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About MARCVS AVRELLIVS
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Sad to see the forums go in favor of a variety of places I don't frequent.
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One also hopes they're working on replacing Jaecars no-longer-legal pit trap with a couple legal traps.
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Far_Traveler's Guildball Models and Terrain
MARCVS AVRELLIVS replied to Far_Traveler's topic in The Display Cabinet
Really like the job you did on Vet Fangtooth. -
Hmm. So I've run out a Jaecar, vMinx and Chaska line up that got out all 7 traps... but now I'm limited to 5 total. And vMinx goes from having a respectable 6 damage hit, bypassing toughness, to having a 3 damage hit with a condition that people almost always clear... but Chaska gets a slight damage buff? But Jaecar's trap no longer threatens the 3 damage bleed, but he can put out more traps maybe? Not sure about this being a buff or a nerf or just a change for change sake.
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Exactly my concern. A -2"/-2" isn't much, particularly with what looks like the new designs that are adding range to everyone's moves.
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Ouch. The only hope I'd have is if they're nerfing G&S like this, Jaecar gets his GB result with a 2 damage and Momentum, so there's a reason to take that result on the playbook. Or they change Back to the Shadows into a 6" dodge or something.
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And Harrier could help with the Tough Hide problem. I'm hopeful she keeps this.
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I've run out Minerva twice now, and she's definitely been a help. Used her in a Ladies lineup (Skatha, Fahad, Egret, Seenah, vMinx, Minerva) info Shark Fish and she did work, particularly with vMinx, as a set up for Seenah. KD, Eye Spy, and Harrier turned a Seenah charge into something scary and her 2" melee negated a lot of the typical fish advantage. In a different lineup into Union (Theron, Fahad, Jaecar, vHearne, vMinx, Minerva) she was also effective, and helped keep the game close. Mostly that early KD and 2" melee, plus the possibility of having vMinx set up with her kept my opponent working hard. Really enjoy having her as an option for the team.
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So now vHearne's Last Light is going to cost INF to use? Not sure how efficient that's going to be now.
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Seenah, like most of the Hunter's line up, is balanced around the idea that she's hitting a snared target. So -1DEF, and she's getting +1 DMG. But the number of times I'm actually able to hit a snared target with anyone on the Hunter's is fairly low, and if it does happen, it's a function of my opponent just deciding it's not worth it to clear the conditions and instead going for a goal or takeout instead.
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I like the new poses - and it gives me an excuse to try out a new colour scheme. The stand out is the terrain, though, I think.
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Well, this is going to be an expensive year.
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I think I'd take oHearne if I'm not running Chaska with the lineup, and vHearne if I am running Chaska with the lineup. (Having finally gotten off a rather good 4 boom boxes with a shove to trigger two of vMinx's traps to take down Fangtooth was fairly satisfying)
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On the other hand, 3 players with Blessing of the Sun Father helps a lot to mitigate the Influence...
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Interesting how little she's going to rely on things being Snared, which is something I've noticed all the other Hunters appear to be balanced around.