why do i want to spend a point taking this model?
does he do something in conjunction with the base rules that i'm not seeing?
why do i want to spend a point taking this model?
does he do something in conjunction with the base rules that i'm not seeing?
IMO anything the tosser can do, the Fennblades do better. His advantage is that he can be hard to get rid off, and hits hard when affected by a prayer, but he is just one man (troll). He hits well and he hits hard, both which are good with Madrak.
It's time to kick a** and chew bubblegum. And I'm all out of gum.
-Captain Gunnbjorn
He's a way to get P+S 13 base attacks with your Kriels. I don't see what the problem is. The push effect will be...interesting to use.
I'd use them if I was looking for a good tarpit unit to take up space, and they are useful on any caster who buffs but doesn't wanna be near the front lines. Or if you just wanna keep your support solos away from the front lines. Whatever.
The Cabers therefore add some much needed punch. I like the FT rules, but the lack of Take-up was a problem, and forced me you be much more conservative with my Cabers. Now though, might as well just get them up into the mix and knock things about.
he has reach and p+s 13. And a "helpful" ability.
I also am not convinced.
I just had a thought (a little to late mind you) that he should have a 6" SP POW 13 + KD, once per game. And lose reach and thunder bolt on his melee attack, but gain crit KD. Maybe a little much for 1 pt.
EDIT: Thunder bolt could be useful in scenario play.
Yah... he's kind of lackluster now compare to what he used to be. Now, for 1 point each, you allow up to 3 slightly buffed Fennblades to walk around with your Warriors that (generally) can't be killed until they're the last ones standing. Thanks to Take Up it doesn't suck entirely... but it is kind of meh now. Thunderbolt is obviously the culprit here, it's way to situational, which makes people question if they should really take it at all. =\
i was wondering if he ended shield wall by pushing models. how far does a shield wall have to be out of formation to lose shieldwall?
it only says he has to hit them, not damage them to get the push.
I mean, what do you want to be convince of? Do you take Kriel Warriors? Do you have points extra, and want to make your Kriel Warriors better? Take the Caber Throwers. If you don't take Kriel Warriors, instead opting for Fennblades, then more power to you. Do you want to be convinced of why you should take Kriels over Fennblades?
1) Kriels have a higher armor, which allows them to survive blast damage better. I'm not sure if it matters to you or not.
2) Kriels have steady with the UA, and a greater ability to spread out and not clutter the map with themselves. Fennblades, not so much.
I see cabers as a way to fill points in a tourny list.
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I think he'd be fine if they changed the wording on Thunderbolt to say that it MAY happen instead of ALWAYS pushing back a model hit.
"Either way, sometimes an Exemplar gets in the way of your horse and you have to put a spear in his face." -PPS_Dougseacat
"Igitur qui desiderat pacem, praeparet bellum - He who wishes for peace, let him prepare for war."
The ability that we are looking for is Ram.
Ram - When an enemy model is hit by this weapon, it is knocked down and can be pushed 1˝ directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved.
It also doesn't sound stupid like Thunderbolt.
We will wrest our homelands from the grip of our enemies. When that is done, we will take anything else we desire.? Chief Madrak Ironhide.
Sigh... didn't read the thunderbolt thing. I actually really liked these guys for a minute there with their potential to get a p+s 17 attack, 20 if you like overkill and stick a DTM animus on them, 21 with the elder. But now I'll just be knocking my target out of range of the other two with my first attack. If thunderbolt doesn't get changed to "may" by actual release I'm going to be hurling my caber throwers at the wall in frustration.
Or the simple solution if PP want to keep the Thunderbolt thing would just be to make it *attack: Thunderbolt
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I love the fact that they gained take-up, since that was my biggest issue with them in the field-test.
However, the Thunderbolt effect is pure garbage and overall counterproductive. I would be happy to lose Thunderbolt entirely OR change it to "may".
Apparently they aren't wielding cabers at all. They are swinging around the storm chambers used for the THead.
I have said once, twice maybe three time, this models rules are boring. I am sure that the rules are sound and effective. He would do some damage to a model quite effectivly. It is just that he is plain. Like Salad with out dressing, pizza with just cheese, Bert with out Ernie.
I am now the sad clown in the circus of Cabers.
end of line, sigh
He's pretty stupid now. 2 cabers are in no way worth 4 warriors.
Once you already have 10 warriors, they really seem like nothing else than a way to have one large unit to put buffs on, so if they are your only unit they are worth it just for more bodies, not for what they actually do.
They are also points filler.
Last edited by Sevwall; 02-04-2010 at 05:40 PM.
I guess you can get things off of a capture area, but I kinda want its old tone back
Banak Knucklebrew: Ban 0XP Blackwoods Guards: Kat 7XP
To fill a single point slot I would rather just bring Swamp Gobbers. To fill a 2 point gap I would rather grab the Chronicler if I do not already have him, or a unit of Whelps if I do have the Chronicler.
Sadly, me too. Though I also like to see if my opponent gets bluffed by its mere presence into thinking of the MK I version...
ps. A Thunderbolt doesn't push things around, it knocks 'em down. Maybe not things with large stances [bases], but medium and small, definitely...
It provides a way to put in cheap MAT 7, POW 15 hits.
While thunderbolt is problematic, it has utility (there are uses for it, mainly pushing blocking heavies and other multi wound models out of the way.).
If you need a work around, just run one single KW around to the back side of the model you're attacking.
I really really wish these things had crit-knockdown and beat-back.
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They need something, but reach + Mat 7 Pow 15 with easy access to buffs is pretty decent with trollbloods.
The ease with which we can have these one point models hitting Pow 18+3d6 charges is pretty intimidating to enemy heavies. Then if they kill them, you just need a guy within 1" who may even get to charge the enemy heavy, if they are not careful.
That said, Thunderbolt = awful and they aren't really tossers anymore.
My favorite idea is the spray. It cuts down on some use because we don't have too much to buff it, but Pow 15 sprays could be very good. That said, do KWs need more anti-infantry? They also wouldn't be immune to their own cabers, which could be an issue in targetting.