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| NOVA Top Lists | |
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+10dumpeal Count Adhemar Cerve Soulless Samurai Thor665 AzraeI withershadow TeenageAngst TheBaconPope Burnage 14 posters | |
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Burnage Incubi
Posts : 1505 Join date : 2017-09-12
| Subject: NOVA Top Lists Tue Sep 04 2018, 08:39 | |
| Taken from a thread on DakkaDakka; - Spoiler:
'Sexi Mexi' Presents "Diamond is Unbreakable"- Spoiler:
Battalion - Prophets of Flesh
Urien Rakarth 5 Wracks 5 Wracks 5 Wracks 6 Grotesques - Cleavers & Flesh Gauntlets 6 Grotesques - Cleavers & Flesh Gauntlets
Spearhead - Black Heart Archon - Venom Blade - Warlord Ravager - Triple Disintegrators, Phantasm Grenade Launcher Ravager - Triple Disintegrators, Phantasm Grenade Launcher Ravager - Triple Disintegrators, Phantasm Grenade Launcher
Outrider - Silent Shroud Shadowseer Solitaire 4 Skyweavers - Haywire Cannons & Zephyr Glaives 4 Skyweavers - Haywire Cannons & Zephyr Glaives 4 Skyweavers - Haywire Cannons & Zephyr Glaives
Chris (Last Name Illegible) NOVA List- Spoiler:
Battalion - Drukhari
Haemonculus Urien Rakarth 5 Wracks 5 Wracks 10 Wracks 3 Grotesques - Cleavers & Flesh Gauntlets 5 Grotesques - Cleavers & Flesh Gauntlets
Spearhead - Alliance of Agony Archon - Venom Blade - Warlord - Writ of the Living Muse Ravager - Triple Disintegrators Ravager - Triple Disintegrators Ravager - Triple Disintegrators Razorwing Jetfighter - 2 Disintegrator Cannons Razorwing Jetfighter - 2 Disintegrator Cannons
Battalion - Craftworld Farseer Skyrunner Spiritseer Rangers Rangers Rangers Hemlock Wraithfighter
Alan Blakerborough's NOVA List-This one has lots crossed out and hand-written notes so it's extra hard to decipher- - Spoiler:
Catachan Brigade Detachment
Company Commander - The Laurels of Command Company Commander - Grand Strategist, Kurov's Aquila Primaris Psyker Infantry Squad - Mortar Infantry Squad - Mortar Infantry Squad - Mortar Commissar Commissar Ogryn Bodyguard - Slabshield - Deathmask of Ollanius Rough Riders Rough Riders Rough Riders Heavy Weapons Squad - Mortars
Battalion - Blood Angels Captain - Storm Shield - Jump Pack - Thunder Hammer Captain - Jump Pack - Thunder Hammer Chief Librarian Mephiston Scout Squad Scout Squad Scout Squad Company Veterans - Jump Packs Death Company - Jump Packs - 2x Power Swords
Custodes Supreme Command Shield-Captain on Dawneagle Shield-Captain on Dawneagle Shield-Captain on Dawneagle Vexilus Praetor (no note on which flag)
Shane Watts Presents 'Peace Through Dakka'- Spoiler:
Custodes Outrider Shield-Captain on Dawneagle Vexilla Praetor - Magnifica - Misericordia 7x Vertus Praetors 7x Vertus Praetors 3x Vertus Praetors
Battalion - KOK Field Officer - Warlord - Grand Strategist Field Officer - Kurov's Aquila Infantry Squad Infantry Squad Infantry Squad
Alex Ing's NOVA Open List-This one is ENTIRELY handwritten and is probably the least decipherable of them all- - Spoiler:
Super-Heavy Detachment House Raven Knight Castellan - Two Siegbreakers Knight Gallant - Iron Spear Missile Launcher Knight Gallant - Iron Spear Missile Launcher
Battalion - Blood Angels Captain - Jump Pack - Thunder Hammer - Storm Shield - Death Visions of Sanguinus Captain - Jump Pack - Thunder Hammer - Storm Shield - Death Visions of Sanguinus Scout Squad Scout Squad Scout Squad
Battalion - Cadian Company Commander - Kurov's Aquila Company Commander - Warlord - Grant Strategist Infantry Squad - Mortars Infantry Squad - Mortars Infantry Squad - Mortars Heavy Weapons Team - Mortars
Jason Curtis's NOVA List- Spoiler:
Super-Heavy Auxiliary Detachment Mortarion
Super-Heavy Auxiliary Detachment Magnus
Battalion - Thousand Sons Ahriman - Disc of Tzeentch Daemon Prince of Tzeentch - Malefic Talon - Warp Bolter - Wings - Warlord - Helm of the Third Eye Sorcerer - Inferno Bolt Pistol Chaos Cultists 25x Tzaangoers 25x Tzaangoers
BCP's picture has nothing else.
Nick Nanavati, King of Finlandia, Hunter of Trolls, Drinker of Drinks, Breaker of Models, Prophet of Fateweaver and Lord of the Warp Token Presents 'The NOVA Winning List'-Note: While it won many games, this list did not win NOVA, contrary to its name. - Spoiler:
Battalion - Prophet of Flesh Urien Rakarth Haemonculus - Electro Whip (the heck font is that, Nick? I so cannot read it, haha) 7x Grotesques 7x Grotesques 5x Wracks 5x Wracks 5x Wracks
Battalion - Ynnari Y'vraine - Warlord - +1 Attack on the Charge Eldrad Spiritseer 10x Guardians - 2x Shuriken Cannons Rangers Rangers 9x Shining Spears - Exarch - Star Lance - Biel Tan
Auxiliary Detachment 9x Kabalite Warriors - Kabal of the Black Heart)
Erik Illegible's NOVA List - Spoiler:
Catachan Jungle Brigade Col. Straken Company Commander - Power Fist Company Commander - Power Maul Primaris Psyker Primaris Psyker Infantry Squad Infantry Squad Infantry Squad Infantry Squad Infantry Squad Infantry Squad Infantry Squad Astropath Ogryn Bodyguard - Slab Shield - Ripper Gun Ministorum Priest Artemis Pattern Hellhound Artemis Pattern Hellhound Artemis Pattern Hellhound Heavy Weapon Squad - Mortars Heavy Weapon Squad - Mortars Heavy Weapon Squad - Mortars
Battalion - Blood Angels Captain - Jump Pack - Thunder Hammer - Storm Shield Captain - Jump Pack - Thunder Hammer - Storm Shield Scout Squad Scout Squad Scout Squad
Super-Heavy Auxiliary Knight Castellan - House Raven - 4x Shieldbreaker Missiles
He did run Grand Strategist and Kurov's Aquila but he didn't say on which Company Commanders (referencing what the models looked like, which I couldn't see from BCP). 1 Captain had Angel's Wing. 1 Captain had Veritas Vitae.
No Name Given's NOVA List-Seriously guys, put your names on your lists. I beg you. - Spoiler:
Super-Heavy Auxiliary Knight Castellan - 2 Siegebreakers
Battalion - Blood Angels Captain - Jump Pack - Storm Shield - Thunder Hammer Captain - Jump Pack - Storm Shield - Thunder Hammer Scout Squad - Sergeant with Storm Bolter Scout Squad - Sergeant with Storm Bolter Scout Squad - Sergeant with Storm Bolter
Battalion - Astra Militarum Company Commander - Warlord - Grand Strategist - Kurov's Aquila Primaris Psyker Infantry Squad Infantry Squad Infantry Squad Hellhound - Heavy Flamer Hellhound - Heavy Flamer 2x Hellhounds 8x Bullgryns - 5x Brute Shields - 3x Slab Shields - 8x Mauls Astropath Ogryn Body Guard - Maul - Slab Shield
Andrew Gonyo's NOVA List-This is the list that won. - Spoiler:
Super-Heavy Auxiliary Knight Castellan - House Raven
Battalion - Blood Angels Captain - Jump Pack - Thunder Hammer - Storm Shield Captain - Jump Pack - Thunder Hammer - Storm Shield Scout Squad Scout Squad Scout Squad
Catachan Brigade Primaris Psyker Straken Company Commander - Warlord - Grand Strategist - Kurov's Aquila Priest Ogryn Bodyguard - Slab Shield - Maul 10x Crusaders 8x Crusaders Infantry Squad Infantry Squad Infantry Squad Infantry Squad Infantry Squad Infantry Squad Scout Sentinel - Heavy Flamer Scout Sentinel - Multilaser Scout Sentinel - Multilaser Heavy Weapon Team - Mortars Heavy Weapon Team - Mortars Heavy Weapon Team - Mortars
Unprinted Name's NOVA List- Spoiler:
Super-Heavy Auxiliary House Raven Knight Castellan - Two Siegebreakers
Battalion - Blood Angels Captain - Jump Pack - Storm Shield - Thunder Hammer - Angel's Wing Captain - Jump Pack - Storm Shield - Thunder Hammer Scout Squad - Shotgun on Sergeant Scout Squad - Shotgun on Sergeant Scout Squad - Shotgun on Sergeant
Catachan Brigade Company Commander - Warlord - Grand Strategist Company Commander - Kurov's Aquila Col. Straken Infantry Squad - Mortar Infantry Squad - Mortar Infantry Squad Infantry Squad Infantry Squad Infantry Squad Infantry Squad Infantry Squad Ministorum Priest Astropath Platoon Commander - Power Fist 3x Hellhound 3x Heavy Weapon Squad - Mortar
There's a lot of Dark Eldar on there, and in particular just a few units - Ravagers, Wracks, Grotesques. There's also very obviously a lot of soup, either Aeldari/Ynnari or Imperial. Just food for thought given that an FAQ and Chapter Approved are coming soon. | |
| | | TheBaconPope Wych
Posts : 777 Join date : 2017-03-10
| Subject: Re: NOVA Top Lists Tue Sep 04 2018, 12:55 | |
| Ravagers, Dissies, and most of Coven is probably due for a nerf. Interesting that the Venom Spam that was in previous tournaments seems to be mostly missing, though. | |
| | | TeenageAngst Incubi
Posts : 1846 Join date : 2016-08-29
| Subject: Re: NOVA Top Lists Tue Sep 04 2018, 15:28 | |
| Dark Eldar won't be noticeably nerfed. | |
| | | withershadow Wych
Posts : 597 Join date : 2018-04-02
| Subject: Re: NOVA Top Lists Tue Sep 04 2018, 17:51 | |
| I like the prevalence of Dark Eldar and Harlequins in the new meta. Gives my autocannons something to do this edition.
As for nerfs, I doubt we will see much more than a small point hike for disintigrators and Grots. | |
| | | TeenageAngst Incubi
Posts : 1846 Join date : 2016-08-29
| Subject: Re: NOVA Top Lists Tue Sep 04 2018, 18:11 | |
| I really hope Dark Lances and Disintegrators swap points costs. It would make both options equally appealing. | |
| | | AzraeI Wych
Posts : 630 Join date : 2018-03-04 Location : maybe
| Subject: Re: NOVA Top Lists Tue Sep 04 2018, 20:42 | |
| - TeenageAngst wrote:
- I really hope Dark Lances and Disintegrators swap points costs. It would make both options equally appealing.
i think people will always pick the least expensive option | |
| | | Thor665 Archon
Posts : 5546 Join date : 2011-06-10 Location : Venice, FL
| Subject: Re: NOVA Top Lists Tue Sep 04 2018, 21:55 | |
| Considering that Dissies are pretty much objectively superior I'd be willing to pay a bit more for them than for Lances. | |
| | | TeenageAngst Incubi
Posts : 1846 Join date : 2016-08-29
| Subject: Re: NOVA Top Lists Wed Sep 05 2018, 00:08 | |
| - Thor665 wrote:
- Considering that Dissies are pretty much objectively superior I'd be willing to pay a bit more for them than for Lances.
No one is going to bring nothing but lances just because lances are now 15 points and disintegrators are 20. However people might put lances on their Raiders and perhaps 1 Ravager which would add some depth and variety. | |
| | | Soulless Samurai Incubi
Posts : 1921 Join date : 2018-04-02
| Subject: Re: NOVA Top Lists Wed Sep 05 2018, 00:14 | |
| I find myself intrigued by the contingent of 9 warriors in "The NOVA Winning List".
Do you think the chap was aware that Auxiliary Detachments don't unlock stratagems?
Because I find myself wondering if he was just including them for the Agents of Vect stratagem.
In any case, I think it's noteworthy that, in spite of people complaining that Warriors are too cheap, they only made it into a single list, and then just a single unit of 9.
Also, do you think there's any chance that GW will notice that Archons seem to serve no purpose beyond standing at the back of the table, boring Ravager pilots to death with Vect's poetry? | |
| | | TeenageAngst Incubi
Posts : 1846 Join date : 2016-08-29
| Subject: Re: NOVA Top Lists Wed Sep 05 2018, 00:22 | |
| Anything that Dark Eldar might have had that was mechanically flawed was grossly overshadowed by Knights, Smash Captains, Shield Captains, Guard mortar spam, and Rick & Morty lists. I heard the head judge referring to the Dark Eldar codex as one of the most balanced, well written books in the game and wishing all other books were at its level since virtually everything in it can be used somehow. I explained the HQs sucked and they were like "eh". | |
| | | TheBaconPope Wych
Posts : 777 Join date : 2017-03-10
| Subject: Re: NOVA Top Lists Wed Sep 05 2018, 00:35 | |
| I have a party boat of my tax Archon's that ride around.
They can sometimes earn their points back? But that's only by index equipping them with Blasters and having their shadowfield eat overwatch so I can keep another Wych in the fight. | |
| | | Burnage Incubi
Posts : 1505 Join date : 2017-09-12
| Subject: Re: NOVA Top Lists Wed Sep 05 2018, 10:59 | |
| - Soulless Samurai wrote:
- I find myself intrigued by the contingent of 9 warriors in "The NOVA Winning List".
Do you think the chap was aware that Auxiliary Detachments don't unlock stratagems?
Because I find myself wondering if he was just including them for the Agents of Vect stratagem. He was, NOVA ruled that a proper Drukhari detachment plus a Black Heart auxiliary was enough to unlock Vect. - Soulless Samurai wrote:
- In any case, I think it's noteworthy that, in spite of people complaining that Warriors are too cheap, they only made it into a single list, and then just a single unit of 9.
You also don't see any Venoms, which have been seeing massive complaints online for ages. I think the explanation for this is simple - the Knight/Guard/Smash Captain list is incredibly strong against both of them, so there's no reason to take Venoms or Kabalites outside of edge cases like Nanavati's. - Soulless Samurai wrote:
- Also, do you think there's any chance that GW will notice that Archons seem to serve no purpose beyond standing at the back of the table, boring Ravager pilots to death with Vect's poetry?
God, I hope so. | |
| | | Cerve Hekatrix
Posts : 1272 Join date : 2014-10-05 Location : Ferrara - Emiglia Romagna
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 09:40 | |
| Still using Archons with success. Just use them as sacrificable tarpit units/taking objective etc. | |
| | | Soulless Samurai Incubi
Posts : 1921 Join date : 2018-04-02
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 10:09 | |
| - Cerve wrote:
- Still using Archons with success. Just use them as sacrificable tarpit units/taking objective etc.
Wow, what great design for our army leader. | |
| | | Cerve Hekatrix
Posts : 1272 Join date : 2014-10-05 Location : Ferrara - Emiglia Romagna
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 10:31 | |
| - Soulless Samurai wrote:
- Cerve wrote:
- Still using Archons with success. Just use them as sacrificable tarpit units/taking objective etc.
Wow, what great design for our army leader. An evil, coward, opportunist, coldheart leader? Yeah it fit pretty well. Not sure to see Archons as glorious condottieri, ready to charge in first line. They are more politics, which prefer to stay back and laugh from their chairs. Even because usually who you deploy are lesser Archons. The big ones stays on Commorragh sending lessers ones to fight for them. My big issue is the Archon Court. Archons should be good fighters (which they are) but they should let their Court fight for them. Hope they will fix Court units into 1-4. with 1 unit per Archon. The 3x limit hit them pretty hard. | |
| | | Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 11:13 | |
| I hope they fix our entire HQ section! | |
| | | Soulless Samurai Incubi
Posts : 1921 Join date : 2018-04-02
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 11:21 | |
| - Cerve wrote:
An evil, coward, opportunist, coldheart leader? Yeah it fit pretty well. Yeah, they really seem like the type to sacrifice themselves for the good of the mission. - Cerve wrote:
Not sure to see Archons as glorious condottieri, ready to charge in first line. They are more politics, which prefer to stay back and laugh from their chairs. So why are they running in to tarpit enemies and even sacrificing themselves? - Cerve wrote:
- Even because usually who you deploy are lesser Archons. The big ones stays on Commorragh sending lessers ones to fight for them.
But even if these are not the most powerful Archons, surely they don't abandon all survival instinct and become completely altruistic the moment they leave Commorragh? - Cerve wrote:
My big issue is the Archon Court. Archons should be good fighters (which they are) but they should let their Court fight for them. Hope they will fix Court units into 1-4. with 1 unit per Archon. The 3x limit hit them pretty hard. I'm not sure I'd agree that Archons are good fighters. I'd say that they're okay at best. Regardless, I think the main issues are: - Lack of any mobility outside of transports. - Lack of support abilities. If you consider Archons to be more about politics and such, then give them a better way to help their men (not just a crummy aura). I'll make the same suggestion I've made before, replace the Archon's aura with: Our Prey is NearAt the beginning of your movement phase, you may choose a single enemy unit within 18" of the Archon (or within 18" of the Archon's transport, if he's embarked in one). Friendly [Kabal] and Mercenary units reroll 1s to hit against the chosen unit until the beginning of your next turn. This has several advantages over the aura: - It works from a transport. - It can affect units inside transports. - It makes the Court of the Archon's reroll rule actually worthwhile. - It allows you to spread out your army more. - It means that you can take multiple Archons without them being redundant. (I've included Mercenary units because, quite frankly, the leader of our army should be able to affect more than the pitiful number of units he's currently able to.) It also means he has to play forward to use his ability and would (with any luck) encourage people to do more with him than just shove him at the back of the table with 3 Ravagers. Anyway, with regard to the Court of the Archon, I agree that it should be 1-4 per Archon (and the individual models should not be subject to the stupid Rule of Three). However, I think a bigger issue is that the Court is very confused in terms of actual role. - Lhamaeans are basically fine. The Archon is a melee unit and these give him some assassins. - Sslyth make sense in terms of fluff, but far less sense in terms of actual gameplay. The problem is, Archons in the fluff are a really big deal and it's only fitting that they'd want loyal bodyguards around them. However, in the actual game, Archons are often going to be one of your least important units. And, as you said earlier, they're often just used as throwaway units. So why would you want to buy a bodyguard for them? It would be like buying a bodyguard for a kamikaze pilot. Put simply, for Sslyth to be worthwhile, Archons need to be a unit that's actually worthy of protection. I think my above change could help with this - since it would both make Archons more useful and force them to come closer to the units they want to mark. - Medusae are weird unit that are just full of anti-synergy. They seem designed almost as a suicide/sacrificial unit . . . yet they want to have an HQ with them. Are they meant to do drive-by shootings? If so then they'll never get the rerolls from an Archon, even if he's sitting right next to them in the Venom. Are they supposed to stand near the Archon, softening up targets before he engages them? Maybe, but then that seems a good way of pushing units out of melee range. What's more, all it takes is for one of those enemy models to engage the Medusae and they're screwed. I think, at the very least, Medusae weapons need to gain the Pistol type - so that they can still fire them in melee. It would also help them (and Sslyth) if the gained rerolls for being embarked on the same transport as an Archon. - Ur-Ghuls are decent against GEQ infantry (and then only on the charge and only with an Archon nearby) but terrible against everything else. I think their weapons need a bit more oomph (AP-1 at the very least), because as it stands there are far too few targets that they meaningfully threaten. | |
| | | Cerve Hekatrix
Posts : 1272 Join date : 2014-10-05 Location : Ferrara - Emiglia Romagna
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 11:47 | |
| - Soulless Samurai wrote:
- Cerve wrote:
An evil, coward, opportunist, coldheart leader? Yeah it fit pretty well. Yeah, they really seem like the type to sacrifice themselves for the good of the mission.
- Cerve wrote:
Not sure to see Archons as glorious condottieri, ready to charge in first line. They are more politics, which prefer to stay back and laugh from their chairs. So why are they running in to tarpit enemies and even sacrificing themselves?
- Cerve wrote:
- Even because usually who you deploy are lesser Archons. The big ones stays on Commorragh sending lessers ones to fight for them.
But even if these are not the most powerful Archons, surely they don't abandon all survival instinct and become completely altruistic the moment they leave Commorragh?
- Cerve wrote:
My big issue is the Archon Court. Archons should be good fighters (which they are) but they should let their Court fight for them. Hope they will fix Court units into 1-4. with 1 unit per Archon. The 3x limit hit them pretty hard. I'm not sure I'd agree that Archons are good fighters. I'd say that they're okay at best. Regardless, I think the main issues are: - Lack of any mobility outside of transports. - Lack of support abilities. If you consider Archons to be more about politics and such, then give them a better way to help their men (not just a crummy aura).
I'll make the same suggestion I've made before, replace the Archon's aura with: Our Prey is Near At the beginning of your movement phase, you may choose a single enemy unit within 18" of the Archon (or within 18" of the Archon's transport, if he's embarked in one). Friendly [Kabal] and Mercenary units reroll 1s to hit against the chosen unit until the beginning of your next turn.
This has several advantages over the aura: - It works from a transport. - It can affect units inside transports. - It makes the Court of the Archon's reroll rule actually worthwhile. - It allows you to spread out your army more. - It means that you can take multiple Archons without them being redundant.
(I've included Mercenary units because, quite frankly, the leader of our army should be able to affect more than the pitiful number of units he's currently able to.)
It also means he has to play forward to use his ability and would (with any luck) encourage people to do more with him than just shove him at the back of the table with 3 Ravagers.
Anyway, with regard to the Court of the Archon, I agree that it should be 1-4 per Archon (and the individual models should not be subject to the stupid Rule of Three). However, I think a bigger issue is that the Court is very confused in terms of actual role. - Lhamaeans are basically fine. The Archon is a melee unit and these give him some assassins. - Sslyth make sense in terms of fluff, but far less sense in terms of actual gameplay. The problem is, Archons in the fluff are a really big deal and it's only fitting that they'd want loyal bodyguards around them. However, in the actual game, Archons are often going to be one of your least important units. And, as you said earlier, they're often just used as throwaway units. So why would you want to buy a bodyguard for them? It would be like buying a bodyguard for a kamikaze pilot. Put simply, for Sslyth to be worthwhile, Archons need to be a unit that's actually worthy of protection. I think my above change could help with this - since it would both make Archons more useful and force them to come closer to the units they want to mark. - Medusae are weird unit that are just full of anti-synergy. They seem designed almost as a suicide/sacrificial unit . . . yet they want to have an HQ with them. Are they meant to do drive-by shootings? If so then they'll never get the rerolls from an Archon, even if he's sitting right next to them in the Venom. Are they supposed to stand near the Archon, softening up targets before he engages them? Maybe, but then that seems a good way of pushing units out of melee range. What's more, all it takes is for one of those enemy models to engage the Medusae and they're screwed. I think, at the very least, Medusae weapons need to gain the Pistol type - so that they can still fire them in melee. It would also help them (and Sslyth) if the gained rerolls for being embarked on the same transport as an Archon. - Ur-Ghuls are decent against GEQ infantry (and then only on the charge and only with an Archon nearby) but terrible against everything else. I think their weapons need a bit more oomph (AP-1 at the very least), because as it stands there are far too few targets that they meaningfully threaten. Because....I can see the Archaon as a "unit" with his Court, as is Haemi+Talos/Grots. In that case, I can see 4 Member Court+Archon into Venom (or Raider) ad doing something well. The reroll to hit is huge, but being single units is bad. | |
| | | Burnage Incubi
Posts : 1505 Join date : 2017-09-12
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 14:35 | |
| - Count Adhemar wrote:
- I hope they fix our entire HQ section!
One of the key issues that I think our HQs are seeing is that they're all melee units which can't stand up to Custodes Bikers or Smash Captains at all. If the Imperium's heavy hitters get toned down a bit (and they almost certainly will in some way) then we might be in a slightly better spot. | |
| | | dumpeal Hekatrix
Posts : 1275 Join date : 2015-02-13 Location : Québec
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 14:48 | |
| If you want the archon to be useful in a non-fighting way, as it should in the fluff, just remove their aura and give them:
"Master strategist: at the beginning of your turn, roll a D6. On a 6, you gain a CP "
That way, they'll be in your backfield, devising your raid and you'll want to protect them as long as you can. | |
| | | AzraeI Wych
Posts : 630 Join date : 2018-03-04 Location : maybe
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 14:54 | |
| transport capacity of 11 in raiders and 6 in venoms would also be nice | |
| | | Soulless Samurai Incubi
Posts : 1921 Join date : 2018-04-02
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 15:04 | |
| - dumpeal wrote:
- If you want the archon to be useful in a non-fighting way, as it should in the fluff, just remove their aura and give them:
"Master strategist: at the beginning of your turn, roll a D6. On a 6, you gain a CP "
That way, they'll be in your backfield, devising your raid and you'll want to protect them as long as you can. Is there a reason he'd need to lose his aura for that, given that Autarchs get both? | |
| | | dumpeal Hekatrix
Posts : 1275 Join date : 2015-02-13 Location : Québec
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 16:47 | |
| - Soulless Samurai wrote:
- dumpeal wrote:
- If you want the archon to be useful in a non-fighting way, as it should in the fluff, just remove their aura and give them:
"Master strategist: at the beginning of your turn, roll a D6. On a 6, you gain a CP "
That way, they'll be in your backfield, devising your raid and you'll want to protect them as long as you can. Is there a reason he'd need to lose his aura for that, given that Autarchs get both? Even with just "+1 CP on a 6" I can already hear people complaining about how OP dark eldar would be. | |
| | | krayd Hekatrix
Posts : 1343 Join date : 2011-10-03 Location : Richmond, VA
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 18:36 | |
| - dumpeal wrote:
- If you want the archon to be useful in a non-fighting way, as it should in the fluff, just remove their aura and give them:
"Master strategist: at the beginning of your turn, roll a D6. On a 6, you gain a CP "
That way, they'll be in your backfield, devising your raid and you'll want to protect them as long as you can. That's sort of what they're doing already, with writ of the living muse and 3 ravagers. Archons, like all DE, are supposed to be the epitome of Eldar physical prowess. An Archon who can't quickly kill a traitor in combat who is literally attempting to stab him in the back is not going to be an Archon for long. They may be deep into politics, but they are also supposed to be able to back up their scheming with action, both direct and indirect. The only time they're supposed to be outclassed in close combat is when they're up against something like, say, Succubi. They're also old, so they need to be in the thick of the action in order to get any soul-sustenance off of the raid, so it makes perfect sense for them to lead from the front (or at least the middle). | |
| | | lcfr Sybarite
Posts : 456 Join date : 2013-10-20 Location : Toronto
| Subject: Re: NOVA Top Lists Thu Sep 06 2018, 20:55 | |
| The Archon feels kind of clunky but I don't think our HQs need to be capable of herohammer levels of power, we already have an army that synergizes really well and is balanced and strong. I miss being able to jack an Archon up on Combat Drugs and slice through units of ANYthing but that just feels like overkill now - how combat capable would an Archon have to be to outweigh regenerating CP and re-rolling 1s to wound aura?
Like...if Eternal Hatred/Djinn Blade Archons don't do enough to merit running over LabCunn/Writ Archons, then what does a combat Archon need to be able to do to make it a more viable choice?
Base S4/Killier Huskblade? Re-rolls for Shadowfields? More weapon options?
An Eternal Hatred/Djinn Blade Archon has enough steam to kill a MEQ character in an average round of combat...that seems good to me, I would rather our 'obvious' go-to choices (LabCunn/Writ) just get tempered.
CP regeneration tactics/items could probably do to just be replaced with static CP bonuses... | |
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