Slann
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Ninth Spawning
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No most of them are not. Most of them are individual powerhouses who have something that benefits allies somewhere in their abilities. Most heroes have something that benefits allies, they're supposed to be the leaders of a faction. There's very very few heroes who are pure beatsticks with nothing in there to lead their underlings.... On top of that, a great deal of the examples you give are not minor heroes. Of course freaking Nagash doesn't need an attendant for some statboosts, the guy's a living god. He can handle himself. A skink priest or necromancer however, isn't a living gods. So keeping some attendant saurus or skeleton guards seems like a wise idea in case an enemy sneaks up on them and they need to defend themselfves....no almost everything i mentioned is ether support or somthing you have to drop immediately. necromancers have dance mecab gardian of souls brings back crazy amounts of models, death generals bring back intire units, nagash is best taken out at range and this makes it imposible, skinks are suport, tzaansagor shaman adds attacks and modles, hag queens let you reroll wounds and shrugs,the fleash eater heroes bring in back up units, the akelian kin (or maby voltros not surten witch)gives eels a lot more attacks, tide casters drop hit rolls and let you skrew with the tides of death, warchanters give +1 to hit and it stacks and blood priests give a lot of attacks. so not all of them are strictlysupport heroes all of them give nasty buffs you wan't to mitigate.
And also again, and I don't know why I have to keep repeating this. The point is not to make heroes impossible to take out or all-powerfull.
I disagree. Or at least, I think it'd be better for the game. Of course it doesn't "need" it in so much that it probably can survive without doing everything I'd want.I guess we don't even classify things is a remotely similar manner. The game doesn't need Skink Priest to be able to kill even one liberator, let alone multiples. Maybe your narrative wants a Skink Priest to kill them though.
His shooting attack is indeed one of the better ones amongst minor heroes. Though I would like that one to be a tad more reliable (Why the D3 attacks...) as I'm simply not a fan of unreliable attacks like that, especially when it's a mere D3 & feel like it performs decently with 3 attacks, but is lacking with 1.Even so, a Skink Priest's shooting attack throughout the course of the game will probably kill 2-3 liberators. He is able to do this from range while supporting. The whole thing you kept asking for support heroes to get is that they are able to participate in the battle beyond just the hero phase. If you really want Skink Priest to be more capable then you can kit them to be more capable. Use a Feather Cloak. Now it has a 4+ save. Give it an artifact to increase its durability.
As for kitting him out defensivly with artifacts, don't think you're really going to get anywhere even when stacking literally everything we got on him. You're still going to be stuck with only 4 wounds. At best you're going to get the same result as saurus guard, impossible to hurt with regular attacks, trivial to murder with mortal wounds. Though that'd require a fairly massive investment.
Specificly for the skink priest I'd want the following:
- 3 ranged attacks instead of D3.
- A couple more (effective) wounds so he doesn't risk (near) instant death against virtually any opponent (be it ranged, magic or melee). How exactly this is achieved is secondary (ward saves, more wounds, throwing wounds at other models)
- Enough melee capabilities to actually win some fights. This doesn't need to be major and turn him into a melee horror, just make it actually deal a whole point of damage on average against a 4+ save. It's fine if he needs to rely on his own support to be able to pull this off.
- Priestly trappings + cloak of feathers to be updated as priestly trappings is just flat out better unless you desperatly want the fly. Why? Cuz priestly trappings allows him to support himself as well, and a re-rolling 5+ is better than a simple 4+...
- Some general stuff, like prayers, more usefull faction artifacts, general traits etc.
You can also take the starpriest as an example, just as incapable in melee and doesn't even have a ranged attack. Or the starseer a bit sturdier, but worse at literally everything else.
Well yeah, of course they don't do what I want them to do. They're examples of heroes not working in the way I think they're intended. And of course I think GW should agree with meIt really feels like you just want to be contrary. Every anecdote you present seems to deliberately select a hero who isn't intended to do what you want it to do.
Again, yes they shouldn't last long in combat against most things. But, especially when they use their support on themselves, they should be able to fight off minor foes like 1 basic unit of battleline. Again, they don't need to be throwing fireballs left and right, buffing all their friends & murder troops at the same time. I just want them to be capable of say chasing 5 liberators of an objective. It's fine if that is all they do that turn and if they can't really do it more than once or twice in an entire game.This would universally be bad for the game if it were applied to all heroes. Skink Priest should die in combat. Collegiate Arcana mages should die in combat. Any true support should die in combat.
That's one of the reasons behind my earlier suggestion of command squads. A skink hero shows up with a few attendants, a SCE might be fine on his own.Khrone, SCE, and a few others have capable minor heroes. It is part of their army identity.