Thanks for the response Mr Black. It's an encouraging read!
Does that mean that Deadly Flourish makes only a rate 1 attack and not a rate 2 Caressing Blades attack?Resilience 2 already nails the Deadly Flourish ability
Thanks for the response Mr Black. It's an encouraging read!
Does that mean that Deadly Flourish makes only a rate 1 attack and not a rate 2 Caressing Blades attack?Resilience 2 already nails the Deadly Flourish ability
No, Deadly Flourish is a 2 dice attack. But as it is a special action, you can't combine dice pools from multiple models also performing Deadly Flourish. As such, you would be required to generate either 2 strikes or an over in order to cause damage, which can be quite difficult to do with only 2 dice.
Here is where you are mistaken. The Ironward lets you make an attack against an active model. So if you have 6 War Dancers Attacking 6 Teknes, with each Dancer bouncing over 2 Teknes models, what would happen is:
Dancer 1 Flourishes, Kills Teknes Model A, Teknes C kills Dancer 2. Dancer 1 Finishes by Flourishing and killing Teknes B, and again Teknes C strikes and kills Dancer 3. Now, the exchange is still even, with 2 dead on each side, but the important part is that two dancers who had not taken their flourish yet have also died. At this rate, the dancers will only get 2 models taking their flourish, killing 4 models, but they lost 4 models before they ever got their attack in. This leaves Teknes with 2 models to attack the 2 surviving Dancers. Without the Ironward, all 6 Teknes would have been killed, while all 6 Dancers are still alive. This makes teh Ironward a fantastic and effective counter to the War Dancers.
Overall I agree with much of what you are saying, and have said pretty much the same. The real issue the Teknes have is the loss of their Counter Attack abilities when faced by the Dancers. Still, even with that ability, it was a close game. I do disagree with your statement that one unit in the game is that powerful. The Herald, as was seen, was that Powerful, The Ironward would have been just as effective, just in a different way. Instead of losing 9 models with no return strikes in one activation, the Teknes would have had a decent chance to eliminate some of the War Dancers, and still have a chance that a few of the Teknes would have survived the Onslaught.
The Defender has good uses, mostly as a sniper that will be difficult to pin down. As for the Strong Will, while it may come in handy, it is unlikely that Dance Masters and Heralds will care about its affects, since most of the time they will be using their Melee attacks.
The problem is, that while they will get the first attack in, they will be killed in teh return volley with 0 chance that their Unleashed will trigger. So basically you are trading a Rank 1 Specialist for a Rank 1 Infantry, this trade favors the Infantry all day long.
No disagreement there
This makes a huge difference. We Combined the attack, which made taking down the C.A.G.E. easy. This makes the C.A.G.E. a Dancer Killing Machine.
Yeah, this doesn't work. With Dancers Adjusting Pig positions, and each pig taking at least 2 Dancer attacks. A single Dancer Attack has 35% chance to kill a Worker, with 2 the Worker's fate is a foregone conclusion. Again, if you remove the Herald, and consider proper placement of the Workers and Terrain this really hampers the War Dancers abilities, but if you are focusing on War Dancers, why wouldn't you bring a Herald?
So, no real counter here. Union Boss really shines when bringing troops against the the Big guys, his skills are not really a bonus against the Zeti.
Going to need your to explain this one for me, how do the workers Advance 7", then get Surged 2 more inches? With a base move of 5" or a Pain Fueled move of 6" how are they moving the 9" you state here?
The Aura bonus though is significant since it reduces a single Dancers chance to kill an Undamaged Worker to 25%
Again, not sure how the Rescue ability factors in. War Dancers never want to engage, and since they aren't engaged, rescue will never have a target to be used on. Dancers and Pigs without something to bolster them are both usints without easy counters to the War Dancers. With Support of either Rank 2 Leader though, they do have ways to make the War Dancers abilities much harder to use.
Yes, again though he has to survive the initial onslaught of the War Dancers to use these abilities. Without Defender Raeth, War Dancers actually have a 10" Threat Range, since they will pull troops 10" away 2" towards them and flourish them. Yes, if the Controller lives, he can definitely damage the Dancers that eliminated his brethren.
Similar comments to the response for Linemen Controllers can go here. You have to engage the War Dancers to pin them. Dancers will never willingly engae, since they don't have to, and it is a detriment. Which means you only pin things down that survive the first onslaught.
The most important thing that was pointed out thou is that Dancers have a hard time dealing with Resilience 2 models. With only a 19% chance to wound a Model with a Resilience of 2, these models are the best way to face down the Dancer Menace. Just this factor on its own gives every faction a solution to mitigate Dancer Damage. In a case like this, leading with the Rank 2 Leaders / Specialists becomes the strategy, with sniper support backing them up.
And finally, as has been pointed out, playing without a scenario really does not give the game system a fair test. If we could see the new rules for Scenarios / motivations it would truly help in determining the balance of the game.
I do want to thank you and Curtis for your input here, it does help to clear up things, and let me know where I am mis-interpreting the rules.
Just a brief comment on this. Many thanks to Mr Black and Curtis for your input. It's clear though that some of our problems with the cards actually arise from the fact that we don't have a current version of the rules you've been playtesting the current cards to. I know you've said we'll be getting them in due course and it's on the list, so fair enough. I do though think we'd all be hugely grateful to get the new rules sooner than later. It will really help us get a grip on those odd interactions that actually define the strengths of units, like not combining dice in a special action.
Anyway, thanks again guys.
Yes, thanks a bunch Curtis and Mr. Black. Your posts cleared up some issues which were causing a lot of confusion (for me at least). Rolls being made separately for each unit affected by an area attack and 'Special Actions' having to be resolved separately are both pieces of welcome information.
I had completely forgotten that a unit with multiple melee attack dice could split them among any legal targets. Giving a Pain Fueled Union Worker the ability to kill 2 War Dancers is nice but chances are with all the hopping around there either won't be two Dancers close enough, or no Union Workers left to hit remaining Dancers.
I understand that the War Dancers trade immense damage output for being especially fragile. As a Teknes playing against Goritsi, you'll just to be extra vigilant of your spacing and make sure you bring the proper specialists/leaders to deal with them. It seems C.A.G.E. will prove to be MUCH more effective against them than originally showcased.
Hey all,
I'll chime in here as well as the Goritsi are one of my favs (right behind the Shael Han)!
First I'd like to say thank you for engaging with each other and communicating your POV's, it helps us see where wording clarifications are needed and of course external perceptions. I encourage you all to get your WoK gaming group involved! Not just in the discussion but rolling the dice with some proxy models.
One of the things I want to comment on as I've played a very large amount of games with the War Dancers and I see being continually brought up and that is spacing. Spacing is a double edged sword in this game, most times you won't have a choice with how you place your models due to the nature of the board, the other models and the distance between things. I've never seen a true mathematically perfect situation come up to where I could take the extreme advantage of my position, movement and attacks. There's always something in the way (literally and figuratively) to screw things up.
@Xavarir - I have found over the course of many games that the Union Workers are able to engage with 2 War Dancers quite often, when it comes to making sure your models are spaced properly for survival you run the risk of leaving one or two out of AOI and solo activating a War Dancer is one of their major weaknesses. In engagement situations you will find that your threat range while impressive is also a problem, not to mention the fact that there are simple things you will often overlook, forget or just plain not think about in 'the heat of the moment' - you'd be surprised at how distracting rolling double 1's is when making a deadly flourish on a target...it can screw up an entire plan of action. :P
We're working on getting a revised set of rules up as well as the new scenarios for you guys, and I know you're chomping at the bit for them, however there's only a few of us here in development and we do have timetables on a few other projects as well, so we do want you to know that we are working on it as quickly as our scheduling allows and we continue to be grateful for your support and your patience!
On a side note, if any of you are in the Atlanta area we'd be more than happy to host you during our Friday night playtest sessions, if you want to come down just PM me and I'll fill you in!
Thanks!
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