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StarmanTTLB
12-05-2009, 12:19 PM
So, our Fell Caller lost Battle Standard (where nothing would flee when inside his CMD, and anything fleeing through his command would immediately rally).

The Tyrant Standard Bearer has Battle Standard, however, so we know PP doesn't view the ability itself as too overpowered.

I'm just curious if you folks think we've been hurt by the loss of that rule, or if our Trollkin are generally safe from fleeing all over the place.

petegrrrr
12-05-2009, 12:29 PM
The fellcaller now works very well, but i really think we could get back his boost to rat without making him broken, as he still lacks some of the overall "punch" of the tryant.

But he works very well now. The lack of battle standard has never really come up in my games yet.

Benopotomus
12-05-2009, 01:58 PM
I've actually found that the fellcaller isn't nearly as important as before, especially with grim. I think this is due to the shake effects, to-hit bonuses (chronicler, grim), and the more axers I am fielding (pathfinder).
I actually find this quite a relief and a welcome change from the usual lists.

The tyrant commander's aura of fearless is kind of a bummer considering the general "less fearless" stuff MK2 was intended to bring.

StarmanTTLB
12-05-2009, 02:10 PM
So overall we aren't worried about our Trollkin fleeing off the board that much? I mean, we have fairly good CMDs across the army, and the Hero is (for now) a Commander. I'm glad, as I haven't yet had a chance to playtest our "weaker" infantry types (Fennblades, KW, Scattergunners, Pygs - those who might flee) much.

zverbug
12-05-2009, 02:18 PM
I've found fleeing in general to be way less of an issue in mkII. I've failed a lot of command checks but now that we don't have to go anywhere and just lose our attacks, I can generally find a way to protect fleeing units on my turn so that I get them back on the rally. I don't think the fellcaller lost much with the loss of rallypoint, but as petegrr said I wish he still gave +2 to RAT. I know Trolls in general are not a shooting army, but on the rare occasion we do we're kind of hosed for RAT. I think they probably dropped it because of the interaction of the fellcaller with beasts now. Still, having RAT 5 scattergunners makes them pretty worthless in the instances I've tried them. Ignoring stealth is great, but is irrelevant when I need 9s or 10s to hit.

Toothy
12-05-2009, 02:27 PM
zverbug, the Fell Caller still only affects warrior models with his calls. The only exception is Reveille, but that has always worked on beasts.

Sevwall
12-05-2009, 05:39 PM
My broken Calandra list has a serious problem with CMD 7. In a tournament today, game 2 and 3 I had units fail tests due to terror/abomination. In the second game my bushwhackers were out of the game for 3 out of 5 turns, and the Burrowers for 2 out of 4 turns.

Luckily, like I said, the list is broken, so I still won.

Angelo
12-05-2009, 06:53 PM
What I don't get is the tyrant comander is worth the same point cost but does more and has two models with just as many boxes. Well on one anyways

Sevwall
12-05-2009, 07:00 PM
Because its not balanced yet.

I personally believe that if they make the Hero a tad better, he is a good answer to CMD checks (right now he is a good answer, but isn't really worth taking).

Benopotomus
12-05-2009, 07:09 PM
I've just gotten back from playing two games against a Skorne opponent (Brownboot) where the Tyrant Commander was present in both lists. I actually found that my opponent played him near the back of his army nearly the entire game, basically ignoring his melee ability.

The first game I ran Grim with some champs and burrowers against eMorgul. The Tyrant basically stayed back and buffed speed and Takedown the entire game (before burrowers made them splat).

The second game I ran eMadrak with KW against Makeda. This is where I got a bit concerned. Basically, the KW rely on tough to be a tarpit. Without it, they're just not working for me. The low def/arm and plethera of reach (and thresher) can make very, very short work of them. I'll probably need to try them more against these guys, but I will definately re-evaluate when selecting any single wound tough unit.

Are there any other units in WM or Hordes with Take Down or something similiar? (besides solos or Warlocks)

Cambeul
12-05-2009, 10:15 PM
My broken Calandra list has a serious problem with CMD 7. In a tournament today, game 2 and 3 I had units fail tests due to terror/abomination. In the second game my bushwhackers were out of the game for 3 out of 5 turns, and the Burrowers for 2 out of 4 turns.

Luckily, like I said, the list is broken, so I still won.


With your "Broken" list have you though about going only 6 on the Burrowers and dropping Swamp Gobbers freeing up 3 points for a Fell Caller?

PPS_Jack
12-06-2009, 12:40 AM
I've just gotten back from playing two games against a Skorne opponent (Brownboot) where the Tyrant Commander was present in both lists. I actually found that my opponent played him near the back of his army nearly the entire game, basically ignoring his melee ability.


I would like to see the Tyrant Commander limited to 5" for his battle plans. This would stop him from hanging out 8-10 inches behind the rest of the army...

Grim Angus agrees with me.

rydiafan
12-06-2009, 07:19 AM
With your "Broken" list have you though about going only 6 on the Burrowers and dropping Swamp Gobbers freeing up 3 points for a Fell Caller?

I can't find any reason he'd want to do that. The Fell Caller adds nothing to his list, and the Burrowers are the lynch pin.

Steamworks
12-06-2009, 07:27 AM
Because its not balanced yet.

I personally believe that if they make the Hero a tad better, he is a good answer to CMD checks (right now he is a good answer, but isn't really worth taking).

Give him Thresher!