New Teknes Card Discussion! - Page 2
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Thread: New Teknes Card Discussion!

  1. #21

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    Hey guys, Curtis here. I just wanted to chime in and share some of my personal experiences with the faction. I've been working on Teknes for awhile now. First as a studio painter, and then as a playtester and developer.

    I understand the concern that at face value Teknes may not seem as flashy as the other houses. The first time I saw their cards I was also a bit underwhelmed. But after several playtests I can tell you, I hate having to fight these guys. They have some very strong synergies between the different units, and on the table they can be absolutely brutal.

    My personal favorite tactic is to run a mix of union workers and linemen defenders supported by zaalaks and galvanic defenders. The zaalaks are amazing in their specialist role. With an unholy movement speed of 8, and the ability to ignore difficult terrain they can bog down enemy infantry by turn 2, sometimes even turn 1. Once engaged dealing with this model becomes a very painful prospect. In one particular playtest I witnessed a single zaalak take down an entire squad of hadross spearmen.

    Other than the zaalak I am also particularly fond of the union workers. I know it's been said before, but the value of having a basic infantry with 2 wounds can't be overstated. These guys are great. Screening them with a unit of defender linemen, you sit them in the back lines, and due to their training once the enemy manages to get through the linemen they make a free advance and position themselves to easily mop up whatever might be left.

    And the linemen themselves are pretty nasty too. Having only a 30% hit chance and a solid reactionary ability these guys are on par with hadross for being some of the most stubborn units to remove. Add in the controller's inspire ability and they also gain a surprisingly high level of mobility, but perhaps more importantly, they gain the ability to shift key targets around the battlefield to make threats appear from unexpected sources. An example of this is when I thought I had successfully pinned down sorik one game, but he ended up being just close enough for a sprinting lineman to pull him out of combat, which freed up sorik to blast my troops in the face and eventually cost me the game.

    Unfortunately I haven't had much hands on time with the C.A.G.E. but looking at his statline I can't wait to see him on the table. With 2 resilience, 3 wounds, and the potential to generate a magic attack against all enemies within 2", this guy looks like he can clear infantry waves all day.

    Anyway, that's my 2 cents worth on the topic. Hopefully my experiences have helped shed some light on how this awesome faction functions in practice. Great feedback so far though, and we'll continue to look at all the houses and make changes as necessary.

  2. #22

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    Thanks Curtis - that does help a bit!

    Is there a 'drop dead' date when the rules will have to be considered set in stone so they're ready for the printers?
    Nil nos tremefacit.

  3. #23

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    Appreciate the input Curtis, but there is something in what you said that I find troubling, and it is also my biggest concern with this force:

    Quote Originally Posted by CMON Curtis View Post
    Other than the zaalak I am also particularly fond of the union workers. I know it's been said before, but the value of having a basic infantry with 2 wounds can't be overstated. These guys are great. Screening them with a unit of defender linemen, you sit them in the back lines, and due to their training once the enemy manages to get through the linemen they make a free advance and position themselves to easily mop up whatever might be left.
    So basically, you are saying that the Teknes "Offensive Troops" need to sit behind the defenders, and then strike afterwards. This makes the Teknes player always having to react, and places this force is a defensive only play style (Unless the Brood Warriors turn out to be their Offensive piece, then I feel bad for the people who did not pick up this infantry). Being in a defensive role, and always having to react to your opponent isn't a very dynamic play style, and for an army made up of angry brutish pigs, it seems odd.

    The other issue I have with this is, unless the motivations have been drastically changed, playing defensive is the worst thing that the Teknes can do, since they all of their current motivations make them march forward. So, unless they plan on sitting back and losing to the opponents Motivations, I am still confused on how this force can match up with its opponents.

    Finally, and this goes back to your suggestion on stacking troops, why would a Deployment C zone front line troop run backwards to be protecting by their Deployment B zone defenders? I am just finding this all to be very awkward.

    Again though, I appreciate you chiming in with your insights and what you have seen and felt in playtest

  4. #24

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    Personally I never viewed the union workers as offensive. They're very much utilitarian in nature and serve a variety of roles depending on army composition and mission objective. Overall they just have an exceptional statline for a rank 1 infantry and should be viewed as more of a workhorse unit than anything. And while using the union workers in this fashion is my preferred method it's not the only successful way to field them. I've seen viable lists using nothing but union workers and bosses for the core of the army. In the end it usually boils down to personal playstyle and how well you can command the forces you've chosen. That being said, the reactionary playstyle is basically what the Teknes were designed to excel at. With nasier being a glass cannon, hadross being hyper defensive, shael hann the magic faction, and goritsi the high mobility faction.

    And motivations are still being reviewed currently. Once the core mechanics of the armies have been filled out and we're happy with the general playstyles, then motivations will adjust accordingly to play into each army's strengths.

    As to the deployment issue, the current deployment zone of c was to offset the slower movement rate of the union workers. As things currently are, by the time models are engaged in combat the defenders should be at the front with the pigs not far behind. Though I will admit it is a bit confusing on paper, so perhaps at next play test we might review that aspect a bit further.

  5. #25

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    Quote Originally Posted by KP13 View Post
    Thanks Curtis - that does help a bit!

    Is there a 'drop dead' date when the rules will have to be considered set in stone so they're ready for the printers?
    Quote Originally Posted by CMON Curtis View Post

    And motivations are still being reviewed currently. Once the core mechanics of the armies have been filled out and we're happy with the general playstyles, then motivations will adjust accordingly to play into each army's strengths.
    Well if nothing else, it looks like the rules haven't been finalized - there's hope yet!
    Nil nos tremefacit.

  6. #26
    Newbie, please be gentle Kreig_Gear's Avatar
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    Not sure where to post this but this seems a good a place as any since it is Teknes related. Is there any chance/a way I can add one last Brood Warrior box set to my pledge? The unlock pledge manager option is gone and I'm kicking myself for only getting two

  7. #27

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    Quote Originally Posted by Kreig_Gear View Post
    Not sure where to post this but this seems a good a place as any since it is Teknes related. Is there any chance/a way I can add one last Brood Warrior box set to my pledge? The unlock pledge manager option is gone and I'm kicking myself for only getting two
    Send a message to support@cmon.com and ask for them to unlock your pledge manager.

  8. #28
    Newbie, please be gentle Kreig_Gear's Avatar
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    Quote Originally Posted by Swan View Post
    Send a message to support@cmon.com and ask for them to unlock your pledge manager.
    Brilliant! Thank you good sir, I'll shoot them off an email and hope for the best!

  9. #29

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    Cards have been updated! Check out the Kickstarter update found here:

    http://www.kickstarter.com/projects/...s/posts/714040


    This update is especially relevant to you Union Boys out there...

  10. #30

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    Is there a range to Ironward's Primal Surge ability? Or does it really affect all models on the board with Pain-Fueled no matter where they are?

  11. #31

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    Quote Originally Posted by duke_bonez View Post
    Is there a range to Ironward's Primal Surge ability? Or does it really affect all models on the board with Pain-Fueled no matter where they are?
    It states 'all active models with Pain Fueled' - As this is an Action of the Ironward it can only be applied to models with Pain Fueled that are activating with him.
    Throne of Angels

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  12. #32

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    Ah! Thanks - that makes more sense, I guess I keep missing the fine print =].

  13. #33

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    Hey all,
    I just have 1 quick question about the ironwards training since as it is worded it seems quite abusable due to the fact that it ignores melee ranges. As it currently stands you could kill some of your own pieces (example pigs so they have a use) to make iron ward attack repeatably at infinite range. while I am not saying it is a great tactic it would allow you to take out any key pieces on your opponents sides (shael han specialists/leaders). I am not saying it needs to be changed I just want to see what others think of it.

    Cheers

  14. #34

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    Quote Originally Posted by worldeater47 View Post
    Hey all,
    I just have 1 quick question about the ironwards training since as it is worded it seems quite abusable due to the fact that it ignores melee ranges. As it currently stands you could kill some of your own pieces (example pigs so they have a use) to make iron ward attack repeatably at infinite range. while I am not saying it is a great tactic it would allow you to take out any key pieces on your opponents sides (shael han specialists/leaders). I am not saying it needs to be changed I just want to see what others think of it.

    Cheers

    Cant attack friendly models voluntarily.

  15. #35

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    The description of "Sundering" on Sorik the Unfinished's "Shredding Claws" shows a magic symbol instead of an armour one. In other words, it has the description for "Suppression".

  16. #36

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    Quote Originally Posted by worldeater47 View Post
    Hey all,
    I just have 1 quick question about the ironwards training since as it is worded it seems quite abusable due to the fact that it ignores melee ranges. As it currently stands you could kill some of your own pieces (example pigs so they have a use) to make iron ward attack repeatably at infinite range. while I am not saying it is a great tactic it would allow you to take out any key pieces on your opponents sides (shael han specialists/leaders). I am not saying it needs to be changed I just want to see what others think of it.

    Cheers
    Not sure that you are reading the ability correctly. The Ironwards ability lets a model within 1" of the model that was killed to make an attack on an active model. So two things:

    1) Since models are only ACTIVE while they are taking their turn, if you were to play the Teknes and could attack your own pieces, you could only use that training against your own pieces that you had activated that turn.

    2) The Ironward's training does not allow the Ironward to (unless he is within 1" of the model that was killed) but only allows a friendly model within 1" of the model that was killed to make the attack.

  17. #37

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    Quote Originally Posted by Swan View Post
    Not sure that you are reading the ability correctly. The Ironwards ability lets a model within 1" of the model that was killed to make an attack on an active model. So two things:

    1) Since models are only ACTIVE while they are taking their turn, if you were to play the Teknes and could attack your own pieces, you could only use that training against your own pieces that you had activated that turn.

    2) The Ironward's training does not allow the Ironward to (unless he is within 1" of the model that was killed) but only allows a friendly model within 1" of the model that was killed to make the attack.
    Not only that but:
    3) The model has to share a Trait with the model that was killed.

  18. #38

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    Great update all around! I'm actually getting excited about Teknes now. Maybe even feeling like I should have gotten a few more Teknes units too.

  19. #39

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    Impressions of the latest update to the Teknes faction

    State if the Union:

    Union Worker is now back to a terrifying piece. With just a single Overpower on their card they can withstand most first strikes from opposing infantry. With only a 10% chance of dying to a single die attack, they will live 81% of the time when attacked by an Ashman Swordsman, and 65% of the time when hit by the War Dancers. All in all, a major upgrade for the Workers. Pain Fueled now adds +1 Move and Unstoppable(1) as well as a second attack dice. A very solid boost. Their attack needed something, and this covers that hole. Since they only get the benefit after being wounded, and once they are wounded they won’t last long, it seems a fair trade off.

    Union Boss got a slight change, allowing the Boss at injure his own workers, to gain the Pain Fueled ability when he activates with them. The Adjustment to his inspire is a good change also, forcing the Teknes to maintain ranks (base contact with a friend) to be able to benefit from the inspire.

    Ironward had his primal surge changed a bit, to allow healing of the Workers and to tie it to just the models that activate with him. With the change to the workers Defensive chart, his Rein them in will make for a solid core surrounding the Company Commander (because his training is just that good, why would you ever have anyone else lead your forces). They may not gain the benefits of Pain Fueled often, but they will be near impossible to displace once they take an objective.

    Overall, the union is in really good shape. They will still be punished by models such as the War Dancer and the Ashmen, but those models will feel the sting of the Union now. Against Hadross, it will be one long tough slugging match with neither side really gaining an upper hand against the others defenses. Against Shael Han? Well, that is a wild card and will really depend on what enlightenments come into play each attack, but looks to be a fairly even battle.

    The Defenders of the Realm:

    Defender Linemen no real change, though nothing was really needed here. 30% chance to kill them, matched with a 30% chance that they will strike you back.

    Defender Lineman Controller, no change to this guy. I still question his inspire ability, it seems a very situational ability, but one that can come in handy once in a while. Since other leaders can activate the troops, this guy will be relegated to a support roll, with his rescue trick up his sleeve when needed.

    Defender Raeth Sevisk, again, no change to this model. He is a better commander then the Controller, but at rank 2 he should be. His troops benefit from staying grouped, and while being the weakest on offense of all of the Rank 2 leaders, he bolsters the troops under his command, negating many enemy abilities.

    The Defenders are not flashy, but they are solid. They won’t race across the field destroying all in their path, but they do make it very difficult for an opponent to stop their constant advance.

    The Specialists:

    Galvanic Defender, the long range sniper of the crew, with a 15” threat range, and is fairly immune from counter attacks except against other snipers. When facing a magic team (such as the Shael Han) or a Will team (Hadross) this is the guy to bring. With his additional support Auras he will make the opponent look for easier avenues to attack, instead of going after the troops the Defender is supporting. While very weak offensively, he does earn his Defender title.

    Zaalak, still my favorite model, and he remains unchanged in this update. He sits the most likely to die Rank 1 specialist, with the worst health of the entire lot (The Caelith Reaver has the same wounds, but has a 2 resilience to mitigate that). He truly is made to die, and while I would have liked to see his wounds and resilience swapped, I am willing to test this guy out on the table. He won’t be the tie up piece he used to be, but he will force the enemy to engage him to get rid of his Abomination Aura. With a 30% chance to trigger Unleashed, a well placed Zaalak can seriously delay an opponent b fear alone.

    Sorik, still the “go to” model to eliminate high resilience models. Not really someone who will make quick work of the rank and file, but there are not many models in the lands that will face him and leave unscathed.

    Finally, the C.A.G.E., still unchanged, I am still uncertain of his function. He will never stand toe-to-toe with the other Rank 2 monsters, his function really seems to get stuck in with the enemy rank and file using Galavanic Backlash repeatedly, along with counter attack to just clear a path.

    Overall, are the Teknes perfect, not really, but then no other army is, and no army really should be. The Teknes are building their flavor, and they benefit by working side by side. Their troops are closer to the Hadross, being more defensive and resilient. Once struck though, unlike the Hadross who survive by making is nigh impossible for the enemy to hit them, the Teknes strike back, punishing those that do attack, and avenging their fallen brethren. Their Leaders and specialists though fall more in line with the Shael Han, in that their main function is not to race in front of the troops causing the damage, but to shepherd and buff the troops so that they can get the job done (Zaalak and the C.A.G.E. being the exceptions here).

    TL DR; the Teknes look to be a fun and solid faction, pick them up and play them

  20. #40

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    now seems to be a faction more fun and easier to play without losing the spirit of the army, if the balance of the other hosts is balanced I can be very satisfied

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