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 Warmachine/Hordes MkIII, Hey Wey.

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty27.04.16 12:17

Hungerford nous a fait testé des scénarios qui fonctionnaient exactement comme actuellement.

Victoire en 5pts ou KTC, avec activation du scénario au second tour du second joueur.

On sait qu'il y a de nouvelles règles spé pour remplacer les actuelles sur chaque objo.

Donc tout pareil, sauf le placement des zones/flags/objos en gros.

Sauf si encore une fois il y avait une blague dans le potage.

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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty27.04.16 15:18

Je sais plus si je l'ai déjà mis, mais pour Skorne les Agonizers deviennent des lesser warbeast :

De PPS_Soles
Quote Originally Posted by Sardonic Artery  View Post
You think the agonizer's going through as is? That's nice.
Well, they are lesser warbeasts now...

Pour ceux qui aiment les nains :

De Hungerford hier
Quote Originally Posted by bigteej  View Post
what am I happy about MKIII?

... all the dwarves I can stand to paint.
Those Rhulic warjacks tho. Talk about excellence in engineering. They may not be the fanciest, or the flashiest, or the trickiest, but if you want reliable focus efficient warjacks on the cheap.... shop Rhulic.

Pour les cochons, toujours d'Hungerford :

Sigh, I felt bad after posting that for all the Farrow purists. I do love me some pig monsters.

Fine.

Arkadius' needle got some nifty upgrades, and he doesn't just stick enemy models with them anymore. I mean, one of his options is to fill one of his own warbeasts with Raw Adrenaline, which reads: If a living warbeast is damaged by an attack with this weapon, all attack and damage rolls resulting from its next basic attack this turn are boosted.
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty27.04.16 15:29

Selon moi retirer le KTC comme fin de partie c'est dévaluer l'importance des warcasters & warlocks, je trouverai ça très dommage...
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty27.04.16 17:52

@Pantoufle :

t'es pas le seul à penser à de nouvelles façons de gagner au scénar... d'un mec sur PP US forum

I am curious if we are going to see new win objectives in the new Steamroller...like making an Assassination worth a number of control points, but not necessarily an auto win or end to the game. Maybe jacks going inert will go away and they will become autonomous like when a jack marshall dies and the game will continue...just something I was thinking about this morning.

Nouvel Insider!

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Ça va vous plaire cheers

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty27.04.16 21:27

Oulah !

On a donc :
- Confirmation des trucs qu'on savait du SR16. Ca correspond exactement à ce qui avait filtré.
- Disparition de la FA:C...
- ... Et l'affirmation que ça ne sera pas un problème...
- ... mais que siiiiiii jamais ça foire, ils ont un plan B. Malin PP, hein ! Evil or Very Mad

Je mise sur des errata plus agressifs, plus réguliers, avec éditions de cartes à la clef. Ca explique et justifie les références "2016v1" sur les cartes spoilées. C'est bien dans l'idée, mais faudra l'appliquer comme il faut.

J'ai envie de dire que ça commence la barre commence à être trèèèèèès très haute niveau équilibrage, ça parait un peu gros. Je sens que les premiers temps vont être rigolos, en mode "J'ai cassé le jeu, et toi ?". Rolling Eyes

On a également l'annonce d'un mode de jeu en 30"x30" appelé Rumble, qui consiste à jouer de petites armées en mode surpoutre-tous-dans-la-mêlée-tour-1-ouaaaais ! Ca a l'air cool, à voir si ça deviendra un format de référence ou juste un truc pour débutants.

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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty27.04.16 22:03

Attention gros changement :

De Hungerford

Originally Posted by SabreDeC  View Post
Lol I got so excited when I saw the word "terrain"! Privateer, will we still be "toe-ing" stuff? That's what we all want to know! HEP US


"Toe-ing in" is no longer a thing. Terrain features like forests and clouds only provide their benefit to models completely within that terrain feature. Similarly clouds only provide concealment to a model completely within the cloud.

Quote Originally Posted by Katio  View Post
I really hope this means Hills to s those annoyed me more than any other. But yay!

Hills too.

Quote Originally Posted by LunarSol  View Post
Fantastic. Does that concept also apply to rough terrain? It would certainly help make pathfinder less mandatory if it did.

You still stuffer the movement penalty for rough terrain as soon as you hit it, you just no longer get the benefits unless you are completely within the feature.

Quote Originally Posted by Merzain  View Post
Does the no toe-in rule also apply to zones for scenarios?

You can still toe into a scenario zone for Steamroller. The sizes of those zones hasn't changed from 2015 to 2016 either (12" diameter circles and 6" x 12" rectangular zones)

Quote Originally Posted by Zahaladune  View Post
I totally sympathize with those of you who have built terrain that will be considered outdated in this new edition, but I'm jumping for joy at these new rules spoilers.

I still have a half a sheet of Polystyrene in my garage, time to get building those large forests and hills I always dreamed of!!

Current terrain isn't outdated in regards to size. While Steamroller requires the use of more terrain, the actual terrain guidelines in terms of size per piece isn't changing.

That means that getting a unit of 10 troopers to all get concealment from a single 5" forest isn't really possible anymore, and this is intentional. It's definitely a change, but it adds some exciting layers to tactical decision making during gameplay.


Quote Originally Posted by Delta247  View Post
This may be a stupid question, but will we still not be able to draw line of sight past terrain and clouds, ie forest?

Not a stupid question at all. Forests and clouds still block LOS nearly identically to how they currently do. (aka can see into a cloud but not past it, can see up to 3" into a forest but not to a model completely on the other side, etc). However, it should be noted that there is context missing here in regards to what can and can't see through forests and clouds these days or ignore / prosper from their benefits. So a direct comparison of the loss of toe-in to the MK II ruleset will lead to some incorrect conclusions ultimately.

It's an important change in the overall gameplay for sure, but I recommend weighing it against the big picture once the full ruleset and all of the cards are out.


Dernière édition par ealthril le 28.04.16 8:46, édité 4 fois
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty28.04.16 0:23

Il va falloir faire des heures supp sur photoshop quoi !

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty28.04.16 8:50

SunHunter a écrit:
Il va falloir faire des heures supp sur photoshop quoi !

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Pourquoi Question scratch
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty28.04.16 9:01

La plupart de mes décors 2D ne sont plus adaptés.

Par exemple les forets les plus grandes qu'on a sont de la taille adaptée à la mkIII je pense. Toutes les petites dont on se sert aujourd'hui le plus souvent seront trop petites.

Edit :

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty28.04.16 9:44

Ben pas forcément trop petites...

Une unité entière ne pourra pas s'y caser c'est sûr, mais ça implique un choix stratégique non?
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty28.04.16 11:36

Oui et non ! Imagine ton stalker prowl dans la petite forêt. Pour en profiter il n'y a virtuellement personne d'autre qui peut rentrer dedans.

Un peu comme les tranchées, mais encore plus petit et pour TOUS les décors. Forêts, lacs, collines... Autant dire qu'avec de petits décors, tu 'auras presque aucune position impactante. C'est comme si tu réduisais en mk2 la taille de tous les décors de 1 à 2 pas de rayon. Il ne resterait plus grand chose !!

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty28.04.16 11:59

RUMBLE !!! RUMMMMMMMMBLLLE !!!!!!!!
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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty28.04.16 13:19

Rumble c'est juste la super idée que j'ai expliqué à ma femme en lisant l'insider !

Elle est bien motivée Razz

Et parce que j'aime bien ce tweet de Hungerford :

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ealthril
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty28.04.16 23:49

1er insider sur les factions : Cryx.

Enjoy Cool

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Ce que je remarque :
- +28 pts de Jacks ! ça fait juste 2 lourdes gratos, ou pas loin, et quasiment 4 légères, et je parle avec les nouveaux points.
- les sorts coûtent cher, il y a un vrai choix là, et du coup on peut s'attendre à pas mal de réf qui aideront à lancer des sorts
- up des battle engines aussi What a Face

J'apprécie qu'ils recentrent sur les spécificités de chaque faction, et qu'on trouve plein d'infos sur les autres factions dans l'insider...
Vivement la suite !  Very Happy

Réponses de Soles


Quote Originally Posted by jandrese  View Post
Do Biles have to target that spray template, or can they position it as they choose? If it's the former that's even more of a nerf than the already drastic reduction to Purge.
Yes. The Purge special attack requires a target.

Quote Originally Posted by yogadragon  View Post
I find the bit in the article about the Bane Knight POW unclear. Are they base pow 10, so they are pow 12 on the charge? Or base pow 12 so they are pow 14 on the charge?
Their base P + S is 12, so 14 on the charge.

Oula attention je sens le remaniement du Feat de krueger :


Quote Originally Posted by Sandals  View Post
Could we get confirmation that speed debuffs no longer means you can't charge just for the sake of my sanity?
Speed debuffs no longer mean you can't charge.

On continue toujours de Soles

Quote Originally Posted by Provengreil  View Post
Range on bane would be cool to know. I'm guessing 1 on warriors (aka thralls if I read this right) and the full 2 for knights?
You got it.

Quote Originally Posted by Sandals  View Post
Thanks so much, PPS_MrSoles for the quick reply!! So I noticed pdenny has dark seduction, what is the functional difference between it and influence?
The full advance part.

Gros changement :

Quote Originally Posted by Ohm  View Post
Now that charge changes have come up - since we can premeasure is doing a purposefully failed charge no longer an option? Also can you not charge friendly units?
Good questions and I am surprised I have not though to address them sooner. It is still possible to intentionally fails a charge. It is also still possible to fire an AOE at a target out of range with the intion of scattering the shot.

For the second question, you cannot charge friendly models any more. Though you can still slam them. The extra movement bothered us. Bowling did not as much.

Je l'aime bien ce Soles...

Quote Originally Posted by Katio  View Post
Well, to ask only one. I guess I really want to know something about regrave and his crew. I do love zombie pirates.
And I'm afraid to ask about skaare or gerlak
Ok... So the biggest change to the Revenants was a simplification of how Deathbound works. It now reads, "If there are fewer models in this unit in play during your Maintenance Phase than there were at the start of the game, you can return d3 destroyed models to this unit. Place the returned models completely within 3˝ of the unit leader." There are some trade offs in there, but it its still strong. They are cost at 10/17.

Rengrave picked up Cleave and Gang Fighter but lost Point Blank and Ghost Shot. Veteran Leader has been reduced to a +1 benefit but models just need to be in the Veteran Leader's coomand range now, the LOS requirement has been dropped. Sac Pawn was traded for Call to Sacrifice [Revenant] ("If this model is disabled by an enemy attack, you can choose a non-disabled friendly Revenant model within 5˝ of this model to be destroyed. If another model is destroyed as a result of Call to Sacrifice, remove 1 damage point from this model.). So that's better... Finally, a model put in play as a result of Death Toll must forfeit its Combat Action the turn it is put into play. All and all, I think a stronger and more fun Rengrave with a cost of 5.

Juste énorme pour le field marshall de Venetrax :

Quote Originally Posted by Darkness is Rising  View Post
Could we get some spoilers on Venethrax? And the colossals? And has our Leviathan retained Rof 3?

Please?
Since you asked nice... And I am about to go to lunch...

The Leviathan is ROF d3. Chain Strike is still a thing and you have already seen the changes to Kill Shot.

Oh... And Venethrax. How does Field Marshal [Counter Charge] sound?

Vous voulez du pirate ?


Quote Originally Posted by Katio  View Post
That's actually really good to hear. The veteran leader thing in particular. Thank you very much for all of that info. Depending on FAs I may be finally fielding a bigger pirate list
FA 3.

Quote Originally Posted by Geist40  View Post
Mr. Soles, can we talk about a controversial spell? Excarnate. Given the changes to purge, does its co conspirator also get a tweak?
Excarnate now reads, "When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in the spellcaster’s control range. Place the Grunt in formation and completely within 3˝ of the spellcaster. The Grunt must forfeit its Combat Action the turn it is put into play."

That "must forfeit its Combat Action" and "completely within" language is pretty consistent between all the return/put into play spells and abilities. Basically every place effect now stipulates "completely within".

Quote Originally Posted by Sobek  View Post
Was the icon under Denny's weapon accurate? Did Sliver loose Magic Weapon and gain Blessed?
Yes to the first question. No to the second.

Le coven :


A question if I may, The Coven... do they retain their 4 separate activations or have they been streamlined as a unit?
Yes, they kept their separate activations. It was too integral to their play style to change.


Dernière édition par ealthril le 29.04.16 11:57, édité 3 fois
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty29.04.16 0:25

Un peu de convergence :


Quote Originally Posted by Merzain  View Post
Is that going to include Enigma Foundries? If so what's their return range since you can't place a medium base completely within 1"?
Well, I gues medium based models are just out of luck.

No seriously, we've been play testing this stuff for literally years. Reconstruction (★Action) now says, "Remove one soul token from this model to return one destroyed medium-based friendly Faction Clockwork Vessel Grunt to play, or remove up to three soul tokens from this model to return one destroyed small-based friendly Faction Clockwork Vessel Grunt to play for each token removed. Place each returned Grunt completely within 3˝ of this model, in formation, and within 3˝ of another model in its unit. A returned Grunt must forfeit its Combat Action the turn it is put into play."

La toile est pleine de ressources, dédicace à Vlad :

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Du cygnar merco
Quote Originally Posted by Frozen Yakman  View Post
In regards to most buff spells now specifying friendly Faction and Cygnar being specifically called out in that paragraph, does this mean that Cygnar will actually be losing its faction identity? The synergy between Cygnar and Mercenaries with many buffs specifically not calling out friendly Faction was the best part about Cygnar.
I would not really consider the Faction identity of Cygnar as having anything to do with its relationship with Mercs. I think the very inference would make old King Leto cry. That said, Cygnar still maintains a very useful Ranking Officer to fill your Mercenary support needs.

With that I am off for my own play test.

On s'y attendait :

Quote Originally Posted by Magoslich  View Post
Aarrgh forums ate my post.

PPS_MrSoles does the Completely Within on basically all place effects include the Shifting Stones? Would make sense for streamlining.
Yes.
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty29.04.16 20:06

Quelques posts du jour de Soles :

Quote Originally Posted by Sigmatron View Post
Mr soles!

Would you comment on what undead does now?

"Undead – This model is an undead model and not a living model." It does pretty much what its always done. Undead models (like everyone else) remain fearless and when an undead model is destroyed it does not provide a corpse. Some stuff benefits undead models, some stuff has bonuses against them.


Quote Originally Posted by Evi1Gnom3 View Post
This is something I'd like to see confirmation on. Whether or not there will be a penalty for failing a charge.

With the inclusion of premeasuring, and knowing exactly where you will and will not be, purposefully failing a charge seems pointless. If they removed charging a friendly for the reasons Mr. Soles stated, why would they allow a turn 1 charge against an enemy model that is obviously out of range?

We left it because that was not the part that bothered us. Charging a friendly model just to gain extra range so you could continue your activation felt like a manipulation of the rules, I mean something that purely exists in a game. Rushing across the battlefield toward an enemy on the otherside of the table bothers us far less. That more or less feels like what is supposed to happen.

Quote Originally Posted by KhadorGuy09 View Post
Dear Mr Soles, pretty please can you confirm whether or not you can still target friendly models with attacks, thanks in advance

Yes. You can still attack friendly models. You can also power attack slam them.

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty02.05.16 9:55

cephalyx : "I just wanted to jump in here because I feel like I should have addressed these questions in my Insider. My apologies for neglecting to explain the changes to monstrosities and vectors. Not being warjacks, Cephalyx monstrosities do not benefit from Power Up. Instead, a monstrosity gains 1 focus point each time it suffers damage as a result of a continuous effect or from an attack (whether made by a friendly model or an enemy). And instead of having these focus points removed during the Maintenance Phase, monstrosities retain their focus points until they have been spent."

gagne 1 focus d'une attaque ennemi ou AMI et peuvent le garder un tour sur l'autre..... anatomical precision + psycho surgery = monstre full focus/ full vie tour 1 et caster full focus Warmachine/Hordes MkIII, Hey Wey. - Page 8 3413650882 Warmachine/Hordes MkIII, Hey Wey. - Page 8 3413650882 Warmachine/Hordes MkIII, Hey Wey. - Page 8 3413650882
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty03.05.16 20:38

Nouvel Insider hier :

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Quelques citations

In regards to the Shredder's animus. Yes it lost Tenacity. Like many things we've discussed so far, that spell was simply too good and it was pigeonholing development for the faction overall.

The ninja star icon is the new icon for Soulless as many have guessed.

Lylyth 2 no longer has Shadow Pack.

Deadly Storm isn't quite as destructive as Obliteration. But its cheaper COST wise and still hits decently hard at POW 13.

Quote Originally Posted by TokuNJT  View Post
Was Tenacity removed from Legion altogether, or just recosted/moved to a more costly beast?
Tenacity has gone the way of Dodo.

Quote Originally Posted by retnab  View Post
Question regarding Bonds, what with the new rules on Proteus' card. Can we expect more character jacks/beasts to have bonds with their personal 'casters/locks? Will Affinities still be a thing?
Affinities are now a thing of the past. All character warjacks and warbeasts affiliated with a particular warcaster or warlock now have bonds. In addition to the special rules they convey, bonds also allow the character warjack or warbeast to be part of any army that was made using a theme force that its affiliated caster is a part of.

Quote Originally Posted by Jorek  View Post
Is only Proteus SPD5, or are the other Carnivean-Chassis-Heavies reduced too?
The entire chassis went down to SPD 5. It was one method to differentiate the heavy land sharks for the faster, lighter winged dragon-beasts.

Quote Originally Posted by Claymore65  View Post
Colossals and Gargantuans used to have a rule that allowed them to make ranged attacks in melee combat. It was part of the base Colossal rules.
Actually, they still have this rule. Gunfighter on the Mountain King was a typo. It should not have been on the card.

Quote Originally Posted by Overread  View Post
I think a confirmation on the state of Blood creation would be critical - changes the game a lot if the frenzy warbeasts are now a threat to the warcaster. Really makes fury management a LOT harder for legion if legion not only has reduced management but increased risk to the warcaster if a beast frenzies.
Blood Creation has been removed from the game.

Quote Originally Posted by eliassmith27  View Post
This makes a lot of sence. Affinity and bond were a bit redundant.

Do bonds still come with the +2 Threshold?
Only if that bonus is written into the text of the bond. Aside from the theme force inclusion rules basically all bonds are what you see is what you get.

Quote Originally Posted by Trihnicus  View Post
Does this mean Special Issue went the way of the Dodo? I hated that rule so much. Caused so much confusion on the forums with people asking how to get their special issue jack a bond.
Special Issue is gone. It was really a patch to get character warjacks and beasts into the casters' theme forces. This time we had hindsight working for us.

Quote Originally Posted by The Aegis  View Post
I would kindly ask a little bit more information on this, if possible:

1) So all other benefits of the bonds (like being able to allocate an extra focus on a warjack) are gone unless expressly written on the specific bond?
2) There where casters that could bond non-character beasts/jacks in Mk2. Was that ability also removed (since now being bonded doesn't seem to grant anything by itself)?

Thank you very much in advance.
1) Correct.

2) Bonds now exclusively appear on character warjacks and warbeasts. There are no bonds outside of the ones that appear on character warjacks and warbeasts.

Quote Originally Posted by Mongojoe02  View Post
With regards to grievous wounds can a caster still transfer the damage?

"cannot have damage removed from it for 1 round"

I'm still reading that as no transfers.
Transfers do not rely on having damage removed so they are unaffected by Grievous Wounds.

Quote Originally Posted by GDNerd  View Post
Can Will/Jason chime in on the fate of Purification? Was it removed from the game, tweaked, or only some casters were allowed to keep it?
Technically speaking it now only exists within the Protectorate though other Factions have access to similar spells. We have removed or weakened some of the spells that trivially removed all upkeeps in play.

Au fait, c'est toujours utile que je vous écrive tout ça ici ou vous lisez déjà tout sur les fofo US ?
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Lokieris
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty03.05.16 23:56

Je pense surtout que beaucoup a lasso doivent pas lire tes post puisque tu les traduit pas lol un résumé français serait plus dans le goût de beaucoup je pense ^^
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Au passage contrairement a ce qui est dit sur BG , "Grievious Wound " empeche toujours le transfert Wink
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty04.05.16 15:40

Pour moi c'est utile Ealthril ! =)

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty04.05.16 20:47

C'est utile pour moi aussi, c'est claaaaaairement plus agréable de venir chercher toutes les infos ici que sur les threads de 30 pages du forum US !!

SunHunter -
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pour clarifier moi sa me va aussi lol
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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty04.05.16 21:31

Ok je continue alors. Mais désolé pour la forme car je copie colle depuis mon tel alors que je suis déjà couché...

Info de BOLS :

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De Soles aujourd'hui sur Legion :

Quote Originally Posted by DevonV  View Post
Funny thing is Shredders were even better in Mk.I. Even with adelphophagy. (Okay, I just wanted an excuse to spell adelphophagy.)

I'm quite curious what our little baby land sharks do now.
How about Adelphophagy and Flank [friendly Faction warbeast]?

Comme prévu en voyant le BE Cryx :

Quote Originally Posted by Lanz  View Post
Straight out of mk1 hilarity.

Couls you comment at all on the Throne of Everblight? Or even just Battle Engines in general? What we've been spoiled so far regarding huge bases was that they'd be more centerpieces compared to mk2 but the implication was that this was more aimed at the colossals/gargantuans and the casters. Where do battle engines fit in mk3?
We amped up the effectiveness of battle engines across the board to better anchor them to their point costs, which I think average around 18 points. You won't see them in every list, but when you do they will have an impact.

Quote Originally Posted by homer127112 View Post
I would like to know more about what is being done to our model's defenses since Tenacity has gone the way of the dodo. So far, we have no information as to what is being done. It seems that our Carnivean chassis is still paying that Tenacity tax.
I guess you could say they were recosted and rebalanced with all new "taxes" in mind.

Avec un peu de retard sur BG, de Hungerford :

Quote Originally Posted by SageofLodoss View Post
Just came in from Hungerford on Twitter that Push and Head/Weapon Locks are gone.
Correct. Push, and locks are gone.

Tramples, throws, slams, head butts, sweeps / power strikes (for Gargantuans and Colossals) all remain, though their language has been streamlined like many things in the new edition to be a bit more intuitive and easy to understand, especially for new players. The functionality of these power attacks remains the same.

Insider d'hier sur les nouveaux pins. PP va generaliser les funny cereals... et j'ai hâte de voir le stormraptor !

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MessageSujet: Re: Warmachine/Hordes MkIII, Hey Wey.   Warmachine/Hordes MkIII, Hey Wey. - Page 8 Empty05.05.16 8:16

Nouvel Insider cette nuit, sur les équipes d'armes :

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En gros grosses puissances maintenant avec aiming bonus possible... je pense qu'on risque de les voir plus souvent !

@Pantoufle : tu as même la carte skorne et merco en preview Wink

Les extraits des réponses de Soles aux internautes...

Quote Originally Posted by Arch4ngel  View Post
At the risk of getting wracked, what about the Sunburst?

Honestly, with an effective of RNG of 20" we reduced its SPD to 2 and took its POW down a point to 15. After Mk II, it was not really lacking and we just throttled up its effectiveness by allowing it to move and fire.

Quote Originally Posted by Jester5613  View Post
They all seem like great options now except for the Retribution one. I don't know that 1 more pow is what it needed. Maybe I'm just jaded.

Yeah. Sounds like you are. Lets not get greedy.

De Hungerford :

Quote Originally Posted by PPS_MrSoles  View Post
Honestly, with an effective of RNG of 20" we reduced its SPD to 2 and took its POW down a point to 15. After Mk II, it was not really lacking and we just throttled up its effectiveness by allowing it to move and fire.

Ummm hey Boss. One little detail you forgot to mention.

The AOE on the Sunburst now sets everything it hits on fire


De nouveau Soles

Quote Originally Posted by jack frost  View Post
Oh my god.

Umm how much is this newly effective khador knock down gun?

A bargain for the cost of 4 points. I had to double check that one. Seems really good

Quote Originally Posted by darkenn  View Post
Hello Jason Soles, I really like the new changes, and they help bring weapon crews up and about. I have two questions, if you dont mind.

1) What was the design policy behind the new weapons crews? Did you playtest all of them, and then sat down at the round table for discussing? And what were other ideas that got shot down? I comprehend that answering my first question might not be easy, or doable. But please try if you dont mind?

2) Does the design team feel like someone got left behind? Looking at the carts that are available from your Insider. It looks like Retribution got left miles behind, like they are used to.

Thanks in Advance
Darkenn

The design philosophy was "We want to see them on the table. What does it take to get them there?" And we play tested and round tabled like crazy. I'm going to steer clear of ideas we shot down, but I will say we tested these all to broken before dialing them back to merely scary.

I don't feel like anyone got left behin, no. They are all balanced with the capabilities of their Factions in mind.


Un peu déçu au début de ce que fait la weapon crew elfe, comme les internautes, donc PP Soles donne ici un détail intéressant :

Quote Originally Posted by Falkman  View Post
Jason, you mention in the insider that the only thing different about the Ret rifle team is the POW, does this mean it retains its higher SPD value unlike the other weapon crews?

It is still effectively SPD 4 with the Grunt... I also missed that this is really the one Weapon Crew crew model that kept Range Finder... And that Range Finder now provides a boost rather than a +2. The devil is in the details.

Parce que j'aime bien ces illustrations :

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toujours de PP Soles
I've been trying to answer the question about the Stormsmith Storm Tower, but the forum lag is mighty. This was among the least changed weapon crews in the game. They kept their effective SPD of 4 and can now more and fire. They also picked up a point of RAT.

Quote Originally Posted by azaminkor  View Post
Well since it seems everyone is getting a taste, what about the Revenant Cannon crew or the Scather Crew?

The Scather looks a lot like it did in Mk II, though now that it can move and fire it is up to an effective 19" range. This is one that was not going to get a lot more effective as long as it was leaving 3" infantry death AOEs all over the table.

Quote Originally Posted by Katkiller 5  View Post
Any word on the Trencher cannon? Please say it's AoE is four now...

Well, its not. It also lost Advanced Deployment because putting your artillery in front of the front lines made less sense to us when we thought about it in retrospect (the same is not true of the Chain Gun Crew which we want to see perced on the edge of No Man's Land). It did, however, pick up Brutal Damage... Which when we play tested it resulted in its RNG dropping to 13. Still, not bad with an effective range of 17" with its crew.

Edited because "Brutal Charge" made no sense... Thanks Oz!


Quote Originally Posted by Rogue Sun  View Post
May I ask if Ret will be receiving an Artillerist model? The Ret one *does* seem like odd man out right now, so I'm hoping it's fitting in with pieces we haven't yet seen.

I do not believe the Retribution has an artillerist model in bound at the moment, but the Houseguard Thane is still filling that role for the Heavy Rifle Team.

Quote Originally Posted by Bitt_Player  View Post
Mr. Soles, would you mind favoring us (me) with Revenant Cannon Crew spoilers?

Well, it traded Ghost Shot for Bale Fire, which now says, "This weapon’s attack rolls are boosted against living models." How is that?

Quote Originally Posted by cheddercaveman  View Post
Is Circle getting any artillery anytime soon to take advantage of these things?

Artillery is just not really the Circle's style. The Celestial Fulcrum and the Gallows Grove are really about as close as they get


Quote Originally Posted by thedudeguy  View Post
First off - thank you for this Insider.

Second, can you confirm what the FA is for these? Is it FA:2 across the board? I need to know because I want to go buy another Field Gun at my FLGS now if they are FA:2.

I don't think the FA of any of the artillery changed. I will confirm the Field Gun is still FA 2.


Quote Originally Posted by mydnight  View Post
Hmnnn.......so the trencher weapons crews are kinda strange, since all weapons crews gained mobility, but dig in goes against this ...

Options are options. To borrow a line from DC, my car goes in reverse as well as forward. It falls upon me to decide which gear is more appropriate at which moment

Quote Originally Posted by Alyxfromspace  View Post
Any spoilers for Shae and his cannon? How will it work as it used not to be light artillery?

Please oh great pirate-y gods in the sky, bestow upon us poor pirates your bounty of spoilers, such that we may pillage, then burn in that order!

How about the fact that it can now be included in any Mercenary army that includes a Privateer warcaster? Really, that was its most substantial change. This thing is still scary as hell.

Quote Originally Posted by powerguy  View Post
Sorry is this a boost to hit or a boost to damage? Makes a pretty big difference for a model with AP in a faction that (at least in Mk2) doesn't have much in the way damage buffs.

Boosted attack. Not damage. My apologies for the lack of clarity.

Quote Originally Posted by LightningGod  View Post
Any chance of a hint at the Venator Flayer Cannon? Burst fire is a given, but has the RoF improved? D3 is so random for such a relatively low power artillery piece. Is RoF 3 or Pow 14 too much to hope for?

This one was a bit rough to balance. Its ROF is still d3, but it gains a hot if the Grunt is B2B with the Gunner. It also POW 13 for RNG 12. That gives it a 15" threat if it moves and fires.

Quote Originally Posted by plungingforward  View Post
Commodore is fine as-is. What about my two deck guns? They were right down there with Farrow for outright terrible artillery.

They now have Reposition [3"] but still do not hit very hard... But they only cost 3 points.

Quote Originally Posted by Octavius_Maximus View Post
Brutal.....charge?

Trencher cannon is a bayonet piece now?!

No... Not really. Between forum lag and racing to repsond I said "Brutal Charge" when I meant "Brutal Damage".

Quote Originally Posted by LightningGod View Post
So... The Trencher Cannon lost AD and range? That seems counter productive. Now, instead of deploying it in a hardened emplacement on the battle line, we have to spend a turn running it into position, leaving it vulnerable. That seems even further away from the fluff intention. Also, still Pow 13? Making it the weakest of the cannon style artillery? Perhaps I won't be picking up one this weekend.

I assure you, the fluff intention is not to put artillery in front of the rest of the army.

Quote Originally Posted by Groat View Post
Will Rengrave still provide benefit to the Cannon Crew?

Via Veteran Leader, yes.

Quote Originally Posted by Devilsquid View Post
A clarification if I may:

Did the Razorback Crew keep Dig In? Having Brutal Shot at Aiming Rat 6 is nice, but reposition/dig in creates a bit of pick/choose.

Nope. We wanted more hit and run out of that thing.

Un peu de Cyriss... dans le mystère...

Quote Originally Posted by Zelbinnean View Post
Mr. Soles, do you plan for Convergence to ultimately get artillery pieces?

No comment at this time.

Quote Originally Posted by The Aegis View Post
Could you please confirm if Storm Tower still has Range Finder or lost it?

Thank you very much!

It lost Range Finder. As did literally every other weapon crew except the Heavy Rifle Team.

Quote Originally Posted by Karl Eller View Post
I'm not expecting much, but has the Khador Mortar Crew changed at all?

Well, it did pick up High Explosive which reads, "Blast damage caused by this weapon is POW 10."

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