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  1. #81
    Destroyer of Worlds GreenJello's Avatar
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    Quote Originally Posted by Defenstrator View Post
    I don't know why Cygnar players aren't freaking out. I mean the Cyclone is now kind of dead to me. It costs 9, a Defender costs 9, for one more point I get both (although -2 inches on the gun range), an extra big gun, and the lightning pods. And it can handle both heavies and do crowd control in melee.

    I know they're supposed to be balanced but at first glance I have a hard time wondering why I won't grab this first in 50 point games.
    You've got a very good point, it seems to be a pretty nice piece.

    However, I would out that while it's got all those guns, it's still only allowed to have 3 focus, unless you take Nemo1, at which point you can take 5. OTOH, with multiple jacks, you can allocate 6 or 9 or whatever amount of focus you have jacks to take.

  2. #82
    Destroyer of Worlds mikethefish's Avatar
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    We know from the tiny bit of Galleon's card that its harpoon can be used in melee. This makes it the only colossal in the game who has an actual melee weapon that's something other than dual open fists. That alone increases its coolness value IMO!

    NOTE - haven't seen the Kraken stats yet, so i am unsure if its tentacle arms are actual weapons rather than a simple open fist variant, so that might be an exception too.

  3. #83
    Destroyer of Worlds jandrese's Avatar
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    I'm not especially scared of it yet as a Protectorate player. Virtually any of our heavy jacks will be able to do serious damage and none of the guns on the Stormwall are magical. The disruption line will be a problem, but I've been managing disruption from Cygnar for ages now.

    Also, eEiryss is going to be wildly popular against this thing, just to shoot off that stupid Arcane Shield, even though she is likely to die on the following turn to a boosted autohitting POW 10. Hex Blast and Purification will also be useful.

    I think the Scourge of Heresy may have found its calling in life though. While it has a bad overkill problem against regular jacks, against an arcane shielded Colossal it just feels like the right tool for the job.
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  4. #84
    Destroyer of Worlds Defenstrator's Avatar
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    Rune Bullets.
    Oh, good point.
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  5. #85
    Annihilator Rochr's Avatar
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    I freakin love it. Doesn't matter if it is the best one of them or not, the thought of this thing and fail safe or positive charge makes me... happy.

  6. #86
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    ...No reach?

  7. #87
    Destroyer of Worlds quindraco's Avatar
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    Quote Originally Posted by Drzombieface View Post
    Considering we know alot about the Conquest already, and from what we've seen it's probably the strongest Colossal in it's own right, not to count all the nasty things Khador casters can do for it, so I'd switch the Conquest's spot in your list for the Stormwall. The Kraken is still the strong #2 though. The Stormwall is good at alot of things, but being average at everything means you're not really good at some things either, which is why I consider it the #3. The Conquest is #1 because it does everything really, really well. It has strong guns, REALLY strong fists, high armor, and alot of health.
    Konquest has 6 boxes more than the Kraken or Stormwall, and almost always less armor than the Stormwall (with occasionally less armor than the Kraken). I wouldn't write home about its durability. In terms of offensive output, it has 2 guns which will do less damage on average against the majority of targets due to lower RAT than the Stormwall's lesser guns, dealing typed damage on miss, and an inability to shoot a second time if the first shot kills the target. Its suppressing fire is completely worse.

    It is superior in melee due to having the same MAT with higher P+S (and probably higher S, making it better at throws), and its one big gun is clearly superior on a number of fronts compared to either of the Stormwall's Big Guns, but again the lower RAT is going to make it worse than it first appears. I'm not saying the hat gun isn't incredible, because it is, I'm just saying it's less accurate.

    Assuming they fix Stormwall's Metal Storms so they can opt for initial attacks - and I'm expecting an Infernal override if the cards get printed this way - I would absolutely class Stormwall above Conquest against any Warmachine army. Against Hordes the rules are different - you're facing less infantry, and Disruption isn't a thing, so Stormwall loses a lot of utility. I would class Conquest above Stormwall in a Hordes fight.

  8. #88
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    Its funny, but I find the str17 to be the most gamechanging thing

    Otherwise very vanilla, but worth its points. The pod thing is confusing. Also, PC19 makes me very worried that every single colossal and gargantuan will be 19 points. I had a very sweet Bart list worked up around the assumption that Galleon would be 18 :/

    Edit: Somewhat surprised that this monstrosity does not use at least basic level cygnar cortexes. Mat6, maybe its more a mechanical than cortex issue, or balance.
    Last edited by lastspartacus; 05-25-2012 at 10:14 AM.

  9. #89
    Destroyer of Worlds Drzombieface's Avatar
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    Quote Originally Posted by lastspartacus View Post
    ...No reach?
    As I said earlier, "All Colossals have 2" Reach" It's just an ability of the Colossals. They have inate 2" Reach.
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  10. #90
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    speaking of Khador, is there any indication that critical system failure won't work against colossals? I can see vlad/drago lists laughing at the low def, many-system colossals.

    edit - with so many system boxes and not much hull over top of them, I can see this being a lot of fun for drago.
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  11. #91
    Bane Lord Nekuraizou DarkLegacy's Avatar
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    Quote Originally Posted by Drzombieface View Post
    As I said earlier, "All Colossals have 2" Reach" It's just an ability of the Colossals. They have inate 2" Reach.
    Similar to how every warjack is a construct.

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    Quote Originally Posted by PPS_Hungerford View Post
    Imagine him walking up to 8 small based troopers, say a unit in shield wall, and making 64 attacks for a single focus.

  12. #92
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    Quote Originally Posted by jandrese View Post
    I didn't see any reason why you couldn't bond them in the latest NQ. They're not characters.
    I don't have the No Quarter on me, but don't they have a specific rule that makes them part of a battlegroup and abe to receive focus and such? because that would imply that they are not warjacks, because otherwise specifying those things would be redundant. So I would hope/guess that if they can't specifically be bonded, then they can't at all, because they're not warjacks in that sense.
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  13. #93
    Destroyer of Worlds Drzombieface's Avatar
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    Quote Originally Posted by quindraco View Post
    Konquest has 6 boxes more than the Kraken or Stormwall, and almost always less armor than the Stormwall (with occasionally less armor than the Kraken). I wouldn't write home about its durability. In terms of offensive output, it has 2 guns which will do less damage on average against the majority of targets due to lower RAT than the Stormwall's lesser guns, dealing typed damage on miss, and an inability to shoot a second time if the first shot kills the target. Its suppressing fire is completely worse.

    It is superior in melee due to having the same MAT with higher P+S (and probably higher S, making it better at throws), and its one big gun is clearly superior on a number of fronts compared to either of the Stormwall's Big Guns, but again the lower RAT is going to make it worse than it first appears. I'm not saying the hat gun isn't incredible, because it is, I'm just saying it's less accurate.

    Assuming they fix Stormwall's Metal Storms so they can opt for initial attacks - and I'm expecting an Infernal override if the cards get printed this way - I would absolutely class Stormwall above Conquest against any Warmachine army. Against Hordes the rules are different - you're facing less infantry, and Disruption isn't a thing, so Stormwall loses a lot of utility. I would class Conquest above Stormwall in a Hordes fight.
    Colossals can't be disrupted, so Lightning Pods are useless against them. Yes, the Conquest only has slightly more durability than the Stormwall, but its natural toughness is higher. The Stormwall requires constant help to get to ARM 22 with Arcane Shield. if you're running a caster that doesn't have Arcane Shield as one of its spells, and Junior is the supplier, all you have to do to rid yourself of that nuisance is kill Junior.

    With Harkevich, the Conquest can shoot its Main Gun twice, and can give it re- rolls with Fortune. If you run a Conquest with pIrusk, Conquest gets Superiority and becomes a whole 'nother monster. eIrusk can give it Fire for Effect. You see where this is going.

    Yes, the Stormwall is strong in general, but the Conquest is just stronger in every respect, especially considering the kinds of assistance it can get from Khadoran casters. Just standing alone, the Conquest has more durability and more power. And after spells are factored in, the Stormwall does get access to some good spells, but casters like Harkevich, Karchev, and Irusk(p/e) turn it into something much scarier. I didn't say the Stormwall was bad, it's just out- classed.
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    The only reason I wonder about the bond is because they can't be jack marshaled, which is an entirely new thing to them even though they're warjacks.

  15. #95
    Destroyer of Worlds Drzombieface's Avatar
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    Quote Originally Posted by ReaverQueen View Post
    The only reason I wonder about the bond is because they can't be jack marshaled, which is an entirely new thing to them even though they're warjacks.
    It wasn't clarified in NQ 42 whether or not Colossals can be bonded, so we just have to wait for the book release in July, or maybe PPS/Infernal clarification.
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  16. #96
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    Ok so it just really hit me. This thing is a horrible horrible monster. Three auto hit death lines per game. Its sad for mercs, as we rather have to include Galleon now, as two fully loaded manglers can't take down a colossal. Hordes will have a much better time of it because of the fury mechanic and 4 free fury per heavy instead of having to invest for 3.

  17. #97
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    Quote Originally Posted by Drzombieface View Post
    Colossals can't be disrupted, so Lightning Pods are useless against them. Yes, the Conquest only has slightly more durability than the Stormwall, but its natural toughness is higher. The Stormwall requires constant help to get to ARM 22 with Arcane Shield. if you're running a caster that doesn't have Arcane Shield as one of its spells, and Junior is the supplier, all you have to do to rid yourself of that nuisance is kill Junior.

    With Harkevich, the Conquest can shoot its Main Gun twice, and can give it re- rolls with Fortune. If you run a Conquest with pIrusk, Conquest gets Superiority and becomes a whole 'nother monster. eIrusk can give it Fire for Effect. You see where this is going.

    Yes, the Stormwall is strong in general, but the Conquest is just stronger in every respect, especially considering the kinds of assistance it can get from Khadoran casters. Just standing alone, the Conquest has more durability and more power. And after spells are factored in, the Stormwall does get access to some good spells, but casters like Harkevich, Karchev, and Irusk(p/e) turn it into something much scarier. I didn't say the Stormwall was bad, it's just out- classed.
    What exactly does Karchev do to help Conquest? Because I'm not seeing anything worth writing home about.

    And I think you are forgetting eHaley, pHaley, pCaine, pNemo... they do allot more for Stormwall than any Khador caster does for Conquest.

    And you talk about killing Junior like its easy, all it has to do is cast AS once and then it can stay as far back as it wants.
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  18. #98
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    taryn will take care of the hull boxes pretty neatly, so long as you can keep her outside of the 10" for those storm thingies. that leaves the little bit of damage that'll get through from other attacks to take care of actual important things like systems.
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  19. #99
    Destroyer of Worlds Da-Rock's Avatar
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    hmmmm, some really nice combos here - not on at same time of course...........

    Refuge + Evasive(Arlan) + Fire Group + Return Fire + Feat - Sloan
    Darius period
    Explosivo and Feat turn from Siege
    Kraye and Heavy Cav rules????????
    Full Tilt and Guided Fire from Kraye
    Fail Safe and Polarity Shield from Nemo
    Positive Charge and Feat - eStryker
    Arcane Shield + Snipe + Feat(Arm 27) - pStryker

    Not looking at all of the solos and Mercs this should be fun period!



  20. #100
    Destroyer of Worlds Dino-Czar's Avatar
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    Quote Originally Posted by Phantom View Post
    What exactly does Karchev do to help Conquest? Because I'm not seeing anything worth writing home about.
    Unearthly Rage. I'm thinking about Conquest, Behemoth and Black Ivan as a battle group and then I don't care what else.

  21. #101
    Destroyer of Worlds Jake the Dog's Avatar
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    Quote Originally Posted by captainspud View Post
    Quick notes:
    [...]
    3) Lol... as written, Covering Fire isn't optional. You can't elect to shoot. :P
    Reread Covering Fire alongside Rapid Fire. Rapid Fire says you decide to do Initial Attacks for it to work, so it is optional.
    Last edited by Jake the Dog; 05-25-2012 at 10:46 AM.
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  22. #102
    Destroyer of Worlds Da-Rock's Avatar
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    Quote Originally Posted by Dino-Czar View Post
    Unearthly Rage. I'm thinking about Conquest, Behemoth and Black Ivan as a battle group and then I don't care what else.
    Best part about this game is that beside Cryx, nothing is OP enough to stop you from finding a way to beat it without breaking rules................:-) The simple fact is that the Conquest and Stormwall are both sweet as hell and we are all gonna have a blast playing them!!!!!



  23. #103
    Destroyer of Worlds jandrese's Avatar
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    Quote Originally Posted by Wargamer Lester View Post
    Reread Covering Fire alongside Rapid Fire. Rapid Fire says you chose to do Initial Attacks for it to work, so it is optional.
    Rapid Fire is optional (although if you're doing single shots, why wouldn't you use it?), but Covering Fire is not. The problem is that Covering Fire used to be a *Action, and they didn't update the wording to reflect the fact that it is an always on ability now.
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  24. #104
    Destroyer of Worlds quindraco's Avatar
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    Quote Originally Posted by Drzombieface View Post
    Colossals can't be disrupted, so Lightning Pods are useless against them. Yes, the Conquest only has slightly more durability than the Stormwall, but its natural toughness is higher. The Stormwall requires constant help to get to ARM 22 with Arcane Shield. if you're running a caster that doesn't have Arcane Shield as one of its spells, and Junior is the supplier, all you have to do to rid yourself of that nuisance is kill Junior.

    With Harkevich, the Conquest can shoot its Main Gun twice, and can give it re- rolls with Fortune. If you run a Conquest with pIrusk, Conquest gets Superiority and becomes a whole 'nother monster. eIrusk can give it Fire for Effect. You see where this is going.

    Yes, the Stormwall is strong in general, but the Conquest is just stronger in every respect, especially considering the kinds of assistance it can get from Khadoran casters. Just standing alone, the Conquest has more durability and more power. And after spells are factored in, the Stormwall does get access to some good spells, but casters like Harkevich, Karchev, and Irusk(p/e) turn it into something much scarier. I didn't say the Stormwall was bad, it's just out- classed.
    I wasn't aware we were focusing on them fighting each other - the Stormwall is more specialised in infantry clearing than Conquest is, which is why I broke my analysis down by Warmachine vs Hordes. That autodisrupt is really useful any time Stormwall wants to demolish enemy warjacks in melee, since he can drop the pod after charging/slamming (or after trampling, if necessary), not counting enemy warjacks immune to disruption, but the bigger deal is infantry clearing.

    Killing Junior is often a non-starter, since Junior never has a good reason to get in range of anything, as upkeeps have infinite range. I'm expecting every Stormwall to be 22 points for an ARM 22 model until you manage to get the enemy to move AS to something else. Note that it is inherently unfair to compare this to any caster specific spell, as Cygnar is not doing this in a caster-specific fashion.

    If you want to analyse a gunfight between the two in terms of caster-specific buffs, that's fine, but Conquest will lose, hard. I'll rattle off some comparisons:
    pStryker's Stormwall will beat Harkevich's Conquest.
    Sloan's Stormwall will beat Karchev's Conquest.
    Anyone's Stormwall will beat pIrusk's Conquest.
    eIrusk is where it starts to get interesting, as he's clearly one of our two best Conquest casters. pNemo's Stormwaill will beat eIrusk's Conquest.
    I'll give you another one, since you left out the best Conquest caster. eNemo's Stormwall will beat pVlad's Conquest.

    Everything changes in melee - I was assuming a pitched gunbattle above. In melee Conquest is going to win in most cases.

  25. #105
    Destroyer of Worlds Jake the Dog's Avatar
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    Quote Originally Posted by jandrese View Post
    Rapid Fire is optional (although if you're doing single shots, why wouldn't you use it?), but Covering Fire is not. The problem is that Covering Fire used to be a *Action, and they didn't update the wording to reflect the fact that it is an always on ability now.
    Read Rapid Fire, if you are doing Initials, it isn't optional. There is no may/etc. clause.
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  26. #106
    Destroyer of Worlds jandrese's Avatar
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    Ok, fine, so Rapid Fire isn't optional either, but you never get a chance to make it because you always have to lay templates instead of making attacks currently.

    Should be easy to errata though. Just need a May or Can in there somewhere.
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  27. #107
    Destroyer of Worlds Drzombieface's Avatar
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    Quote Originally Posted by quindraco View Post
    I wasn't aware we were focusing on them fighting each other - the Stormwall is more specialised in infantry clearing than Conquest is, which is why I broke my analysis down by Warmachine vs Hordes. That autodisrupt is really useful any time Stormwall wants to demolish enemy warjacks in melee, since he can drop the pod after charging/slamming (or after trampling, if necessary), not counting enemy warjacks immune to disruption, but the bigger deal is infantry clearing.

    Killing Junior is often a non-starter, since Junior never has a good reason to get in range of anything, as upkeeps have infinite range. I'm expecting every Stormwall to be 22 points for an ARM 22 model until you manage to get the enemy to move AS to something else. Note that it is inherently unfair to compare this to any caster specific spell, as Cygnar is not doing this in a caster-specific fashion.

    If you want to analyse a gunfight between the two in terms of caster-specific buffs, that's fine, but Conquest will lose, hard. I'll rattle off some comparisons:
    pStryker's Stormwall will beat Harkevich's Conquest.
    Sloan's Stormwall will beat Karchev's Conquest.
    Anyone's Stormwall will beat pIrusk's Conquest.
    eIrusk is where it starts to get interesting, as he's clearly one of our two best Conquest casters. pNemo's Stormwaill will beat eIrusk's Conquest.
    I'll give you another one, since you left out the best Conquest caster. eNemo's Stormwall will beat pVlad's Conquest.

    Everything changes in melee - I was assuming a pitched gunbattle above. In melee Conquest is going to win in most cases.
    The Stormwall has less infantry clearing than a Harkevich'ed Conquest. Firing two Main Guns in one turn with Fortune can decimate an entire unit (on top of his secondary guns), while the Stormwall relies on rolling to see how many attacks it can get. It might only get 2 Rapid Fire attacks, which then means it has a grand total of 4 initial attacks, 2 of which shouldn't even be THOUGHT of firing at infantry. So It has 2- 6 single shot attacks dedicated to infantry (or none at all if you lay down covering fire), where a Conquest has access to two 4" AoE's with the same range as the Big Guns (maybe 1" more, can't remember), that will most certainly hit more models on average than the Stormwall will. And don't forget they both have access to the same exact Power Attacks, the Stormwall can Sweep, so can big daddy Conquest.

    There's also Escort, which gives the Conquest extra movement, on top of beefing up Harkevich himself.

    And then there's Harkevich's feat. The Conquest is now ARM 23, and can Run & Gun, even faster if Escort is up (9" charge range, 11" threat). (Well, Charge & Gun to be more specific) Yes, his feat only lasts for a round, but sometimes that's all you need. And if I remember his feat correctly (haven't played against him more than 2-3 times), the Conquest gets ANOTHER shot out that, which if that's the case, is 3 4" AoE's with Critical Devastation, in one turn.
    Last edited by Drzombieface; 05-25-2012 at 11:20 AM.
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  28. #108
    Destroyer of Worlds Jake the Dog's Avatar
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    Quote Originally Posted by Drzombieface View Post
    The Stormwall has less infantry clearing than a Harkevich'ed Conquest. Firing two Main Guns in one turn with Fortune can decimate an entire unit (on top of his secondary guns), while the Stormwall relies on rolling to see how many attacks it can get. It might only get 2 Rapid Fire attacks, which then means it has a grand total of 4 initial attacks, 2 of which shouldn't even be THOUGHT of firing at infantry. So It has 2- 6 single shot attacks dedicated to infantry (or none at all if you lay down covering fire), where a Conquest has access to two 4" AoE's with the same range as the Big Guns (maybe 1" more, can't remember), that will most certainly hit more models on average than the Stormwall will. And don't forget they both have access to the same exact Power Attacks, the Stormwall can Sweep, so can big daddy Conquest.

    There's also Escort, which gives the Conquest extra movement, on top of beefing up Harkevich himself.

    And then there's Harkevich's feat. The Conquest is now ARM 23, and can Run & Gun, even faster if Escort is up (9" charge range, 11" threat). (Well, Charge & Gun to be more specific)
    So you're judging the Conquest with Harkevich alone, who is arguably his best friend. Compare him to who can run Stormwall best, it's only fair. Now who that is, I'm not sure (Nemo1 with Supercharge sounds like a candidate though).
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    But Stormwall will actually hit things.

  30. #110
    Destroyer of Worlds quindraco's Avatar
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    Quote Originally Posted by Drzombieface View Post
    The Stormwall has less infantry clearing than a Harkevich'ed Conquest. Firing two Main Guns in one turn with Fortune can decimate an entire unit (on top of his secondary guns), while the Stormwall relies on rolling to see how many attacks it can get. It might only get 2 Rapid Fire attacks, which then means it has a grand total of 4 initial attacks, 2 of which shouldn't even be THOUGHT of firing at infantry. So It has 2- 6 single shot attacks dedicated to infantry (or none at all if you lay down covering fire), where a Conquest has access to two 4" AoE's with the same range as the Big Guns (maybe 1" more, can't remember), that will most certainly hit more models on average than the Stormwall will. And don't forget they both have access to the same exact Power Attacks, the Stormwall can Sweep, so can big daddy Conquest.

    And then there's Harkevich's feat. The Conquest is now ARM 23, and can Run & Gun. (Well, Charge & Gun to be more specific)
    pStryker's Stormwall is ARM 27 on his feat turn, and there is very little in the game as easy as stopping a huge based model without movement shenanigans from moving; even if it isn't stopped, Conquest's main gun is hitting the Stormwall at dice off 12 on the mutual feat turn. Not even a little scary. The fists are at dice -5, which will lay down some hurt, but not enough to terrify. As I've already said, Conquest expects to win in melee, so if you did manage to get the charge off, Stormwall is probably going to do poorly.

    Broadsides gets you a 4" POW 8 AOE scattering into the enemy. Legitimate, but often harmless - it's typed damage, unlike Stormwall's output, and scatter is unpredictable - plus, it's at 2 pow less than the Stormwall's weak guns. By comparison, pStryker can toss an Earthquake into the enemy's face before Stormwall activates. When Stormwall does activate, on average he's shooting 6 times plus deploying a lightning pod, which will completely demolish a lot of infantry formations that were worried about POW 8s.

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    Destroyer of Worlds Drzombieface's Avatar
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    Quote Originally Posted by Wargamer Lester View Post
    So you're judging the Conquest with Harkevich alone, who is arguably his best friend. Compare him to who can run Stormwall best, it's only fair. Now who that is, I'm not sure (Nemo1 with Supercharge sounds like a candidate though).
    Both incarnations of Nemo make the Stormwall better, but Harkevich makes the Conquest (or Conquests) even meaner, whereas Nemo could probably be doing better with multiple heavy jacks than a Stormwall, Nemo2 especially.

    As a Cryx player, I'm not nearly as scared of the Stormwall as I am of the Conquest. Even my Cygnar side would still be afraid of the Conquest. The only thing the Stormwall has going for it over the Conquest without casters involved is that is can disrupt smaller jacks trying to smash its face in. But the Conquest doesn't really have to worry about disrupting them. The Conquest's version of Disruption is killing it. If it's dead, it can't hurt you.
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    Destroyer of Worlds Da-Rock's Avatar
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    So what do we think Nemo 3 and apprentice will bring to the Stormwall that he designed? Affinity maybe?

    Is anyone else wondering why this sweet engineering miracle with both a Lighting Coil and steam engine doesn't have something like free charge/runs or focus gain etc?



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    Destroyer of Worlds quindraco's Avatar
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    Quote Originally Posted by Drzombieface View Post
    Both incarnations of Nemo make the Stormwall better, but Harkevich makes the Conquest (or Conquests) even meaner, whereas Nemo could probably be doing better with multiple heavy jacks than a Stormwall, Nemo2 especially.

    As a Cryx player, I'm not nearly as scared of the Stormwall as I am of the Conquest. Even my Cygnar side would still be afraid of the Conquest. The only thing the Stormwall has going for it over the Conquest without casters involved is that is can disrupt smaller jacks trying to smash its face in. But the Conquest doesn't really have to worry about disrupting them. The Conquest's version of Disruption is killing it. If it's dead, it can't hurt you.
    What on earth about Conquest is scaring you? His guns can't hit the broad side of a barn and he'll get into melee with you if and only if you let him. Bring a unit of Banes and a unit of Satyxis and wipe him out.

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    Destroyer of Worlds jandrese's Avatar
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    I wonder what it must be like to playtest a model for something like 5 years, and 25 minutes after it is spoiled someone points out that the rules don't actually work?
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    Quote Originally Posted by Drzombieface View Post
    Both incarnations of Nemo make the Stormwall better, but Harkevich makes the Conquest (or Conquests) even meaner, whereas Nemo could probably be doing better with multiple heavy jacks than a Stormwall, Nemo2 especially.

    As a Cryx player, I'm not nearly as scared of the Stormwall as I am of the Conquest. Even my Cygnar side would still be afraid of the Conquest. The only thing the Stormwall has going for it over the Conquest without casters involved is that is can disrupt smaller jacks trying to smash its face in. But the Conquest doesn't really have to worry about disrupting them. The Conquest's version of Disruption is killing it. If it's dead, it can't hurt you.

    Why do so many explain things in isolated details -

    "If I had these solos, this Jack and caster and this unit against just your single unit and nothing else on the board and I have perfect range and activation order I can do 7000 damage 5 times, kill your mom, sister and neighbors dog!"



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    Destroyer of Worlds katadder's Avatar
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    what would be awesome is if after launching the pods they can then be used by stormcallers as part of their triangulation.
    Jaq Draco, Gunmage/Pistoleer - Inn of Odd Wanderings


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    Destroyer of Worlds jandrese's Avatar
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    PPS_Matt posted a cryptic message on the Cygnar boards suggesting something like that.
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    Quote Originally Posted by jandrese View Post
    I wonder what it must be like to playtest a model for something like 5 years, and 25 minutes after it is spoiled someone points out that the rules don't actually work?
    To be fair I think they mainly playtest for fun value and not,

    THIS MODEL HAS AN INFERIOR POW VALUE BY 1. THROW IT IN THE TRASH AND START OVER.

    or,

    WHAT? NO REACH? YOU KNOW WE'RE ACTUALLY TRYING TO -SELL- MODELS, RIGHT?

  39. #119
    Destroyer of Worlds Drzombieface's Avatar
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    Quote Originally Posted by quindraco View Post
    pStryker's Stormwall is ARM 27 on his feat turn, and there is very little in the game as easy as stopping a huge based model without movement shenanigans from moving; even if it isn't stopped, Conquest's main gun is hitting the Stormwall at dice off 12 on the mutual feat turn. Not even a little scary. The fists are at dice -5, which will lay down some hurt, but not enough to terrify. As I've already said, Conquest expects to win in melee, so if you did manage to get the charge off, Stormwall is probably going to do poorly.

    Broadsides gets you a 4" POW 8 AOE scattering into the enemy. Legitimate, but often harmless - it's typed damage, unlike Stormwall's output, and scatter is unpredictable - plus, it's at 2 pow less than the Stormwall's weak guns. By comparison, pStryker can toss an Earthquake into the enemy's face before Stormwall activates. When Stormwall does activate, on average he's shooting 6 times plus deploying a lightning pod, which will completely demolish a lot of infantry formations that were worried about POW 8s.
    Scatters are unpredictable, so is how many attacks you get with Rapid Fire. On average, Rapid Fire is getting you 3 attacks (max 6), plus the 2 Big Guns, which, like I said, shouldn't be fired at infantry. If they're being fired at infantry, you're doing something horribly wrong in using its higher POW guns to pick off infantry. Yes, you also get a Lightning Pod, but stuff has to be within 10", and can't be grouped up tight and deep within 10" to be able to place the Pod well and hit a good number of them. And once you place 3 of them, that's all you get, so you have to think carefully about positioning and conserving them.

    And considering Cygnar has some infantry that could even take a lesson from Cryx about being durable, POW 8 AoE's are going to do some damage. With a boost to hit and re-rolls from Fortune, there's a good chance even the Khadoran Colossal could hit your squishy Long Gunners, Gun Mages, Black 13th, mechanics, Commandos. Even Cygnar's durable Stormnoun infantry will die to 8's from the Main Gun's blast damage.
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    Destroyer of Worlds jandrese's Avatar
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    Quote Originally Posted by ReaverQueen View Post
    To be fair I think they mainly playtest for fun value and not,

    THIS MODEL HAS AN INFERIOR POW VALUE BY 1. THROW IT IN THE TRASH AND START OVER.

    or,

    WHAT? NO REACH? YOU KNOW WE'RE ACTUALLY TRYING TO -SELL- MODELS, RIGHT?
    I was talking about "Oops, the guns don't actually work except to lay down covering fire templates..." As written, the Rapid Fire rule is useless because it never triggers. Obviously it will be fixed in an errata, but how many playtesters overlooked this over the years?
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