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View Full Version : AG ZAAL and Immortals



Pantheon
12-23-2009, 07:37 AM
Over and over again I have heard that these units are missing a little something. In my own play testing I agree...they are close to what we need, but not quite there yet.

PP has said a more killy AG is out....


So to bring back the construct skorne lists what if we rallied behind the following


Last stand: Bring back the "you have to hit to be destroyed clause" I this alone would make the spell worth casting again. An alternate would be as written with +1 to hit.

AG: Give him on more piece of synergy with immortals....like his old spend a token to buy an attack and immortals get an extra attack.


I think with a few tweaks these models and style of skorne play will come into their own and be fun again. Worst come to worstPP might use these ideas to give Zaal this tier bonuses!

Scalpel
12-23-2009, 08:41 AM
AG: Give him on more piece of synergy with immortals....like his old spend a token to buy an attack and immortals get an extra attack.
I'd prefer if the Immortals didn't deepend on taking AG's in the list ... Tiered lists are where Theme's should be created ... not just a general list.

IMHO Immortals need to lose the +2" movement if within 10" of an AG and just get SPD 5. This means they can opperate without built in fluff.

A Zaal Tiered list is where the "Fluff" should be addressed.

apollosun
12-23-2009, 12:21 PM
I was playing with the new zaal last night and When all was said and done, I felt his potential was locked into his feat. Took two ancestral guardians along and a heavy cyclops force with plenty of karax and swordsman for souls. Incredible feat turn carnage with these lists but I'm really feeling that the simple transferrence of damage to AGs is incredibly situational in use and his spells actually left me wanting more from him.

An odd thought with this synergy between Zaal and the AGs might be to make them arc-node similiar. It seems to fall into the realm of zaals abilities and provides him an option of being aggressive without exposure. He has some interesting offensive spells that we can maximize the use of. Their range looks to get him exposed very easily with low def/arm and I don't want them limited to the random popshot on a beast in my midst or the desperate assassination casting. This pushes him more towards the wizard-type and away from what I felt was a role xerxis plays, the hard hitting feat turn. Keep the arc node ability specifically to Zaal and I'd be more than willing to spend the 3 points I've been hesitating with (prefer a totem hunter or TC right now for those points). M

SaltyBob
12-23-2009, 02:29 PM
I'm of the opionion now that if they just made both the AG and Immortals move 5" and throw out the extra movement powers then they would be a lot better.

Currently they have a reverse synergy. You need souls to make the AG work, you need the AG to make the Immortals work, but if you put in the Immortals then you have less souls for the AG.

Immortals should have Flank AG though. Give them a real roll on the field.

Solarhaphaeriom
12-24-2009, 04:34 AM
Does anyone else feel that Immortals are rather brittle for their price now?

As for the AG, I still think a small troop MAT-buff ability is the best way to go. Or even Veteran Leader, though that would be hard to use. And probably end up with us throwing the AG into enemy lines for the bonus.

Not sure about Zaal, needs more testing. He has direct damage spells again, but without Ghost Sight can't be used as before.