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Thread: typhon

  1. #1
    Neutralyze
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    Default typhon

    this thread is to discuss typhon a bit further

    12 pts warrants a lot from a warbeast. he can do it all but suffers from severe glass jaw syndrome regardless of animus.

    ill give an example today but please take it lightly because everything was setup bad from my side. i was seeing how he would hold up.

    i played two guy. i know we pay a premium for his cross functioning but man he just cant take many hits.

    todays example although i set him up for failure so i cant be mad at anyone but myself.

    i send my angel in at a spriggan with forced evolution and do a geat deal to it. typhon with playin god charges a great bear and kills him then proceeds to kill 3 demo corp and 2 shock troopers. now i am not expecting him to live but it hrew him up there to create a diversion which worked but he fell to two demo corps charging.

    obviously i set him up for failure but does he need anything to warrant his 12 pts? i think he needs reach back for sure but something about his life dial seem rather unimpressive if you ask me but at the same time i dont know if increasing armor to 18 is too much for him or increasing life to have equal life in each spiral.

    he also needs reach back. for a 12 pt heavy to get up and attack the front lines then after killing the modeld not being able to shoot again because reach had him engaged but he was not engaged with them was very horrid.

    thoughts on possible changes to typhon? this has been the 11th game i ahve played with him and he just seems far too squishy(regardless iof animus) with his combination of average defense and lower armor.

  2. #2
    Warcaster Kirin Folken
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    Rapid Healing as a automatic ability instead of a Animus

  3. #3
    ArtificialDecaySynthesis
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    Reach, a point of arm, and 3 more health would be my fix.

  4. #4
    Zerosoul
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    I like ADS's fix.

  5. #5
    alchahest
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    what would make it worth 12 points. hmmm.. powerful spray in or out of melee, spd 7, critical pitch, high mat and P+S on it's melee attacks, some kind of awesome healing animus, and let's say... 360 degree front arc.

    wait, we already have all of those!

  6. #6
    Zerosoul
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    Why is everyone so deeply impressed by Typhon's animus? It saves you from being nickled and dimed but it's pretty much just Spiny Growth that doesn't hurt your opponent and doesn't save you from getting killed. It's nice, don't mistake me, but it's not all that.

  7. #7
    Konradexius
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    Quote Originally Posted by Zerosoul View Post
    Why is everyone so deeply impressed by Typhon's animus? It saves you from being nickled and dimed but it's pretty much just Spiny Growth that doesn't hurt your opponent and doesn't save you from getting killed. It's nice, don't mistake me, but it's not all that.
    This, basically. I almost always have a Carnivean when I can fit one in a list, so I've been unimpressed by Excessive Healing since the day I bought Metamorphosis.

    Drop him back to speed 6, give him reach, pathfinder, and +1 Arm.

    ADS's fix would be fine by me as well.


    Side note, where on earth did speed 7 on Typhon come from? It's certainly nice, but it doesn't fit at all. Speed 7 is usually reserved for very small or lightweight beasts/jacks, things with wings, and Ninjas. Come to think, the Seraph really should have speed 7, but that's off the topic of this thread.

  8. #8
    Zerosoul
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    I don't think he needs Pathfinder, personally. I think they need to drop this Gunfighter business, just say in the Multiple Heads rule that he can make his sprays in combat and can target opponents in his melee range, and go back to what he was before his revision. He was fine pre-revision.

  9. #9
    JimDice
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    One question I have about Typhon... why does he not have Blood Creation?

    Excessive healing allows you to heal up lost aspects so I see that as a major diffference to Spiny Growth.
    Last edited by JimDice; 12-15-2009 at 09:50 PM.

  10. #10
    ArtificialDecaySynthesis
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    Of course when i say all that i also want him to drop back to SP6. However, I think he's the fastest slammer and trampler in the game. However, that means forfeiting all those sprays... but you may be able to get some criticals by purchasing additional boosted attacks.

    back in the day i used to do BS tramples and the animus. The important part is that it keeps an aspect in play. primarily the spirit, because i always wanted to be able to force with. Regenerate D6, fling, charge, boost collateral damage to 4D6. It was only awe inspiring if you weren't smart and just trying to pot shot typhon to death instead of actually trying to tackle him down.

  11. #11
    Destroyer of Worlds
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    Why is everyone so deeply impressed by Typhon's animus? It saves you from being nickled and dimed but it's pretty much just Spiny Growth that doesn't hurt your opponent and doesn't save you from getting killed. It's nice, don't mistake me, but it's not all that.
    Excessive Healing has a number of advantages over Spiny Growth. It can potentially heal Typhon more than its damaged. It cant be negated by abilities like arcane assassin or blessed. Lastly it can save you from having to spend additional fury to heal aspects of the Typhon. Spiny Growth isnt always better it really depends on the situation.

    As for the Typhon I feel he should be SPD6, DEF12, ARM18, +3 wounds, gain back reach, gain pathfinder, gain blood creation, and lose gunfighter. That makes him a little more like a three-headed Carnivean.
    Last edited by Soulblighter; 12-15-2009 at 10:17 PM.

  12. #12
    Shadowspite
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    did anyone else notice that Typhon is the only beast/jack in the game that can actually lose some of its initial attacks by being damaged?

    multiple heads rule states that it looses 1 initial attack per aspect lost, while this can be mitigated by his animus and healing/regeneration I still find it odd we are taxed in such a way when no one else is. generally when a beast has lost an aspect the effect of losing it is enough of a punishment.

    I'm was also sad to see his regeneration was dropped to d3 from d6 in MKI, simply because I thought it was neat that the dragonspawn based upon regeneration and the fact that it is as hard to kill as dragons because of its regenerative powers only regens as much as a normal troll (animus aside here)

    I need to playtest the new revision before I leave feedback on him, but those have been my thoughts about him so far.

    oh, as for spiny growth vs excessive heal.

    Spiny growth is better IMO, excessive healing is random, its 1-3, and can be mitigated by things that prevent healing (Grievous wounds comes to mind), it does regenerate lost apsects and protect against nickel and diming, but you will die without regenerating at all if you are killed in the attack. (one thing to note is that if a warlock transfers a hit, they still regenerate d3 without losing any health, so that's kind of nice)

    Spiny growth is more reliable at a straight +2, damages beasts/jacks that attack it(possibly saving you, I've seen it happen!) and most importantly, has a range of 6" so you can cast it on other models. I know there have been a couple times where eThagrosh/Rhyas or whoever went for a kill, and burned everything they could to try for a kill, but failed(Stupid dice), and a Carn who could not contribute to the kill (due to distance/base, whatever) cast Spiny growth on the Lock which ends up saving them to try again.

  13. #13
    Angelust
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    Here's my idea of revising Typhon, and why.

    Movement
    Make Typhon Sp6, because there's really no reason to make him as fast as Rhyas. Also, increasing speed worsens the problem of using Typhon as a spray assassin.

    Combat abilities:
    Nerf: Make Typhons sprays ROF 3, and give him bite [x3]. This would limit the ridiculous spray spam, forcing the Typhon to buy sprays and maybe boost 1. This would also limit Typhon's infantry destroying ability. Decrease his defense to 12 possibly. If further nerfs are needed, give him SP6 on his sprays.
    Boosts: Return Reach, grant his sprays critical fire.
    Pt change: Make him 11 points. It would be a difficult decision whether to take him or the Carni, as the Carni has a SP10 and Pathfinder, and generally has the more useful animus. Pathfinder with eyeless sight is a huge toolkit, but Typhon has more versatile damage output.

    I think this would put Typhon into the "Nightmare" category of character heavies, instead of the "Deathjack" category of character heavies. Useful, but not autoinclude over similar FA:U options.

    Thoughts?

  14. #14
    Garth
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    Quote Originally Posted by Angelust View Post
    Here's my idea of revising Typhon, and why.

    Movement
    Make Typhon Sp6, because there's really no reason to make him as fast as Rhyas. Also, increasing speed worsens the problem of using Typhon as a spray assassin.

    Combat abilities:
    Nerf: Make Typhons sprays ROF 3, and give him bite [x3]. This would limit the ridiculous spray spam, forcing the Typhon to buy sprays and maybe boost 1. This would also limit Typhon's infantry destroying ability. Decrease his defense to 12 possibly. If further nerfs are needed, give him SP6 on his sprays.
    Boosts: Return Reach, grant his sprays critical fire.
    Pt change: Make him 11 points. It would be a difficult decision whether to take him or the Carni, as the Carni has a SP10 and Pathfinder, and generally has the more useful animus. Pathfinder with eyeless sight is a huge toolkit, but Typhon has more versatile damage output.

    I think this would put Typhon into the "Nightmare" category of character heavies, instead of the "Deathjack" category of character heavies. Useful, but not autoinclude over similar FA:U options.

    Thoughts?
    Wow, then I would never take a typhon over a Carni. And this even if I like the model more. At the moment I am not sure which beast I should take but your ideas.

    Defense 12, arm 17, not much hit boxes, expensive sprays without much reach against arm 18, 30 health boxes, sp 10 + Assault .... well, the decission would be easy.

    Typhon is fine as he was before the change, except gunfighter. He is ok as he is now, but he could still need something. At least some more health boxes, because without reach he is nearer to the enemy after things like vayls feat.

  15. #15

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    I kinda thought the ridiculous spray spam was Typhon's selling point - without that, it seems like the Carn is strictly superior. ROF3 lets him put out 3 unboosted sprays at the cost of 3/4 of his focus - all that you can use if you need to leave him open as a transfer target. For a character beast, I don't have a problem with his pre-revision offensive output. Losing reach is horrible, but if he gets put back to SPD6 and gets his reach returned, his damage output seems fine for a character heavy.

    I've had the same problem that Neutralyze has with him; he's too easily erased. I either have to play him cautiously and tie up charge lanes and such to him, or treat him as a one-shot monster that delivers some sprays and disappears the next turn. I can't afford that - he's a third(ish) of a 35 point list, and having him vanish under the claws of a 7 or 8 point heavy is crippling.

    An extra point of ARM and a bit more health'd make him more attractive. 13 defense seems pretty solid on paper, but heavy 'jacks average 6 MAT, so they'll hit him on average without boosting. I'd accept dropping to 12 DEF if we could get him to ARM 18 pre-Animus. I don't think the loss of that point of defense is particularly relevant - dropping from 14 to 13 is a big deal, but I haven't seen a lot of on-the-table difference between 12 and 13.

    Quote Originally Posted by Angelust
    ...instead of the "Deathjack" category of character heavies.
    [whine]
    I disbelieve in this category No one's ever confused either Typhon or the 12-point Cygnar heavy (Stormsomething?) with Deathjack. I have no idea how that thing survived field test.
    [/whine]

  16. #16
    Angelust
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    I'm not really sure that the Typhon would be outclassed. He'd still have reach, crit pitch, the ability to dish out damage on low def/high arm infantry, and I'd much rather have def/arm 13/17 than 11/18. If anything, the increased def often causes heavies to boost to hit, which can almost halve the number of heavy attacks coming in. With Abby buffing him, you can get him to Def 16 with tenacity, which is pretty godly for a heavy.

    I think his current problem is that he's becoming a spray-monster, instead of having a balance of spray and melee. Even in his previous form, I'd usually always opt for gunfighters sprays if possible, as losing 3 P&S on the primary but being able to tag multiple models behind was usually very useful.

    In one game I took off about 1/3 - 1/2 the boxes on 3 menoth jacks in one round of spraying under Manifest Destiny.

    There hasn't been much incentive to bite things the way he currently is.

    Are you guys experiencing it differently?

  17. #17
    ricefrisbeetreats
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    My incentive is the crit pitch into another model and the POW 17 over the POW 14. It can also be increased to up to POW 19.

    I look at it is a utility model. It can't hold up against a heavy too well, but it can rip through anything.

    GREAT! Keep it like that.

    Reword multi-heads so it says you can make ranged attacks in your melee range. Then, the wonkiness is gone from Reach/Gunfighter. Give it reach. SPD 6.

    I'd also be tempted to give it Fury 5. It's a unique beast and it gives it an extra Fury for attacks/animus. Because without the animus, that thing will die to a stiff breeze.

  18. #18
    Allan255
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    For me, reach was the main advantage that Typhon had on Carnivean in MKII, now it only has some more MAT.

    If you charge / go in melee, same number of attacks, pow is +/- 1. Typhon can make 3 spray where Carnivean can only do one on charge, but i never had a game where it was worth doing more than 2 spray attack in melee. And generally a good old melee attack would have done the same. Once in melee, Carnivean can take more damage before being destroyed.

    Using Typhon as a range beast looks good : you have 3 nice sprays. If you can hit something 8" away, it can charge you. With 4 fury, it's only 2 boost, because without it's animus, even a light warbeast can seriously damage or kill Typhon and since it's self you can't event cast it with your Warlock. I hate to say that, but i would better have 2 Teraph than Typhon if it's just to make range attacks.
    Last edited by Allan255; 12-16-2009 at 12:42 AM.

  19. #19

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    Quote Originally Posted by Allan255
    If you can hit something 8" away, it can charge you. With 4 fury, it's only 2 boost, because without it's animus, even a light warbeast can seriously damage or kill Typhon.
    This was the problem Neutralyze opened with - survivability. Is anyone having any luck at keeping him (Typhon, not Neutralyze) alive past his opening gambit? This is my only real objection to Typhon for his points. I either have to sacrifice him or dedicate a lot of support to keeping him alive. That doesn't seem right for a 12-point monster; it should be doing the helping, not requiring it.

  20. #20
    Warcaster Kirin Folken
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    With eThagrosh I have had good luck with keeping the Typhon up and running. But its a combo of useing Dragon Blood for the +2 ARM, and then useing ether Spiny Growth or Rapid Healing. Having the Typhon Hovering at ARM 19-22 effectively (depending on which animus) gives him very solid durability and mixed with MD great killing power.

    ...with out that +2 ARM, its a bit more of a gamble on his durablity. His Hps are what hurt him the most now being on the lower end of most heavies.



    ... dont know maybe joking about making Rapid Healing a automatic power on the typhon with his DEF 13 ARM 17 isn't such a bad idea lol.

  21. #21

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    Quote Originally Posted by JimDice View Post
    One question I have about Typhon... why does he not have Blood Creation?

    Excessive healing allows you to heal up lost aspects so I see that as a major diffference to Spiny Growth.
    Typhon does not have blood creation because, I believe, he has a piece of everblights athanc inside him from the time when everblight was devouring pyromalfic. As it is Typhon has a soul and is a concious creature just as our warlocks are.

  22. #22
    TheLat
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    I would like to know where people are getting the idea that 12 points means that it requires no support.

    For example, let's say that Typhon just destroyed a heavy. Well, go run a couple shredders or harriers up to where the heavy used to be. This is a game where the counter-charge is inevitable, but we can usually put something in the way.

    The unsupported Deathjack tends to die to most anything I care to throw at it.

  23. #23
    ricefrisbeetreats
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    I don't think they are saying no support at all, but the Deathjack (I'm pretty sure it still does) generates its own focus, can get more from killing models, etc.

    It's a beast. Oh, and the same cost as Typhon.

    Character jacks should be relatively powerful, but not game breaking. For me, Typhon was good before this update on 12/11. I think a few small tweaks, but its overall stats were fine. I would have either given it some more damage boxes, an increase in ARM or DEF. Just something to keep it running.

    You're investing a helluva lot of points on it. It should be able to hold its own.

    Right now, I'm seeing this thing die when going toe-to-toe with Ironclads, Crusaders, etc; things half its point value and they usually have little support as well. (3 focus on the jack and that's usually it).

  24. #24
    Neutralyze
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    what do you think about having his animus be a built in ability you force for rather than cast? thus giving him a possible different animus. then we scale back to spd 6, give him reach maybe increase life a bit and make it so each aspect has even boxes so each head is equal and finally change mulitple heads to allow sprays with his reach.

  25. #25
    Neutralyze
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    typhon died to two man o war demo corps, two! thats like 4 pts of models

  26. #26
    Destroyer of Worlds Nargacuga's Avatar
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    After some games, I agree with the consensus is that it needs reach back.

    On the gunfighter 'dead zone', I'm not sure what exactly the best solution is...

    One option might be to replace it with virtuoso (along with some other tweaks that allow a max of 3 sprays)

  27. #27
    Mobile
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    Typhons loss of reach makes him undesirable to me. Before anyone pokes me in the eye with a spray template, let me explain.

    Carnie stacks better in my book. Reliable armor animus over shaky healing animus. reliable single target damage over ok single target. Typhon wins out with crowd control, but generally speaking, I have found my infantry already excel at this. Typhon is a tad faster, but an assaulting carnie has larger threat range. Clever assaults wipe out units as well as heavy beasts with a carnie. Carnie costs less.

    I ran typhon three times since the changes. In one game he underperformed, but that was me getting used to lack of reach. Against the coven he did well, but my opponent built a very, very poor army composition. The last, that really shelved him for me, where he simply took way too much damage, even with his animus up. Last time I hung a carnie out with his animus up, it took an ironclad, charger AND lancer, all at 3 focus, to drop him. One slayer nearly killed typhon without any focus.

    I was dissapointed, seeing as how all typhon seems to have now is "spray" and "elohel I heal more"

    I'd like to see a new animus. I have never used his on a warlock when I had access to tenacity, and don't really intend to bring ol 12 pointy' to the battle anymore. Not when I can have my beloved Carnivean slapping people in the face with his big meaty paws.

    What does this mean for typhon? I don't know. Maybe he needs reach. Maybe a new animus. Maybe fury 5. Maybe I just don't like him.

  28. #28
    dorsai2008
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    I second 'Mobile'.
    I have to say I'm torn between my love for the sculpt of Typhon and its playability. I would hate for this model to be hung out to dry on the top shelf along with the Mk 1 Teraph.

    My play testing supports Mobile's in that the Typhon cannot withstand attacks like the Carni. I have been unsuccessful in claiming back its point worth.

    The Typhon can already be forced to regenerate and with the EThag link it can heal reasonably well. I suggest a new animus, stepping away from the duplication of healing/ regeneration. Maybe some sort of retaliatory animus given the fact that it has 3 heads - there can't be any way for an enemy to avoid 3 of them!

  29. #29
    W0lf
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    Id like to see Typhon elvolve as thus;

    - reduced back to SPD 6
    - regain reach
    - lose gunfighter

    Then 1 of the following;

    - fury 5
    - regen D6 back
    - +1 hp to each spiral for total of +3 health.


    I have to admit that since buying Typhon i havnt played a game without him thou ^^

  30. #30
    Neutralyze
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    how about auto healing 1 hp per attack automatic?

  31. #31
    W0lf
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    Id rather D6 regen or more life as it dosnt require adding more rules and generally does the same.

  32. #32
    Neutralyze
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    so everything thinks that 30 life should be key to this model. if that is the case i think is hsould have 10 life in each aspect since three heads blah blah blah........

    reach is needed. hes armor 17 with his animus. if forcing for his animus paying one worth it but instead giving it range 6 and allowing it on other models as well? is this too good?

    does it need 1 higher armor? is the defensive stats alright for this guy?

  33. #33
    W0lf
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    10 life in each spiral seems fine. Tbh i dont care how it breaks down as i always without fail will heal broken spirals on an 12pt warbeast, personally never had the 'no attacks for head a' scenario myself.

    Allowing him to force 1 for his animus is a problem that dosnt need to go there. Just keep it as it is, id rather see Fury 5 then making it cost 1/inate etc.

    DEF 13, ARM 17 are 'ok'. I dont think it looks as tough as a carnivean anyway, just make 'regen' its thing.

  34. #34
    blitzmonkey
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    If the problem is survivability, I don't see how giving him 5 fury would be the solution. I know that means he can cast his animus and do 3 boosts or whatever, but it also means he gets one more attack. So theoretically, he is up to a possible 8 attacks @ 5 fury. If we are giving him 5 fury, I think reach is too much. Don't get me wrong, I REALLY would like it, but the combination seems too much.

  35. #35

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    Quote Originally Posted by W0lf
    DEF 13, ARM 17 are 'ok'. I dont think it looks as tough as a carnivean anyway, just make 'regen' its thing.
    I'm good with Regen as its thing, as long as it can do it out-of-turn as a response to damage. There's nothing exactly wrong with its regen capacity now, except that the poor guy tends to get erased entirely before he gets a chance to regenerate. Making Excessive Healing a force-for-ability rather than an animus is pretty tasty, if we can brainstorm up a new animus.

    If the problem is survivability, I don't see how giving him 5 fury would be the solution. I know that means he can cast his animus and do 3 boosts or whatever, but it also means he gets one more attack. So theoretically, he is up to a possible 8 attacks @ 5 fury. If we are giving him 5 fury, I think reach is too much. Don't get me wrong, I REALLY would like it, but the combination seems too much.
    /agree. Opening up an animus is one thing, but opening up an 8th attack off the same change is excessive. If we need to him to cast his animus and boost three times, or take three extra attacks, wouldn't it be game-safer to reduce the cost on the animus?

  36. #36
    Angelust
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    I don't think Typhon's problem is survivability. It usually doesn't matter if you add 3 health, a point of ARM, etc. Generally if a Warp Wolf got the charge on you, you're dead. If a Full Throttled juggernaught loaded with focus got the charge on you, you're dead. Unless the opponent's army is somewhat disjointed, they can bring together units and buffs to reliably kill him in one turn; usually with 1 heavy and support from a caster.

    I think the problem is that we're paying a somewhat high premium on his ability to alpha strike 3 sprays at 15" range, 18" if you get into .5 melee on a charge for his pseudo-sorta-assault. It makes him a competitive choice, but I'm not sure I like the way his role is getting pigeon holed into an assassination spray beast.

    I'd actually rather see the Typhon remain somewhat squishy, keep him nasty in melee, and drop his points cost so that trading him for a Warp Wolf cruise missile isn't so decisively in favor of the opponent.

    I think we need to decide what we want out of him. I for one felt that he was a good buy in his pre-update form, and I rarely wanted to field a Carni for 1 point less if I could only afford one heavy. If we're really asking for all of his old abilities back, plus def/arm/life/regenbuff, I think we're going to be ignored. At this point I think we need to clearly define what role the Typhon plays that is different than the Carnivean.

    I would personally like to see him as very potent against jacks, but solidly equipped to take down heavy infantry. He can remain squishy as hell, but keep regeneration and excessive healing so he's always fighting at maximum efficiency if he even has 1 box left.

    And maybe it's just a pipe dream, but I'd love to see legion have some more access to critical fire. If a redeemer can put you on fire, why not a damned dragon?

    Maybe it's simply the fact that sprays got better in mk2, and the Typhon is having a hard time finding the sweet spot because his three sprays suddenly became much more useful with all the Warlock buffs available.

  37. #37
    Destroyer of Worlds Nargacuga's Avatar
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    I also think that 5 Fury on Typhon might be OTT.


    Changes on current build:

    • -1 SPD
    • Remove Gunfighter
    • Add Reach
    • Change Multiple Heads to:
      This model can make three initial attacks each combat action. This model loses one initial attack for each aspect it has lost. When making an attack, you may chose to make either a melee attack or a Blight Breath attack. This model cannot make more than 3 Blight Breath attacks during it's activation.
    • +Virtuoso (if the Multiple Heads rules aren't clear enough)


    As far as it's survivability, I would rather have it be more offensive than defensive. It's animus is good enough and a unit or heavy that doesn't manage to kill it won't last past Typhon's next activation.

  38. #38

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    Quote Originally Posted by Angelust
    I don't think Typhon's problem is survivability. It usually doesn't matter if you add 3 health, a point of ARM, etc. Generally if a Warp Wolf got the charge on you, you're dead. If a Full Throttled juggernaught loaded with focus got the charge on you, you're dead.
    It really doesn't take a Feral or a Full Throttled Jug. Neutralyze has lost his to Man O' War DC's. I frequently lose mine to Great Bears. Heavy infantry is usually plenty to sign his death warrant.

    Quote Originally Posted by Angelust
    I think the problem is that we're paying a somewhat high premium on his ability to alpha strike 3 sprays at 15" range, 18" if you get into .5 melee on a charge for his pseudo-sorta-assault.
    Agreed. 3 sprays is serious, and probably should be priced high. I just think his woeful survivability should be a mitigating factor on that premium. 3 sprays/turn is great. 3 sprays once before the inevitable erasure, not so much.

    Quote Originally Posted by Angelust
    I'd actually rather see the Typhon remain somewhat squishy, keep him nasty in melee, and drop his points cost so that trading him for a Warp Wolf cruise missile isn't so decisively in favor of the opponent.
    Sure. If losing him didn't mean losing a third of my army, I'd be less hesitant to put him on the field. The points cost is the deciding factor for me. 12 points to put out three sprays one time is out of the question.

    Quote Originally Posted by Angelust
    At this point I think we need to clearly define what role the Typhon plays that is different than the Carnivean.
    I suspect that he was intended to play the same role as the Carn, only better, kinda like Mulg now plays as a super Dire or Molik karnused to as a super Cyclops. He just can't perform it - the Carnivean is there to take hits and wreck heavies, and while Typhon can certainly wreck a heavy (7 POW 17's is serious), he can't take hits.

    I'm just guessing, of course. There might be a design intention for him that's completely different.


    Quote Originally Posted by Angelust
    I think we need to decide what we want out of him. I for one felt that he was a good buy in his pre-update form, and I rarely wanted to field a Carni for 1 point less if I could only afford one heavy. If we're really asking for all of his old abilities back, plus def/arm/life/regenbuff, I think we're going to be ignored.
    I actually thought he was overcosted, for the same reason. Too fragile. Compare him to Deathjack (which I did by way of putting them on the table with each other), and 12 points feels kinda depressing.

    For all of that I'd still find it satisfactory to put his Reach back, drop him back to Spd6, keep 360 vision, and call it a day. I still wouldn't put him into a 35 point list, but I might consider him at 50, where he'll have higher target saturation and losing him doesn't hurt so bad. Ideally, I'd like to see him buy a flak jacket and spend some time at the gym adding bulk, but I don't realistically think I'll see it.

  39. #39
    Defenstrator
    Guest

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    My experience over a bunch of games is that Typhon is a bit squishy for 12 points. I couldn't figure out what I was doing wrong to keep getting him killed. Then I actually counted the health boxes of comparitive warjacks, took a realistic look at his defensive stats, and said "oh". When it comes ot defense Typhon is strictly average. His animus helps, but isn't super effective, and is often not used because since it's range is self Typhon can't have it up and spend the fury he might need to when killing an opponent.

    Now this could be justified if Typhon was super killy, but he has gotten less so. As opposed to before when I couldn't spray on things because they weren't in Gunfighter range, not I can't even attack them because I don't have reach and they do. I had a bunch of Ferox engage him and he was stuck taking a free strike in whatever direction he went, and even then would probably only engage two of them at most while being prevented to spray by the reach of another. Pretty freaking annoying.

    To me it would be

    -1 SPD
    DEF 14
    Reach
    Gunfighter
    Virtuoso
    Multiple Heads- May shoot at any models it is engaged with.

  40. #40
    Voltimor
    Guest

    Default

    Quote Originally Posted by Angelust View Post
    Here's my idea of revising Typhon, and why.

    Movement
    Make Typhon Sp6, because there's really no reason to make him as fast as Rhyas. Also, increasing speed worsens the problem of using Typhon as a spray assassin.

    Combat abilities:
    Nerf: Make Typhons sprays ROF 3, and give him bite [x3]. This would limit the ridiculous spray spam, forcing the Typhon to buy sprays and maybe boost 1. This would also limit Typhon's infantry destroying ability. Decrease his defense to 12 possibly. If further nerfs are needed, give him SP6 on his sprays.
    Boosts: Return Reach, grant his sprays critical fire.
    Pt change: Make him 11 points. It would be a difficult decision whether to take him or the Carni, as the Carni has a SP10 and Pathfinder, and generally has the more useful animus. Pathfinder with eyeless sight is a huge toolkit, but Typhon has more versatile damage output.

    I think this would put Typhon into the "Nightmare" category of character heavies, instead of the "Deathjack" category of character heavies. Useful, but not autoinclude over similar FA:U options.

    Thoughts?
    That would be abit over the top Typhon is a Character Beast is his right to be abit stronger then other beasts for his points you can only have 1 on the field.

    My thoughs...
    SPD- 6
    STR- good
    MAT- good
    RAT- good
    DEF/ ARM - DEF 14 ARM 17 or DEF 13 ARM 18

    Reach
    Multi Headed- can use ranged attacks in melee and mix it melee and ranged has 3 initials just rule it that it has gunfighter and Viruoso build in.
    +3 Health give each aspect 10 health.
    Regeneration D6 ?
    Last edited by Voltimor; 12-16-2009 at 10:41 AM.

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