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View Full Version : Feedback I am leaving for our solos



goreshde
12-15-2009, 02:36 PM
The Agonizer
*The agonizer is a support solo that debuffs only effective on certain models. Because of this his usefulness is unpredictable while building a list and dependant upon what your opponent brings.
*Recommend change the maddening to something that affects troops. Either a command check or a decrease to their attack rolls. To balance this change spirit affliction to only prevent the allocation of focus.
*I loved the Agonizer when I started the field test but after hitting range attack and heavy infantry lists I found his usefulness to be unpredictable. Now while building a list I leave him at home for options I know will be effective in all the games I play.

The Ancestral Guardian
*The AG is a costly solo that requires troops to die in order to be effective. When fully juiced up his best role is to kill single wound troops, a role other models in the faction do better for cheaper. He does not hit hard enough to go after well armored models.
*Recommend he gains flank with Skorne Warrior models. The AG would lose 1 Mat because of this. If needed also remove 2 health boxes.
*This gives the AG a role in the Skorne army unique to what other solos provide.

Extoller Soulwarden?s Guidance
*Guidance only affects one model, in a faction with only one big gun that does not have the ability or a similar ability.
*Recommend the ability to give eyeless sight to a unit to expand its possible play synergies.

Extoller Soulwarden?s Spirit Guide
*Spirit guide can only affect one model, the AG. The AG has a shallow soul reservoir that is often filled up so spirit guide is not needed. To use it the soulwarden has to give up its attack.
*Recommend to make this an ability that just happens on the Soulwarden?s activation instead of an action.

Extoller Soulwarden?s place in a list
*The soulwarden only works well in a list that includes cannoneers and AGs. This should be expanded so the support piece is playable in more builds.
*Recommend the Soulwarden gains another magic ability.
*Specific recommendation is that soulwarden gains enliven. This would make the soulwarden truly a support piece. The soulwarden would then have to switch Gatekeeper to soul guardian, lose a rat, and have the base pow of their gun reduced to pow 2.

Master Tormentor
*The master tormentor has a specific job it can do and that is all it can do, but does it so well.
*Recommend dropping veteran leader from the solo and gain perfect balance so it can better focus on its one job.

Void Spirit
*For max effectiveness it needs to be able to hit and kill a living model with its one. A lot of flanking force models have a high def so hitting can be an issue. Other enemy models need to be clumped up for them to be caught in the AoE.
*Recommend the Void spirit stays as it is but the AoE is increase to 5 inches
OR
*Recommend the Void spirit becomes incorporeal again when it kills a living model.
OR
*Recommend the Void spirit drops to a 1 point model. It loses abomination for terror and it loses the AoE all together.
*It seems to be that the void spirit lacks a role in the Skorne army. The MT is a great flanker and can get ride of living models without putting themselves at risk. I am a biggest fan of the 1 point recommendation because it gives him a unique place for army building.

Thunder_God
12-15-2009, 02:52 PM
You know, I'd be willing to pay 3 points for a better Extoller Soulward. I mean, my main issue is not just expensive/cheap options, but paying more for better things is often something that works ok, especially as the other two support units (almost solos) cost the same, but they fulfill wholly different roles.

I always think of making the Extoller more shooty, even if I know it doesn't truly fit the role. I mean, aside from the "Let others take souls" and the "Unit Eyeless", why not also increase ROF to 2, as its ability already specifies buying more attacks, and make it a very solid 3 point model? It may be too solid, and require lowering soul amount and/or POW of gun, so as not to get 2 fully boosted shots, but right now, it's just enough tokens for 2 fully boosted shots, and that's pretty awesome.
I think it should be 3 points in such a case, and that seems solid to me.

Void Spirit, partially fluff, and also, because we have a "multiple infantry" solo, we don't really have a one big target solo (we have Rhadeim, but he's 5 points, really), how about giving it another talons/claw attack (it has two arms)? It'll probably necessiate 3 points as well, but, ah, as above, right now, if my role is solo killing/smacking, I'd just use Brute/Savage, because if you think about it, a Savage is the same cost as Rhadeim for instance, but does almost anything better, and not just more targets, but also wailing on one target (so long you're willing to force).

Note, the last ramble was on the tricky role of "Solo hunting" in Skorne, something that can deal medium damage to one target at a relatively low cost. Not to mention the Void Spirit already got a limit in how it does nada to warjacks.

Yertle4
12-15-2009, 03:05 PM
I think our solos are the most even and respectable thing we have - excluding the AG and everything connected to AGs.

AGs need love, everything else has proven useful in the right situation.

Aptimus Sippy
12-15-2009, 04:36 PM
The only thing i would want to change the void spirit with is two attacks, but at the same time i don't want him to lose anyything to gain it. That aoe has saved me a lot and its hilarious to kill tharn with.