Thanks
@Qupakoco
Anyways, I hope for te following:
- Magic made to be more interesting overall, and specifically more relevant to us a faction consisting of ancient startravelling wizards that summon entire armies from memory.
- summoning becoming something more than a glorified thunderstrike.
- hordes of warriors becoming a bit cheaper, or to lower the number requirements for the horde bonus. Since they're battleline it feels very much like you should field say 3 hordes to fill out your battleline. Not just 1 horde and then 2-3 minimum size units to fullfill the battleline requirements. Alternativly make it so that the battleline requirement is just "you need to spend x% of your points on battleline units" then 1 single horde unit might work.
- Our shields being made more usefull as a general purpose tool. Rend isn't common enough for it to feel very impactful compared to other shields (even if it is better in certain situations). The way Rend protection works is weird (ignore rend of -1, but rend of -2 or higher isn't impacted at all). At least add something against non-rend attacks so it doesn't feel useless against the bulk of the attacks you face in any given army.
- EoTG to be given something to make it more reliable. it's ability can backfire, it can be out of range of viable targets, it can trigger when that particular effect just isn't that usefull. It doesn't need to be particularly good, but it'd be nice if we could at least rely on it to do something. It's just too unreliable right now, especially with how low the turn limit is. Not enough chances for the RNG to balance out and Lucky and unlucky streaks...
- Mortal wounds to be made significantly rarer, and other means of dealing with armor to be made more common (could also help with the whole rend protection feeling sub-par)
- Some specialist troops to deal with specific threats. Right now some of our monsters and heroes fullfill this role, but there's no rank and file unit that we can take.Take the stormcast eternal paladins; they got a variation for monster hunting, one for dealing with hordes & one general purpose can-opener, and that just the variations within 1 unit. In comparison we're very Reliant on our behemoths & leaders to counter specific things and our rank and file saurus & skinks tend to be general purpose units. Alternativly if they want to make us very behemoth focused with the minor saurus & skinks being mostly supporting troops then we'd need behemoths to be considerably cheaper & with considerably higher limits.
That's it I think.