tag:blogger.com,1999:blog-8229245860561585942.post253665115789877801..comments2023-10-30T01:14:22.330-07:00Comments on HERO's Gaming Blog: Icon hopping, Instruments and moreUnknownnoreply@blogger.comBlogger6125tag:blogger.com,1999:blog-8229245860561585942.post-36518560577450715402013-03-12T03:09:23.606-07:002013-03-12T03:09:23.606-07:00I will never take Horrors in their current form be...I will never take Horrors in their current form because I hate the design of the unit. Why would you ever make their most simplistic form of offense a test? They have so many ways to fail that I cannot justify their costs, any costs, whether its 20 or 10. Shit, I wouldn't even buy 5. I loathe, loathe, the idea that they have to test first (1), then their opponents can deny (2), then they roll their # of shots (3), then to shoot it with BS3 (4), then wound (5). On a basic troop, with their basic weapon. This flat out offends every principle of good game design as I know it. Every possible obstacle that you can put in front of a unit that's just trying to function like every other unit in its class (a basic trooper with a weapon) is there. It's simply outrageous, fuck Horrors.HEROhttp://lkhero.blogspot.com/noreply@blogger.comtag:blogger.com,1999:blog-8229245860561585942.post-60085358989167347452013-03-12T02:57:39.793-07:002013-03-12T02:57:39.793-07:00I think you are looking at horrors the wrong way. ...I think you are looking at horrors the wrong way. The way I see them is a unit of 10 is a unit who's damage output will not deteriorate until you kill the last horror. 10 horrors has the same damage output as 1 horror. This also makes horrors an interesting choice for the "free units" that the codex can generate through warp storm and the portal glyph as d6 horrors are going to have the same damage output as 10 horrors no mater what you roll, and are one of the few units that can do damage on the turn they deepstrike. It's an interesting dynamic which means your enemy has to kill every single horror to shut them down. A single horror in a ruin going to ground for a 2+ cover save that he can re-roll and still putting out 2d6 S5 hits at BS1 can still be a real pain, and will take a reasonable amount of shooting to take out, not to mention making that last victory point for killing them a nightmare to get! Even if he is hitting on 6s one hit causes soul blaze and flames of change could cause D3 wounds that ignore cover and armour meaning even a single horrors snap-fire could be dangerous.<br /><br />The chance of giving FNP is annoying, but some careful planning should mitigate this, the locus making the hits S6 will negate FNP in T3 models, making it a non issue. <br /><br />Another thing to look at is which roll on the warp storm table messes with you the most. Tzeentch's S4 large blast that ignores cover could cause some serious problems to a nurgle unit ignoring their main defence: cover saves. On the other hand D6 S4 poison hits on a horror unit from "Rot glorious rot" won't reduce the fire power of a unit of horrors.<br /><br />Personally I like units of 11 as you get an extra warp charge for 9pts, that's a 50% increase in fire power and forces your opponent to shoot you, in order to drop you down to 1 warp charge.Mushnoreply@blogger.comtag:blogger.com,1999:blog-8229245860561585942.post-45103508975195461002013-03-10T15:11:39.729-07:002013-03-10T15:11:39.729-07:00I don't know actually.. consistency wise, I wo...I don't know actually.. consistency wise, I would yes, you make an excellent point. However, I would argue that this is their way to bring about a better version of daemonic assault that by design, is more consistent than other races' teleport mechanics.<br /><br />We will see soon enough!HEROhttp://lkhero.blogspot.com/noreply@blogger.comtag:blogger.com,1999:blog-8229245860561585942.post-26748626182360081502013-03-10T13:57:31.433-07:002013-03-10T13:57:31.433-07:00Yeah but that will get FAQed away pretty quickly. ...Yeah but that will get FAQed away pretty quickly. Its obviously GW's intent for those type of homer wargear is that they need to be on the table to start with.Andrew Robinsonhttp://www.facebook.com/profile.php?id=574763609noreply@blogger.comtag:blogger.com,1999:blog-8229245860561585942.post-91579614855763834052013-03-10T09:09:37.424-07:002013-03-10T09:09:37.424-07:00That's because those said specifically: "...That's because those said specifically: "Also note that the homer must already be on the table at the start of the turn for it to be used." No where does the new Icon say that.HEROhttp://lkhero.blogspot.com/noreply@blogger.comtag:blogger.com,1999:blog-8229245860561585942.post-51531884361298034842013-03-10T08:34:18.132-07:002013-03-10T08:34:18.132-07:00I'm pretty sure that since all deep strikers a...I'm pretty sure that since all deep strikers are arriving simultaneously that you cannot use the icon of a newly deep struck unit. That how it is for other deep strike homers and how it was for the old daemons.blightnoreply@blogger.com