View Full Version : Teraph
Neutralyze
12-04-2009, 12:13 PM
Discussion on the teraph
IMO in order for him to have a presence on the table he needs atleast ROF 2. i think ROF while maintaining the current stats is fair.
i know there was another thread but though it would be easier to pull this out in its own.
also corrosion damage on the breath attack.
discuss
nachtnebel
12-04-2009, 12:21 PM
I think the following would help to make him more than just a dust catcher:
- an ability like "Luker - This model has +1 RAT while digged in" because he can't hit something outside of his activation
- Counter Blast should be at weapon range not only command range
- Long Leash could help low-fury warlocks
chrsjxn
12-04-2009, 12:25 PM
Why do you want Corrosion typed damage?
Or, maybe, why don't you want untyped damage?
Mezzanine
12-04-2009, 12:25 PM
He's been good with both pThagrosh and Elylyth with me. PThag likes the Ad beast and he gets junked easily which can lead to Mutagenesis when heavily damaged or his feat if he gets outright destroyed. Elylyth can maximize the Teraph ranged capabilities. Both warlocks can hide the Teraph while he advances and both dont mind Counterblast. EThag obviously makes it good.
Basically: Good with Elylyth, Good with EThag, Decent with Thag, ok at beast with everyone else.
Neutralyze
12-04-2009, 12:27 PM
Why do you want Corrosion typed damage?
Or, maybe, why don't you want untyped damage?
corrosion damage type if better than fire damage type.
Ravnak
12-04-2009, 03:06 PM
his feat if he gets outright destroyed.
SURELY you dont waste pThag's feat on the 5 point weenie?
Theres going to be a freaking Typhon to dig up at some point in the game, why on earth would you half-**** for a teraph instead? :confused:
Mezzanine
12-04-2009, 04:33 PM
SURELY you dont waste pThag's feat on the 5 point weenie?
Theres going to be a freaking Typhon to dig up at some point in the game, why on earth would you half-**** for a teraph instead? :confused:
A 5pt Teraph coming back on turn 3 could end up being better than a 12pt Typhon on turn 5. Not always true but it ends up that way a lot of times.
The MTG tempo analogy works well here, imo, as its the same reason a 5/5 creature coming out on turn 3 could end up being better than a 12/12 creature coming out on turn 5. And a lot of times the Typhon is going to be better but having options isnt a bad thing.
mrknow22
12-05-2009, 02:20 PM
15 arm for a beast is a bit squishey. I say +1 ARM, and cautious advance (move, dig-in, attack) would go along way toward helping. would add mobility and survivability to a beast with a short ranged animus and bad armor.
also i cant see giving the beast immune fire and point blank being overpowered.
if he got crit fire and ROF 2 on top of all that, i might even pay 6 for him
Neutralyze
12-06-2009, 09:44 AM
crit fire is not needed ont he little bugger. just ROF 2
ShockwaveIIC
12-06-2009, 10:41 AM
I mentioned it in the other thread, a lingering AOE, ala Scather, would be a nice addition.
Side note, for me at least "Blight" attacks sit half way between fire and Corrosion depending on the beast in question. After reading about the Carnivean in an old NQ I got the impression that there was a significant Corrosion effect involved. So for me at least it should be Corrosion attacks for Teraph and Carnivean and Fire for Angelius and Seraph. Fire for Typhon as he was created using the last spark of Pyromalfic.
Soulblighter
12-06-2009, 10:54 AM
I mentioned it in the other thread, a lingering AOE, ala Scather, would be a nice addition.
But then why would anyone use the Scather? I mean thats really the only thing the Scather has going for it. If you give it to the Teraph it makes the Scather kinda obsolete.
OldOneEye
12-06-2009, 11:00 AM
Since you mention the Scather, has anyone tried the Teraph in a combined arms/denial approach? It looks like if you could deny charges to it, the Teraph could be a nice little gun emplacement. Lob a Scather shot out there, or have some Archers place a Suppressing Fire template. The Teraph then moves so that the template protects it from enemy advances, digs in, and casts its animus.
Nothing wow or anything, but once it's dug in it can just sit there at RAT 7 and take shots. Speaking of, would a boost to its RNG (up to 12, perhaps) do anything to help the Teraph out?
EDIT: I guess my question is-- what's wrong with the Teraph? I can say that it doesn't blow my socks off or anything, but I can't place my finger on its problem so I can't offer suggestions to really improve it.
ShockwaveIIC
12-06-2009, 11:01 AM
Greater range when not moving, slightly higher power and cheaper.
Soulblighter
12-06-2009, 11:13 AM
But it has worse range if the Teraph moves, the Teraph does more damage with incite/manifest destiny and boosting, and it has a ton of other advantages that make it better than the Scather. The Teraph and Scather should fill different roles in our army, one shouldnt just be a better version of the other.
Necra-Chi
12-06-2009, 11:54 AM
I've got no problems with the teraph, but would like it to go up to 6 and get thresher.
Corroded
12-06-2009, 12:06 PM
Ive been hammering out games with him during the field test, still not happy with him.
Regurgating whats been said- incite make him better- but it doest that to any beast.
Manifest dest. is of course a boon, but really- theres better things to put it on.
Breath stealer helps his abysmal stats out but again, thats not specific to the teraph.
Pretty much my opinion has been he just needs to be more focused either to melee or to ranged:
Melee: Increase Mat by 1, add in bite atk at pow 10. This would be a nice upgrade, instead of dig in slowing him down you use it on the advance and his animus becomes a bonus until melee.
Ranged: Id perfer this as really, we have enough dedicated melee beasts. But it takes a bit more finess to keep him in the 5pt cost. Only real comparisions i can make are to the Slag and Pyre troll.
They each have ROF 2, bit shorter Rng- however their animus is generally more useful. I'd say to make the Teraph more Rng focused:
Increase RoF +1 and decrease Animus to 1 cost. Or-
Something like stated before- allow to move, dig-in and shoot. A Rat increase would be nice too.
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