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View Full Version : Anyone try the burrowers yet? I love em!



Nicodemus
11-25-2009, 01:38 PM
They only burrow 6 inches a turn, but that AD helps alot. What I found was they were slightly ahead of the inevitable melee clash in the middle of the table.
So turn 3 you should be able to do some decent damage unless you're facing a real turtle list or gunline list thats staying in its control zone.

By turn 4, you should be able to pop them up right behind a unit, or right next to another juicy target...a caster if your lucky. Even if only one hits, that POW 14 is gonna hurt. It certainly hurt Baldur for my first test game.

Edit:
I should also mention that on the pop up turn, they are essentially charging 8 inches (Move the counter 3 inches in maintenance, pop out within 5 inches of the marker. Then add in the 4 inch range for a 12 inch 'danger zone') and still getting an aiming bonus.

Cannibalbob
11-25-2009, 01:54 PM
I think my only real problem with them is the inability to reburrow.

But this is a unit I really want to get some test games in with. I have some ideas for using them in a Grim list. Possibly with Grissel as well, but her army might be too fast for them.

Saerko
11-25-2009, 01:54 PM
Do they get the aiming bonus? I thought they couldn't move on the activation they came out, so would that necessarily allow them to forfeit that movement in order to get the bonus? My initial impression was it wouldn't.

huntroll
11-25-2009, 02:00 PM
Do they get the aiming bonus? I thought they couldn't move on the activation they came out, so would that necessarily allow them to forfeit that movement in order to get the bonus? My initial impression was it wouldn't.
The rules say they cannot advance, but that doesn't mean that they won't have movement to fortfeit...

Sometimes when I read the rules it feels like this game was really made for lawyers..:D

Sevwall
11-25-2009, 02:15 PM
We need to see if they get an aiming bonus before we test them....

Mutton
11-25-2009, 02:16 PM
If you can't advance, you can't sac movement; it's been ruled a bunch of times and is somewhere in the rules. I'll find it later grumblegrumble.

HellecticMojo
11-25-2009, 03:17 PM
it kinda reminds me of the old Kossite woodsmen for Khador.

one turn wonder that become dead weight/meat in subsequent turns.

another thing that I must playtest extensively.

"You go too far! No control nature!"

PPS_Jack
11-25-2009, 05:15 PM
Burrowers can aim.

It says that they cannot advance, it does not say that they forfeit their movement =)

CodeRed97
11-25-2009, 05:47 PM
Yeah I hit up the rules forum about this a bit ago. Thanks for the confirmation though Jack. Makes them totally playable now.

I REALLY want to try a min unit out with Grim's new feat. -3 DEF and the Dygmies getting RAT 8 with aiming and backstrike? Yes please.

ninjack19
11-25-2009, 08:54 PM
Burrowers can aim.

It says that they cannot advance, it does not say that they forfeit their movement =)


Woohoo that's cool.:D

Sevwall
11-25-2009, 09:55 PM
Well they rock then. I used a min unit tonight and they were solid, and I played it that they couldn't aim.

If they can aim, there is no real problem with them. One shot unkillable wonder for 4 points? Sold.

Cannibalbob
11-26-2009, 01:49 AM
Well they rock then. I used a min unit tonight and they were solid, and I played it that they couldn't aim.

If they can aim, there is no real problem with them. One shot unkillable wonder for 4 points? Sold.


I still kinda wish they could burrow in later turns, but aiming when they pop up is definitely very nice.

Scalpel
11-26-2009, 02:55 AM
Page 34 - A model cannot forfeit its movement if it cannot move or does not have a
movement available.



-------

They can still get the back arc bonus ... however a max RAT 6 isn't lighting my fire much .... especially since they took the +2 to Hit on Ranged Attacks from the Fell Caller.

However, 4/6pts does make them expendable.

Turtle
11-26-2009, 03:17 AM
Yep, a nice one turn alpha strike and threat that's completely invulnerable to any enemy attempts to remove.

Keep in mind, because they do get aim, they go up to RAT 6, but then since they're likely to pop up behind enemy units, they go up to effectively RAT 8, at power 14, anything they hit is going to feel it.

Then after they pop up and do their damage, they may be throw away units but it's still a unit behind their lines that has to be dealt with, which means something has to turn towards them and attack in range or melee.

At 4/6 I'm glad I have a full unit.

Scalpel
11-26-2009, 03:32 AM
Keep in mind, because they do get aim,.
They don't, please see my post above yours.

bakaryu
11-26-2009, 04:26 AM
They don't, please see my post above yours.

They do, see the PPS_Jack post a few posts above yours. Being unable to advance does not mean they cannot move, turning on the spot is movement but not an advance for example.

The Anders
11-26-2009, 04:56 AM
They do.

Can not advance is not the same as can not move.

The Happy Anarchist
11-26-2009, 05:34 AM
Actually, I am pretty sure it is supposed to be, but I guess the rules forum will tell.

Patuljak
11-26-2009, 05:41 AM
They are absolutely fantastic. It finally gives us a solid board control option with assasination potential, and only for 4 pts at that!

Definetly buying them if they can still move 3"+3" come final rules.

Sevwall
11-26-2009, 06:05 AM
We need to figure out this aiming thing. If they can, they are good, and if they can't they won't be able to hit much on pop-up, which is the only turn they do anything.

Goldstep
11-26-2009, 06:51 AM
More than anything it's the +3" of burrowing and the ability to start burrowed. I've never played with them MKI where they reburrow anyway. Most games I put them too far back and they can't get to where they are going so never see action or too far forward and the leader gets killed early so they never see action.

MKII seems to allow them each one shot, sometimes more. And since they are small base there is no Cryx, kill the jack by standing on it issues.