To keep up with the speed of the game perhaps when you fire the missiles the other AOE's have to be placed close to the the initial impact?
Something like a cluster bomb.
To keep up with the speed of the game perhaps when you fire the missiles the other AOE's have to be placed close to the the initial impact?
Something like a cluster bomb.
I have a feeling we will be Armor 20 not 19... Cygnar is generally lighter armor wise than Menoth.
Yeah, I wouldn't be surprised at all if the Judicator comes in at SPD 4 STR 18 MAT 6 RAT 5 DEF 10 ARM 20. SPD 5 is possible, but I'd only give that about a 40% chance or so. ARM 19 is also about a 40% chance. I'm pretty comfortable with the MAT, RAT and DEF values. The STR could be only 17, but I'm weighing that about a 25% chance or so. There's also a 10% chance pr so for STR 19. I see no reason to think that it will fall outside of the curve on anything given the concept art and rule spoiler we have seen.
I'm really hoping the rockets are good though. After seeing how awesome the Storm Pods are on the Stormwall, the Reliquary seems pretty weak. I hope there is something about the machine to make up for it.
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SPD4 will hurt though, mainly because even that extra inch (or 2 when running) will help get over liner obstacles. As it is, a wall 2" in front of it will stop it getting anywhere. Really hoping for SPD5, as the Cygnar Colossal was an amalgam of stats from their two main jack chassis so we could conceivably get the higher SPD, but we'll have to wait and see. Meanwhile, that's also why I don't think we'll go to ARM 20 - no stat on the Stormwall (besides STR) was outside the norm for a Cygnar heavy, and none of our Jacks are ARM 20 so it's kind of unlikely that we'll get an extra point of ARM just for the hell of it.
Also, could it be possible for the rockets to be closer in effect to the Sunburst than the Skyhammer rockets? A number of little templates would be annoying as all hell, but 1-2 larger templates could be manageable. I'm betting something like RNG16, POW14 AOE4 ROF2, or possibly slightly better stats but with Innacurate.
If it follows the convention of the stormwall, then the judicator should have a base protectorate warjack statline with the exception of STR 17. It would be armed with two Reckoner-profile and two Repenter-profile guns, with Sheet of Flame as a secondary on the flamethrowers.
SPD4 or SPD5 is anyone's guess. Additionally, the art suggests against Reckoner guns. We also still don't know what else the reliquary may do.
I'm still excited.
Reckoner? Its the Redeemer. Time to retake Protectorate Warjacks 101.
Yeah, the art clearly has it firing rockets. They may not be Skyhammers, but they're definitely not Reckoner guns.
I would expect maybe something like:
SkySlammer Rocket Launcher (x2):
RNG 14 RoF 1 AoE 3 POW 14 Inaccurate
When firing, choose one of the following effects:
* Saturation Fire: Make a normal attack with
this weapon. After determining point of impact for that attack, roll deviation for two additional 3˝ AOEs centered on that point.
Models in an AOE are hit and suffer a POW 7 blast damage roll.
* Linked Fire: The attack roll receives and additional die and the damage roll is automatically boosted.
Except I doubt it will be that interesting.
Edit: Linked Fire was broken, I had to nerf it.
Last edited by jandrese; 05-29-2012 at 08:08 AM.
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Wait...that's nerfed?
I think that would be fine. I'd REALLY prefer an AoE 4 myself on it, but we're kinda spoiled with good AoEs as a faction so not too terribly worried. Maybe just have a * Action (or not *Action*) volley effect where instead of getting two 3" AoEs you get one 4" Aoe?
Pow 14 would be gorgeous, but I'd say closer to 13 since you can probably sing Judicator pretty songs that make it kill better.
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*Actions on Colossals are a bad idea. You would almost never use it since it would eat up all 5 of your other weapon attacks for the round.
Getting a single 4" AoE with no special rules except Inaccurate from a 19 point model would be terribly lame IMHO.
I originally had the Linked fire granting an additional die of damage (instead of the boost) because it made the wording cleaner, but then I realized it would be effectively POW 19-20 or so and you have two shots (three with a Vassal) at range... Yeah, it was busted. The additional die on to-hit doesn't even quite cancel out Inaccurate, so I don't think it has to be nerfed to just a boost.
The Saturation Fire attack is limited by the fact that the original shot is likely to miss, so the extra deviations are going to be even more random than usual. I originally stole the attack text from Jonne, but his rule specifically spells out Jonne, and I really don't want to force you to take the pair just to make the Colossal work correctly.
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Yeah I could see that. Herne and Jonne always look fun but I'm never sure where to fit them in.
Forgot the :P after the first sentence. I think that'd be fine. Mayhaps instead of extra dice, remove innacurate from the weapon on that attack? That way you get a big shot to peg something or a bunch of shots to liquify infantry which seems to be the goal here.
Also I spoke against derp-rockets, what was I thinking!?
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One Question I've recently asked myself is this: How does Rezniks Witch Hound work with Colossals? I'm aware that I won't get the move, but can I get the attack?
Didn't think this merited it's own thread, since the models aren't out yet, but I'd still like to know![]()
My best guess is that you'll get the attack. Nothing we have seen so far says you can't make out-of-activation attacks with colossals, and Witch Hound still works even if you can't move anywhere (if you are affected by Shadow Bind for instance).
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I'd be happy with just a couple of nerfed Sunburst shots. We don't need more things that take a year to resolve deviations.
Originally Posted by Valander