posty: 338

Dołączył(a): wtorek, 20 stycznia 2015, 22:35

Frakcja: Retribution of Scyrah

Post piątek, 7 września 2018, 10:05

Re: Tharn CiD

Jest ;)

Flying High - Ranged attacks targeting this model suffer –5 RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight
<<

Torres

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Posty: 5287

Dołączył(a): poniedziałek, 18 lutego 2013, 10:37

Lokalizacja: Warszawa

Frakcja: Cygnar

Post piątek, 7 września 2018, 10:12

Re: Tharn CiD

Powrót piątoedycyjnych Wood Elfów i Bretonnii? :D
<<

PeterO

Posty: 1181

Dołączył(a): poniedziałek, 18 lutego 2013, 14:39

Lokalizacja: Bydgoszcz/Poznań/Warszawa

Frakcja: Cygnar

Post piątek, 7 września 2018, 11:38

Re: Tharn CiD

O, super! Dzięki ;) nie zdążyłem spojrzeć na cidowe zasady. Dobrze, że chociaż o tym pomyśleli xd
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Karpiu

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Posty: 1908

Dołączył(a): poniedziałek, 11 maja 2015, 15:46

Frakcja: Khador

Post poniedziałek, 10 września 2018, 10:58

Re: Tharn CiD

<<

DaGreenBoy

Avatar użytkownika

Posty: 2377

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

Frakcja: Trollbloods

Post poniedziałek, 10 września 2018, 12:17

Re: Tharn CiD

ja bym dodał jeszcze Set Defence
Przecież jak lata wysoko to w CC też ciężej ubić
Trollbloods : The Best Faction.
Khador: Only jack-heavy lists.
Chętnie zagram na małe punkty.
<<

Kruker

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Posty: 993

Dołączył(a): poniedziałek, 4 marca 2013, 00:01

Lokalizacja: Rzeszów

Frakcja: Circle Orboros

Post poniedziałek, 10 września 2018, 12:27

Re: Tharn CiD

Razem z Kruegerem2 można 10" zasięgu obciąć :D Może dzięki temu będzie się dało nim pograć.
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DaGreenBoy

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Posty: 2377

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

Frakcja: Trollbloods

Post poniedziałek, 10 września 2018, 12:37

Re: Tharn CiD

Trollbloods : The Best Faction.
Khador: Only jack-heavy lists.
Chętnie zagram na małe punkty.
<<

PeterO

Posty: 1181

Dołączył(a): poniedziałek, 18 lutego 2013, 14:39

Lokalizacja: Bydgoszcz/Poznań/Warszawa

Frakcja: Cygnar

Post wtorek, 11 września 2018, 01:08

Re: Tharn CiD

Tharn Week 3

Iona the Unseen: Iona saw some minor changes this week. Her feat's secondary funciton now only works on Faction models (sorry minions, the Beast was not your time). Additional, Abaittoir was not performing quite as well as we'd hoped. We realize this is a very corner case spell but wanted to give it a little bump in power when those corner cases did come up.

Time of the Beast feat text changed to:

While in Iona’s control range, friendly Tharn models gain +3 STR and ARM. Additionally, while in Iona’s control range, friendly Faction warrior models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Time of the Beast. Time of the Beast lasts for one round.


Abattoir spell COST 2.



Morvahna the Autumnblade: This is a request from the community, and one that I quite like. I think there is a very interesting choice now on Morvahna 1 - Do you use Restoration (Formerly Regrowth) to return a bunch of models or do you try to leverage Mortality? If Harvest is up and running you could try for both! Please submit feedback about the direction of these changes and how you feel they affect Morvahna 1 on a turn by turn basis.

Gain Mortality:

Mortality 3 10 – – RND Yes

Target model/unit suffers –2 DEF and ARM, loses Tough XICONX, and cannot have damage removed from it. Mortality lasts for one round.


Cut Regrowth.

Change Restoration to:

Restoration 2 6 – – UP No

Target friendly Faction unit gains +2 ARM. Models are not affected by Restoration while out of formation. During your Control Phase, the spellcaster can spend fury points to return one destroyed small-or medium-based living Grunt from that unit to play for each fury point spent. A returned Grunt must be placed in the spellcaster’s control range, in formation, and within 3” of another model in its unit. The Grunt is returned with one unmarked damage box and must forfeit its Combat Action the turn it is put into play.




Brennos the Elderhorn: This change allows Brennos to be a little more active and aggressive while still maintaining a support role. We're not looking for Brennos to become a combat oriented beast but we also did not want to punish players for getting him into the mix.

Gain Battle Wizard:

Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.




Shadowhorn Satyr: The Shadowhorn was over-performing. Instead of reducing stats or removing rules that players seemed to enjoy we decided to slightly increase it's point cost.
Cost 12.



Storm Rator: We've decided to get a little aggressive in the changes here. Sustained Attack and an increase in Reload to two make the Storm Raptor a little more aggressive in it's ranged output. Energy Pulse combined with Sky Fire brings a very powerful attack that could very well affect both sides of the table. We're very cautious about these changes and really want to see how this does on the table. Please make sure to get some games in with these new rules.

Sky Fire lasts for one round.

Lightning RNG 14.

Cut Lightning Generator from Lightning.

Lightning gains Energy Pulse (★Attack) and Sustained Attack:

Energy Pulse (★Attack) - This attack does not need a target. Each other model within 6˝ of this model that is in its front arc is automatically hit unless this model’s LOS to it is blocked by terrain. Models hit suffer a POW 12 electrical damage roll XICONX. Energy Pulse damage rolls are simultaneous.


Sustained Attack - During this model’s activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.


Replace Reload [1] with Reload [2]:

Reload [2] - This model can be forced to make up to two additional ranged attacks with this weapon during its Combat Action. It can make one additional attack each time it is forced.




Bríghid & Caul: We're fairly happy with this unit's output and turn by turn application but many players found them a little over-costed. We also felt the change to Devourer's Host reduced their effectiveness a little so we wanted to give them a slight bump.

Cost 7.



Bloodweaver Night Witch: This is a nice quality of life change so she can be deployed with the unit she supports.

Gain Advanced Deployment XICONX.



Lord of the Feast: We've decided after the change to Devourer's host to return this classic rule to the Lord of the Feast. This should help it function on a turn by turn basis while also allowing it to utilize Shifter more consistently than it's pre CID version.

Wurmblade gains Blood Reaper:

Blood Reaper - When this model makes an initial attack with this weapon, it makes one melee attack with this weapon against each model in its LOS that is in this weapon’s melee range. Blood Reaper attacks are simultaneous.




Well of Orboros: 10 seems to be slightly aggressive on the point cost scale but there is still a lot of discussion to be had about the point cost of the Well of Orboros. Please continue to test and supply feedback on this model.

Cost 12.


Circle Theme Force: The Devourer’s Host: This is change that was very hotly discussed in week one of this CID. We've decided to give it a try for quite a few reasons, primarily that it takes the spot light off of the Death Wolves and allows many other things to shine without the player feeling like they are handicapping themselves.

Replace the fourth benefit with the following:

· Each model in this army that can gain corpse tokens begins the game with one corpse token.
<<

QcDWG

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Posty: 2505

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

Lokalizacja: Śląsk

Frakcja: Cygnar

Post wtorek, 11 września 2018, 07:39

Re: Tharn CiD

Nie no panie, 30 corpsow na stole w pierwszej turze, co oni maja ze lbem...
Tylko konstruktywne i merytoryczne opinie
<<

Whydak

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Posty: 1210

Dołączył(a): sobota, 30 kwietnia 2016, 08:55

Lokalizacja: Kraków

Frakcja: Legion of Everblight

Post wtorek, 11 września 2018, 07:51

Re: Tharn CiD

Aktualny LotF jest imo zasadową porażką.

MK2: teleport i thresher, ale fajnie
MK3: milion pytań czy można robić teleport i thresher przez skomplikowany wording(nie mozna)
MK3.5: a może zróbmy taki thresher który nie jest thresherem żeby mógł zrobić teleport i thresher nie robiąć threshera

Jak ten gość od CG co może mieć stealtha który nie jest stealthem. Nie podoba mi się ten kierunek xD
<<

Gift

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MultiTroll

Posty: 7266

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

Frakcja: Skorne

Post wtorek, 11 września 2018, 07:58

Re: Tharn CiD

<<

QcDWG

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Posty: 2505

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

Lokalizacja: Śląsk

Frakcja: Cygnar

Post wtorek, 11 września 2018, 08:37

Re: Tharn CiD

Miło, że wspominasz mi moje słuszne słowa, nadal aktualne :*

W ogóle bloodpacki mają corpsy tak jak ravagery? Jak nie to tylko może 20 corpsów ; P Generalnie oni chyba nie pamiętają, że w tym tierze mozna brac kocioł czy co nimi powoduje?
Tylko konstruktywne i merytoryczne opinie
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Kruker

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Posty: 993

Dołączył(a): poniedziałek, 4 marca 2013, 00:01

Lokalizacja: Rzeszów

Frakcja: Circle Orboros

Post wtorek, 11 września 2018, 08:42

Re: Tharn CiD

Storm Raptor teraz wygląda imho jeszcze lepiej. W końcu jego strzelanie będzie mogło zrobić coś cięższym celom, choć i tak wszystkiego nie będzie w stanie zboostować.

Corps na każdym modelu jest ok, acz nie to jest głównym problemem tharnów, a dożycie do combatu. Z drugiej strony osłabia do Deathwolves'y, bo będę mieli tylko jeden token, więc generalnie zmiana nie wzmacnia theme force'a aż tak.
<<

QcDWG

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Posty: 2505

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

Lokalizacja: Śląsk

Frakcja: Cygnar

Post wtorek, 11 września 2018, 08:53

Re: Tharn CiD

W drugiej turze juz dwa z 3 będą miały po 3 (kocioł) - więc jak zaczniesz to imo zmiana jest tylko na korzyść. A chyba przy tych casterach z dogde +3 do arma phatnatsmem, morvhana2 morvhana1 wurmwoodem czy krugerem 2 czy 1 to dostarczenie nie jest problemem? Chomik zawsze narzekał na to, ze brakuje troszkę wygaru - to po brutal chargu dostał castera z mortality :P No i te corpsy to jakby dodatkowy atak więc niwelujesz to, że misniesz szarzowy atak jak wpadniesz w piechotę ;P Moim zdaniem to dość dużo

Kolos jest imo fajny, akurat przejmowanie sie pulsem jest meh, grałem thunderheadem i miał swoje chwile chwały ale nie ma co o to kruszyć kopii, raczej fajny gadżet niż coś OP
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