Slann
Canas
Ninth Spawning
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Let me clarify my definition of "squishy": stuff that can't avoid the damage of succesfull attacks.Excuse me, they are anything, but "lost in astonishing rate". The more you kill them, the more they get back. 1's on Fate Dice, Blur Reality (risky, but very strong) and Emerald Lifeswarm - each of them return lots of horrors every turn, and each one is 4 wounds. And when you kill them, they can place models in any position they like, so they can stretch to tie units, can grab objectives. They are, in my opinion, they are the most broken unit in AoS now.
Horrors have a 6+ save, pretty much any succesfull attack will succesfully kill one of em. As such decimating the unit is easy. The healing might make it more complicated to keep them from getting back up after being decimated but they remain easy to kill. You just need to kill a metric ton of them.
Aside from that they're basicly just a gimmicky horde with a unit of 10 pink ones secretly just being a unit of 10 pink ones, 20 blue ones and 20 brimstone ones. And yeah, hordes are bulletsponges as there's simply a lot of bodies to stab/shoot, provided they can pass the battleshock test (which horrors can do fairly easily). But a lot of bodies doesn't mean those bodies themselves aren't squishy.
Does that clarify things?
Not entirely what I mean. The Mortek Crawler being random is fairly obvious when reading the ability. It also only has 1of each special shot. This makes it fairly obvious what it's good at (loads of damage with 1 special attack to the point of 1-shotting stuff), but also fairly obvious what it's weaknesses are (only 1 attempt, not terribly reliable). On the other hand we have say those elven horseman who have multiple strengths (mortal wounds spam which they can improve, bonus on the charge,bonus against 1 or 2 wound unmounted units, very fast) but no super clear weaknesses. They're fairly average if you look at their baseline stats, maybe a bit low on baseline number of attacks but nothing extraordinary (plus, with 3 potential bonus effects for their attacks that's to be expected), and their bonusses aren't super difficult to trigger, or otherwise limited, either. Which leaves you with nothing to counterbalance the relativly impressive bonusses. The best you can say is that they'l be less valuable, though by no means useless thanks to their charge bonus & mortal wounds, against multiwound or mounted models, but that's really only going to matter against mawtribes, since most other lists will contain a good chunk of 1-2 wound unmounted units they can charge into anyway.Yes, that's exactly the point of my posts. They can be broken on paper, but on table there are lots and lots of coniditons you have to keep in mind. For example, I thought that Mortek Crawlers would be equal to death to any character on table. In fact, I never losts a character to a MC after 5-6 games against them. Not Kroak, not Slann, not even a skink priests. They ended up being too random, and I could just tie them in combat before they do anything significant.
Which makes for a rather odd first impressions. Especially when the entire army looks like that.
And this is kind of the main issue I have with it. I don't really care about them being better than the current top tiers persé, I care about them supressing everything that isn't already top tier. Those middle-tier armies tend to be more fun, both to play and to face. I want those to be the balancing goal, not have yet more oppresive nonsense that's "fine" in tournamentplay when facing equally oppresive nonsense but utterly annoying to deal with in a more casual setting.Same with LRR. Yes, they oppress all the tier 2 and below armies, but they are not suddenly over top tiers. IMO


