Phatheadaf
02-01-2010, 10:38 AM
Similar to another post regarding Balder, here was my experience, two days after the release from my local META.
eKrueger
Pureblood
Pureblood
Megalith
Druids w/ UA
Stones
Pureblood - My list was originally designed to build a ranged attack prior to the update by taking advantage of the PH and no LOS required advantage. However when they nerfed this, I expected this to not be nearly as effective. I have to say that I was wrong about their interaction. They are now very effective against units, and while the LOS restriction is gone, it is easy enough to get around that w/ a template, as there are very few ways to get away from a template dropped on you from anywhere else, especially when you can drop your own model in front of the real target to take advantage of the loop hole. With eKrueg, these guys are very dangerous. Although I feel that they are not as dangerous w/o PH as they can't spam it like they used to. They are somehow more effective, but not in a "win the game turn two" kind of way.
Mega - more or less plays the same, and while he can't drop the forest, the diff terrain really keeps enemies from crashing around you, and the fact that he has "steady" makes for a perfect spell platform that will serve you well against the KD effects that are game breakers. Geomancy rules are awesome w/ him
Druids - as confirmed now do it all. In some ways the group seemed to like this. many thought they should have always been a staple in the Circle lists but were often times sidelined for Tharn Ravagers. Not anymore. Most feel that they are actually not "broken" per se, as they are extremely fragile, can be torn up by blast dmg, and the anti magic ring is at a distance. However, have a feeling that opponents will get tired of seeing these guys time after time w/ circle.
UA - needs to be there... for maximum playability, otherwise, the Druids don't really have the same uber appeal.
Stones - are stones... nuff said
eKrueger - I actually can't say enough about his playability. For those that are skepticial, his feat is oddly useful. his ranged attack getting "sustained" is pretty awesome, as I closed out games w/ him, w/o a whole lot of sweating. Also with the Mega, geomancing the Gallows spell, and having the druids, combined w/ his feat, you can really manipulate you're opponents positions, keep them form charging you, and force your opponent into Cygnar type defeats from 18 inches away. Lastly Telekenesis is a brilliant spell, moving either yours OR your opponents model... another board dominating aspect of this caster. I know we saw a big boost for balder but for what it's worth, I took down Baldur in three turns.
That's my initial experience anyway...
A.
eKrueger
Pureblood
Pureblood
Megalith
Druids w/ UA
Stones
Pureblood - My list was originally designed to build a ranged attack prior to the update by taking advantage of the PH and no LOS required advantage. However when they nerfed this, I expected this to not be nearly as effective. I have to say that I was wrong about their interaction. They are now very effective against units, and while the LOS restriction is gone, it is easy enough to get around that w/ a template, as there are very few ways to get away from a template dropped on you from anywhere else, especially when you can drop your own model in front of the real target to take advantage of the loop hole. With eKrueg, these guys are very dangerous. Although I feel that they are not as dangerous w/o PH as they can't spam it like they used to. They are somehow more effective, but not in a "win the game turn two" kind of way.
Mega - more or less plays the same, and while he can't drop the forest, the diff terrain really keeps enemies from crashing around you, and the fact that he has "steady" makes for a perfect spell platform that will serve you well against the KD effects that are game breakers. Geomancy rules are awesome w/ him
Druids - as confirmed now do it all. In some ways the group seemed to like this. many thought they should have always been a staple in the Circle lists but were often times sidelined for Tharn Ravagers. Not anymore. Most feel that they are actually not "broken" per se, as they are extremely fragile, can be torn up by blast dmg, and the anti magic ring is at a distance. However, have a feeling that opponents will get tired of seeing these guys time after time w/ circle.
UA - needs to be there... for maximum playability, otherwise, the Druids don't really have the same uber appeal.
Stones - are stones... nuff said
eKrueger - I actually can't say enough about his playability. For those that are skepticial, his feat is oddly useful. his ranged attack getting "sustained" is pretty awesome, as I closed out games w/ him, w/o a whole lot of sweating. Also with the Mega, geomancing the Gallows spell, and having the druids, combined w/ his feat, you can really manipulate you're opponents positions, keep them form charging you, and force your opponent into Cygnar type defeats from 18 inches away. Lastly Telekenesis is a brilliant spell, moving either yours OR your opponents model... another board dominating aspect of this caster. I know we saw a big boost for balder but for what it's worth, I took down Baldur in three turns.
That's my initial experience anyway...
A.