Scather templates on Legion and Cryx weapons already do this, and leave cloud effects to boot. So it is not out of the question to have an AOE gun that leaves templates like this. Hell, that's half of what I use Geomancy with Krueger2 for when I don't have TK targets.
This is probably fodder for another thread, but just to address:
Most guns tend to be just that, guns. Offensive spells tend to have extoic effects, such as with Eruption of Life, Lightning Storm, Strangelhold, Earth Spikes, and Crevasse. Earth Spikes compared to a Destroyer is pretty damned good, for instnace, being magica, ignoring cover, ignoring elevation, and critically knocking for some range. Geomancy also tends to be more accurate than most warbeast and warjack guns, starting at 6 and going up.
I will note also tone here. You speak as if you represent Circle as a whole. And while trends and list building can be used as citation, I kind of will note that "we find it unfavorable" implies you are speaking on everyone's behalf.
Baldur1, Cassius, Krueger1, Krueger2, Mohsar, and Morvahna all have good spells worth casting with them offensively, I think. They also have buffs or debuffs they like to cycle or get out there with minimal cost to themselves. Morvahna is the one I find hardest of late to justify them with. I think I mostly miss being able to get all spells out turn one, but htat's not worth the 9 points, sure.
With Krueger2, I get up to 4 TKs in one turn with a single Woldwarden. Or three Lightning Storms. With Krueger1, I have cycled Lightning Tendrils between three units or beasts easily. Baldur1 does the same with Stone Skin or occcassional Earth Spikes bombardment. Cassius and Mohsar really like the ability to cycle Curse of Shadows such that their own offensive output increases for spells.
Only one caster has a spell like that (Cassius) and that RNG 10, POW 11 effectively death-chills things. Note also it can simply Curse of Shadows, which results in a damage buff for your army. Meanwhile we have:
- Baldur1 - POW 13, RNG 10, AOE 3
- Krueger1 - POW 10, RNG 10, 1d6 Electric Leaps
- Krueger2 - POW 10 to-everything, RNG 8, AOE 3-persistent template
- Krueger 2 - POW 13, RNG 10, repositionor
- Krueger2 - POW -, RNG 8, +2 to hit for army or +2 speed for single models.
- Morvahna - POW 13, RNG 10, AOE 3 to everything under template on death
- Mohsar - POW 12, RNG 8, SP8 to everything in spray ond eath
Note the lowest of these are Cassius and Baldur, with FURY 6, making them more accurate than most gun outside of characters and Cygnar. Morvahna, Krueger, and Mohsar are better than anything but Hunters or aiming
Compared to guns of other models, they are actually fairly good. You have to force for it, yes. But you also get the aformentioned utility and cycling. This, I will again admit, doesn't mean they are auto-includes. This means they will be takenw ith casters with the overlapping qualities of good offensive spells and cyclable buffs or debuffs (of which I think Baldur1, Krueger1, and Mohsar do best, Krueger2 just has a lot of good spells). And as I see it, focusing on spellcasting and giving the warlock more vectors to do it, and more opportunities to do it, is what you take the Geomancer for.
Although, this all being said, that it might drag-down the Woldwrath is understandable. Just that I think the rule itself is good, the need of it on a model that seems to be geared at offense is more validly questionable.
And stuff.






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The Conquest is the weakest Colossal by a country mile, and I have to disagree that he was balanced properly (he's basically one rule shy of being good but still subpar to Stormwall, i.e. something like Big B's sub-cortex etc.). He's not unplayable by any stretch, but my point was that the sub-par Colossal with buffs is still not OP. The point was: as Circle has less ranged options/buffs than even Khador expecting the Woldwrath to have at least as much ranged as Conquest is neither OP nor wishful thinking.
)." And that's about it lol.
what do you think about geomancy throwing 4 fury spells? that could be quite cool 
