Sunday 3 August 2014

Raze and Ruin - Comp Preview Part 4

Right, a little later than I was hoping, but here is today's set of four armies.

Lizardmen



One of the armies with the most holes in the comp I think. They are obviously good, they came 1st and 3rd at Rollcall! From what I can see, there are a few things that need to be modified from this list. Life is a very powerful Lore with Lizards - buffing the Temple Guard to scary levels and getting massive range for Dwellers due to the Vassal rule, so this gets added to the negative list along with Death. This is something that I am considering for all armies, so this may get extended to all later on. There are some things on the bonus list that are no where near as bad as the other things that are getting bonuses, so they will be removed. These include Wandering Deliberations, what some people think is the most powerful options for a Slann, so there is no way it needs a bonus too. The Carnosaur line can also go, as it is included in the generic comp now. I also think that the Saurus character comp can be simplified - there's not much difference between a Scar-Vet and an Oldblood in the roles they are used in when mounted. I don't want to completely rule out the Cav bus that is a real alternative to the standard Skink swarm or Temple Guard lists though, so trying to fit this  in at a reasonable comp level is difficult. I also think that the Lizards deserve some sort of bonus troop in Core, and whilst Skink Cohorts on their own are one of the best units in the game, once you add a Kroxigor in there they are seen a lot less often. I'm not at a point yet where I feel a bonus for Saurus is needed though! More than any other race, this is definitely a WIP list, so it may change as a result of feedback. If you think it's too harsh or too lenient, please let me know. Let's see where this gets us:

-1 per Slann with both Harmonic Convergence and the Channelling Staff
-1 per Slann on Lore of Death or Life
-1 per Saurus character on Cold One up to the 2nd
-2 per Saurus character on Cold One over the 2nd
-1 per unit of Skink Skirmishers after the 3rd
-1 per unit of Skink Cohorts costing under 100 points, after the 2nd
-1 Tetto'Eko

+2 per Troglodon
+1 for the first Skink Cohort containing at least 1 Kroxigor
+1 per unit of Ripperdactyl Riders
+1 per Bastilodon with Ark of Sotek
+1 per 6+ Kroxigor unit
+1 per 8+ Cold One Rider unit
+1 per 2+ Razordon unit
+1 per Slann with Lore of Fire, Lore of Beasts or Focus of Mystery
+1 for a Saurus Scar-Veteran upgrade to a Battle Standard Bearer
+1 Chakax
+1 Gor'rok
+1 Tiktaq'To
+1 Oxyotl
+2 Tehenhauin. If Tehenhauin is your General and your army does not include any Saurus
characters, the penalties for Skink units do not apply.
(This line was in the Rollcall comp too, I just missed it off the picture!)

Ogre Kingdoms



My old flame. I wanted to run Ogres at Rollcall myself, but I couldn't make a list I liked the look of. The main problem I had was that there is a significant hole in the comp for units of 3 Mournfang. You can have 3 units of 3 for no negative choices at all. That and two Ironblasters is the start of a very powerful list for only a -3. I don't think all Mournfang need to be penalised, they are not as good as they used to be due to the change in the meta. But I can't in good faith allow that list to slip through. The other major pain was the line about characters. Speaking to the Rollcall TO, this was supposed to be a dis-incentive to Deathstaring, but I think it is much more complicated than it needs to be. I aim to simplify it. Aside from that, there are very few things that need to be done to this set - the change in the general comp from 400 to 450 point units helps them a lot.

-1 should both the Standard of Discipline and Crown of Command be present in the army (additional
penalty on top of the Generic Magic Items -1)
-1 for the Hellheart
-1 for the Runemaw if you only have a single unit of Monstrous Infantry of 8+ models
-0.5 for every Ogre character (except Hunters) you have if you only have a single unit of Monstrous Infantry of 8+ models
-1 per unit of 1 Sabretusk
-1 per unit of Mournfang with 3 or more models
-1 if you have 1 Ironblaster, -3 if you have 2 Ironblasters

+1 per Hunter
+1 for the first unit of 25+ Gnoblars
+1 per unit of 5+ Sabretusks
+1 per unit of Yhetees
+1 per Scraplauncher
+1 per Slave Giant
+1 per Thundertusk
+1 if your army does not include any Ironblasters
+1 Skrag the Slaughterer
+2 Bragg the Gutsman
+2 Greasus Goldtooth


Orcs and Goblins


Ah, the Green Dwarfs. What should be one of the most fun and random combat forces out there have been turned into one of the more effective gunlines out there. The negatives hit most of the problems in this sort of gunline, but once you remove them what is left? The bonuses should be able to compensate, even a little, for this reduced effectiveness. The bonuses at the end of the list promote very characterful armies, but there should also be some sort of bonus for not running the standard gunline, beyond just not taking the negatives. There are some packs that reward players for not taking any war machines at all, and I'm tempted to add that in to the pack here too. Aside from that, the main problem with Orc armies at Rollcall was the sheer number of bonus units they could get for very few points. The new generic limits should stop that, but the odd other change to bonus units should help to compensate for that. As ever, if I've got this wrong please let me know!

-1 for every Black Orc character you have more of than units of Black Orcs
-1 if you have more than 6 Fanatics
-1 per unit of Savage Orc Big’Uns of 30+ models. This is increased to -2 if the Lucky Shrunken Head
is also present in the army
-1 per Doom Diver Catapult
-1 for 2 Rock Lobbers (no penalty for 1 Rock Lobber)
-1 per Mangler Squig

+1 for the first unit of Orc Arrer Boyz
+1 for the first unit of 20+ Orc Boyz
+1 for the first unit of Forest Goblin Spider Riders
+1 if you have 1 or more Nasty Skulkers
+1 per unit of Snotlings
+1 per unit of Orc Boar Boyz
+1 per unit of Savage Orc Boar Boyz
+1 per Arachnarok, +2 per Arachnarok with Catchweb Shrine
+1 per Giant
+1 per unit of Squig Hoppers
+1 if your army contains 1 or more characters on Giant Cave Squigs
+1 per unit of 6+ River Trolls or Stone Trolls
+1 Azhag the Slaughterer
+1 Wurrzag
+1 Grom the Paunch
+1 Skarsnik
+1 Gitilla Da Hunter
+1 Snagla Gronspit
+2 if your army contains no war machines
+3 if your army contains only Goblins*
+5 if your army contains only Orcs*
*Mangler Squigs, Trolls and Giants count as both Orcs and Goblins. War machines without Orc Bullies count as Goblins. War machines with Orc Bullies count as Orcs. Arachnarok Spiders, Squig Herds and Squig Hoppers count as Goblins.


Skaven


Like Orcs and Goblins, Skaven suffer from being a rather random army. They have lots of toys that if they work provide very little in the way of fun for their opponent, but if you take all those toys away they will fall over in a soft breeze. The main issue is with the Skavenslaves, as they can continue blasting you whilst you're stuck in combat with these endless blocks of cheap, Steadfast troops that can easily be Ld10 with a re-roll. The comp above tries to limit that, as well as limiting their abusively cheap chaff units. This seems fair, but again I think that a few more positive choices wouldn't hurt!

-1 if you take 3 of the following items, -2 if you take 4 of the following items, -3 if you take all 5:
   • Brass Orb
   • Power Scroll,
   • Banner of Discipline (additional penalty)
   • Storm Banner
   • Doom Rocket
-1 per Screaming Bell
-1 per Assassin with Weeping Blades
-1 per unit of Giant Rats with less than 10 models
-1 per unit of Rat Swarms with less than 3 swarms
-1 if the number of Slave units in your army is higher than the total number of Clanrat, Stormvermin
or Plague Monk units in your army. (For example, an army containing 2 Slave units, 1 Clanrat unit, 1
Stormvermin unit and 1 Plague Monk unit would not incur a penalty)

-1 per unit of Gutter Runners
-1 per Doomwheel
-2 per Warp Lightning Cannon
-2 per Hell Pit Abomination

+1 for the first unit of Night Runners
+1 for the first unit of 20+ Giant Rats
+1 per Warp Grinder
+1 per Doom Flayer
+1 per unit of Rat Ogres
+1 per unit of Plague Censer Bearers
+1 per unit of Poison Wind Globadiers
+2 for the Vermin Lord
+1 Thanquol
+1 Ikit Claw
+1 Throt the Unclean
+1 Tretch Craventail
+1 Skweel Gnawtooth


That's these four done, I'm still hoping to get the last four armies done before I leave for my holiday. As I've been saying throughout, I would love to hear some feedback on these changes, and also if you have any suggestions for ways to improve the comp overall. I've had a few things sent to me, and I'll perhaps do a blog post when I get back compiling everything I have been sent and whether the ideas will be incorporated or not.

Thanks for reading, see you tomorrow!

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