New Hadross Card Discussion!

blkdymnd

New member
I like the updated card format. It's a bit cleaner on back. Need to peruse to see what card changes I can notice.
 

Severus Snape

New member
The Resonate ability is far more useful then it once was, from what I'm seeing. It's also easier to get, now that the spear men can resonate on anyone in btb contact with a sucessful will attack. Orosund Cavaliers got a boost as well, being able to switch between Follow Through and Sundering. Deepcallers special abilities are crushing now! Overall, I am very pleased with the card updates, including the layout. Cheers Cool Mini or Not!
 

Teleologica

New member
Loving the new Hadross, I am feeling major remorse at not picking them up as a second faction - especially with the sharks still to come!

I think the 'useless' stuff like the Spearmen have really been fixed to be solid tarpit fighters now. The whole resonate mechanic is better I think, though I'm worried it might be just a bit too good now. I am terrified of facing the faction really with my Nasier, as these guys are going to be so difficult to crack. They're also not quite as slow as one might expect for a true tank faction, and they can both armour crack (plenty of Sundering plus resilience-denying abilities) and sweep multiple infantry (ZOMG the Gutter Friar's Resonating Echo plus Inspire is a dumb combo! :p ).

I guess I'm actually a touch worried they're too good, though the general loss of Defensive Mastery is a big deal. Also games are won on scenario, so I'm interested to see what comes out in the final rules for Hadross.
 

blkdymnd

New member
When hitching a ride on a Calith Reaver, can models ride through a Sprint?

And didn't we have someone who could make an area of water before the update?
 

AngelicOne

New member
Hitching a ride is an action. You cannot sprint if you perform an action.

The Deepcaller did produce water in his earlier state, but we found a considerable balance issue with that.
 

Zekar

New member
So everyone's being very quiet... Are we all happy with how Hadross turned out?

I'm loving the Sevridan (but I was before), any thoughts on the action to remove resonate? I'm quite happy for my opponent to spend a turn clamped down removing tokens.
 

Teleologica

New member
I'm very impressed with them, I feel they are very strong right now. I suspect they will be the hardest faction to assess in a vacuum though. They are so slow and tanky that without knowing the motivations they'll be playing to, it's hard to know how well they will achieve them. When the majority of the army is movement 5 and starts in DZ A, or 6 with Slow and starts in DZ B, the amount of manoeuvring they're going to have to do will decide games.
 

Teleologica

New member
Sorry, double post.

Actually, while I'm looking at the cards, a few questions.

Kaxes - The training ability. Should this read "... towards an enemy model with resonate" to avoid benefiting from your own models being resonated in the mirror match?

Torvosh - The Voice Commands. Two things, firstly does the model only get resonated while within 6", or does resonate stay on it if it moves away. Secondly, does "until the end of this round" refer to the aura or to resonate? i.e. does it override the normal resonate rule that the effect stays until removed with an interact action?

Also, generally Torvosh just seems too good to me. Solid melee stats, a good toggle, a solid offensive Inspire and really good defensive Training. Then add to that the fact that he's virtually impossible to kill and he seems a bit over the top. Effectively the opponent has to kill every other Hadross model within 4" before even bothering to try and attack him, and even then is contending with resilience 2, misses on 1-7, and most likely a 70% chance of removing the first strike.

Sevridan Gutters - Resonating Echo, does this mean all enemy models within 2" of the model attacked, or of the attacker? Likewise Gelatinous Shift is an awkwardly worded ability as when the enemy model is moved, it'snot clear if that's within 2" of itself or of the attacking Sevridan.

Gutter Friar - Has Reach on its weapon, but no explanation.

Ooroth - Stinging Field, is this -1 to a minimum of 1 or 0? Eiter way should be specified. And it had better be to a minimum of 1 because otherwise wow this guy's good!
 

Sanul

New member
Torvosh Makes You Hate Resonate
There were just too many wonky timing issues with Torvosh giving Resonate that specifically only lasted to the end of the round… We’ve sidestepped this entire issue by just making him give Resonate out to anyone who begins or moves into his aura, period. We felt that, while this was a powerful ability, it was forcing a player to give up the attacks of a Rank 2 Leader, as well as being dependent on other models making use of it. Tell us your experiences with this change!
This quote from the update suggest Torvosh actually has an aura that always works, but he still has the Toggle ability that will still always prevent usage of his attack. Because quite frankly: why would you ever do an attack, if you can give out resonate to all enemy models in range?
 

Sanul

New member
Another question. The base size for the Sevridan models does not match. While the Sevridan Gutter and Ooroth are 30mm, the Gutter Friar is 40mm. Are these the correct sizes?
 

Swan

New member
Another question. The base size for the Sevridan models does not match. While the Sevridan Gutter and Ooroth are 30mm, the Gutter Friar is 40mm. Are these the correct sizes?

Hey now, its not nice to poke fun at a Friar's weight
 
Uhm am i seeing that right that anything within 8" of the oracle and within 2" of oroth that has 2 life or less dies instantly regardless of resistance and without save? that seems rather broken? same goes for 1 life models within 8 and 2" respectively?
 

Sanul

New member
Uhm am i seeing that right that anything within 8" of the oracle and within 2" of oroth that has 2 life or less dies instantly regardless of resistance and without save? that seems rather broken? same goes for 1 life models within 8 and 2" respectively?
That symbol is for willpower, not hitpoints.
 

Sanul

New member
I have another question, if you want. I was wondering what would happen in the following situation. I activate two Sevridan Gutter (inspired by a Gutter Friar) and have them attack a group of 8 War Dancers in a tight formation. Each Gutter attacks a single War Dancer and produces at least one Hit. What would exactly happen, in regards of the "Fluid Strike" and the used inspiration?

My take on it: once the first Sevridan hits a War Dancer that model and all enemy model within 2'' get a resonate counter. Since I killed that model with the hit the inspire triggers and all enemy models within 2'' with resonate (all of them) have to make a will check or suffer one damage. After that you resolve the second combat and the other Sevridan makes another hit, killing the enemy model. Once again all enemy models within 2'' now resonate and have to take a will check or suffer a damage. You even might have one enemy model make two will checks, because they were both within 2'' of the two War Dancers that were attacked.

Now, if this is right, this is really devastating, especially against groups of rank 1 infantry. But I havnt found any rules yet that says each rule can only trigger once. So is this the way it should be?
 
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