After test games on 250 (with some proxies), I got the feeling that on a number of missions, Hegemony is virtually invincible. Lesser problematic thing comes from the Bullwark squad with War Surgeon (I think there's no point in explaining here) The bigger problem is Dragoslav's ability The Anvil. It allows you to spam it so that at any key moments a relatively invulnerable Bullwark or any other squad can simply capture a key point without much counterplay. In all other aspects the game is beautiful as dawn, love it
[QUOTE="FinalForm74, post: 476640, member: 6810] In all other aspects the game is beautiful as dawn, love it[/QUOTE] I can not stress how much I am in love/hype with Warcrow. I was a devoted player of Confrontation, the skirmish miniature game from Rackham company. And Warcrow seems to have been made by people who were also players of Confrontation, and wanted to bring the aesthetics and game feeling to the present. And improving it along the way.
Funny to meet a foreigner fan of Confrontation, I thought only France still had those in the wild... Meanwhile, for hegemony, it depends what and how you play against. I agree that pure objective control games can be hard to win against Hegemony if they play well but I suppose that's more to do about the lack of diversity in list right now more than being invicible. Hegemony are very "weak" to stress and charges/engagements, because if you lock them tight, they can't activate anymore or reduce their stress.
We had a very large and active community in Italy, back in the days... @FinalForm74 In Warcrow, even more than in Infinity, you should never fight fire with fire. You need to exploit the weakness of the enemy
There was a moment, forever lost in time now, that there were more people playing Confrontation than WH40k in my city. It was BIG, it was AMAZING... and it DIED. But hey, don't cry because it is over. Smile because it was.
I do think a well-played Hegemony list is going to often be in the lead going into turn 3, but I also think that NT are starting to be given the tools to beat them. A pair of marauders with leader support look like brilliant answers to some of thse problems. They can turn off bulwark sillyness, or can infiltrate through to put wounds on Drago. Njord is a goddamn blender, and can start scouted and moves fast, so he's hard to stop (unless you're Lady Telia) and very deadly. My MVP so far for sure. I'm having a ball with Warcrow too, the rules have exceeded my expectations and at the nd of the day, rules are what really matter in skirmish games.
Here in Poland, we used to have small local tournaments with 10-12 players on regular basis. Heck! Me and my cousin played the game like a month ago (Wolves vs Clones).
Sooo about that. I played a few more test games to familiarize myself with the new units. Long story short: - You almost always lose the initiative roll when playing northern tribes - If you play northern tribes, you have fewer units and generaly far lower conquest score. - You still don't have a good tool to deal 12/16 damage to the bunker Dragoslav is sitting in. And this bunker will always have from 6 min to 9 shileds no matter what. Let me remind you that this isn't a Death Star for 100+ points or an ultimatum tarpit, it's a 60 or 70 point squad. In order to destroy it- you need to invest 3-4 squads that are simultaneously doing their best to inflict at least a couple wounds. - You still lose scoring often because you have a hard time disintegrating cheap survivable bucklermen squads. - Stress doesn't work as a Hegemony stopper, since it's very easy for Dragoslav or Nadia to find at least one success on a Willpower roll. Accordingly they will retreat from combat, but will never be broken. Also new extremely cheap Corporal can use your essentialy free and infinite command tokens to remove up to 3 stress per round. Also Nadia - Anvil still allows you to create a scoring win in any situation. In short, the problems are still the same. You don't have the ability to kill Drago, Drago wins scoring no matter what you do. I would say that in current situation winrate of Hegemony vs NT is like 80-95% if we ignore some crazy dice spikes and stuff like that
Outside of salt for how unbalanced Dragoslav (I really think that he is extremely overtuned in almost every aspect for mere 40pts) - Marauders+ Contender = very powerfell and effective scouting mobile attackers, that can soak some damage Scarred+ Contender = very potent tarpit with surprising damage potential Scarred+ Prime = pretty wellrounded unit that can score really well Skinchangers+Lotta= PAIN
So I haven't played tooooo many games, but after what I've played and analyzed so far, I'd like to offer a few thoughts of my own in reply: - first, we've just gotten the cards to play halfish(?) of the two Factions we have access to and there's no true meta yet, so I'd caution to take all evaluations of power level with huge grains of salt - Drago is great no doubt, but he does carry important opportunity costs - in the future choosing him will displace all the other high commands (the HoE really doesn't have any competition in that department at moment, unlike with the NT), while placing him in a unit disables Inspiring Leadership, and keeping his WP buff stops him from buffing a unit of Bucklermen to high heavens - from what I've learned so far, I'd tentatively say that every activation in Warcrow more or less needs to be a scenario affecting play - either one that gets you an enemy controlled objective now (forcing a counter activation) or one that helps put you ahead in the attrition/positioning game in the long run - HoE units that never make it to the objective don't get to apply their high conquest/trigger the Anvil - blocking the path with Orc units and/or growd controlling them with things like the Caltrops can be potentially huge! - I highly recommend giving the Wrathmane a try - his Displace (3) Switch alone feels worthy of the price of entry, plus his cheap cost helps to build a force that can outmaneuver/outlast their opponent by sheer numbers (3x Hunters baby!) - Is it just me, or does the Darkmaster look bonkers good? The NT player effectively gets to place him 10 Strides from the enemy and then jumps them with an effectively 12 stride charge! He's reasonably tough to kill too, and he helps stop Scouting HoE from blasting our units when they come in... - even if the HoE player wins the initiative roll, they don't get both the deployment and the turn order - there are ways to make them pay for which ever they don't choose! I'm no expert, but those are just some of my quick thoughts on the matter! Have a great weekend everybody!
100% I'm just telling about my experience and perception of things) Everything can change in many ways with new releases. True but at the moment this is not an issue This one I cant agree with. Everyrthing even slower 2-3 movers move extremely fast (every unit can at least move like 27 cm per turn with double move. You need to place 2-3 squds to form protective dome around 1 objective He is extremely cool but I like mixed units and Varanks in particular. Yeah, seems interesting. I was hoping for more ambush interactions and more killy profile, but she is fine You too have a great weekend!
+1, Wrathmane is imho far superior than Alborc at the moment. And if going for Alborc, clearly choosing Ahlwardt is a better choice right now for combined "arms" (varanks/orcs) lists.
I agree that wrathmane is superior choise for High Command at the moment but I believe in varank superiority) Albork is strugling hard to to anything meaningfull for his 50 pts, imho he is more like 35-40 pts character.