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Falconers Guild changes for S4

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So, it seems like the changes to the Falconers are the next ones to be revealed! Out of curiosity, does anyone think anything in particular needs changing? They haven´t been out for very long, but so far I´m fairly pleased with the Falconer 6. Maybe we´ll see some changes to the Hunter crossover models like we saw hinted at with vGraves and Bonesaw? Of the top of my ahead I think rewording Ikaros´ ability Taking Flight to be a bit clearer on the whole "when do you gain flying" thing (even though that´s pretty much been settled as "you choose", it could still be clearer for newer players.)

Any other thoughts? :D 

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I am very curious to see what they will do with S4.  I think Egret needs some updates to make her synergize better with the Falconer's Guild.  Giving Mataagi and/or Minerva some defensive tech would be great.  They both can be taken out very easily.

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Ok, so, if Egret, Mataagi, or Minerva are being changed, they didn't mention it today. Just Ikaros and vHearne. The Ikaros change is MOST welcome, for me, but that does present a very nasty influence dilemma to be honest... The vHearne change really amps him up, though, again... INFLUENCE! But the :momP: on column 1 is pretty great.

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They do say in the article that Ikaros was the only Falconer to change. Now, since Egret is a Hunter, not a Falconer, it is still possible that she changes, but Mataagi and Minerva are staying as they are.

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1 hour ago, Ranthoron said:

They do say in the article that Ikaros was the only Falconer to change. Now, since Egret is a Hunter, not a Falconer, it is still possible that she changes, but Mataagi and Minerva are staying as they are.

Right. I forgot about that.

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So changes to egret were a bit underwhelming. However, got to work with what you've got.

To me she is much outclassed as a striker by ikaros, but brings some dmg. vhearne has a different and important support and set up role, he can battery well (i.e. do things without influence) and egret can't and her low output to influence ratio would seem to be a big deal for falconers.

The opportunity costs don't seem to favour her. Is anyone going to shock me by suggesting dropping mataagi/rundaas/minerva from the squad?

Egret's strength remains into low def and/or high armour teams, that like to bunch - blacksmiths, masons, farmers, brewers, maybe ox butchers? - where goal threat and extra chip dmg is desired. Ikaros (same def and positioning worse counter, no BTTS) and vhearne (good counter and more wounds, but low def, more central positioning, no BTTS) maybe more vulnerable in these match ups? Perhaps there is argument for her here?

Anybody actually tried her in season 4 falconers?

 

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Her T1<< on 3 is great for a goal run opportunity. 3 can be hard to pull off even with a charge so she's probably better if she already has the ball. I think people are still underestimating the 2" Dodge on any damage.

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That 2" dodge with every damage sounds great.. if she can hit multiple snap fires... but it being non momentous and only 1 dice is tough... I want to see her dodging all over to then make a goal run but it hasn't happened yet..I also rolled five 2's with her today vs def 3 models and limited access to snared on other squadrons is rough for her set up.

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It is why she is better in Theron Hunters, he can put Sunstrike on her so it is mom. I still like her for bouncing putting out poison on 1 net hit with Falconers though, that takes a lot of clearing which means they aren't healing. 

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On 11/18/2018 at 6:28 AM, Steveedoug said:

It is why she is better in Theron Hunters, he can put Sunstrike on her so it is mom. I still like her for bouncing putting out poison on 1 net hit with Falconers though, that takes a lot of clearing which means they aren't healing. 

There is also the 'don't put any influence on her and then have Vet Hearne use Last Light on her for a surprise Flurry from 8" away, 2" dodge, regular move, and Back to the Shadows" ... I also keep forgetting Flurry is 8" but Snap Fire is only 6"... lol... so Snap Fire first, dodge away, then Flurry, the dodge further away... lol... the 3/8" kick is really good too but Tac 4 models are tough to use when not charging... 

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