Grymkin CID Changelog

    • Grymkin CID Changelog

      Ich dachte mir ich poste mal was sich so verändert bei den Grymkin während des CID für die Leute die nicht im PP-CID Forum angemeldet sind.
      CHANGE LOG:

      The Dreamer – By easing the access to phantasms we hope they will see more use. We intend to keep an eye on their effectiveness in the future, but this seems like a solid start to getting them on the table more often. The change to Artifice of Deviation is something we have been considering for some time. What better time to test it out than now? This change brings Artifice in line with other terrain and effects of its nature. If these changes to Artifice of Deviation remain, we will let you know when these changes go live for existing models.

      Artifice of Deviation now requires friendly models to be completely within the AOE to gain cover.

      Hat Trick no longer requires fury to place a Phantasm.

      Hat Trick can now replace a boxed model with a Phantasm with the same or smaller base size.

      The Child – We hope that the interaction between Pain Response and Abuse will bring the flavor and effectiveness of a battlegroup based warlock. Increasing her strength plays a little farther into the frontline bruiser caster role we want her to fill.

      STR increased from 11 -> 12

      Added Field Marshal [Pain Response]

      Old Witch 2 – Increase in RAT should help compensate for some of the issues of the natural AOE being removed from her ranged weapon.

      Increased RAT from 5 -> 6

      Old Witch 3 – Increase in RAT should help compensate for some of the issues of the natural AOE being removed from her ranged weapon. Allowing models to activate after being placed by Hellhole brings its standardization in line with other recursion abilities found in the game.

      Increased RAT from 5 -> 6

      Models returned by Hellhole now forfeit Combat Action instead of activation.

      The Heretic – A large number of battle reports show that the Heretic is far too survivable and at the same time is too effective against high armor targets in his personal threat.

      Reduced ARM from 16 -> 15

      Reduced the POW of Execrator from 7 -> 6

      Frightmare – Reverting the defense change from last week while giving the Frightmare a new animus and increasing its cost will hopefully increase its play and utility while still not allowing it to smother games in large quantities. (Please note: See in the Dark does not allow a spellcaster to ignore cloud effects or Stealth when they channel a spell as LOS is then determined from the Channeling model not the spellcaster.)

      DEF increased from 12 -> 13

      Point Cost increased from 8 -> 9

      Counterblast replaced with See in the Dark.
      See in the Dark 1 Self – – Turn No
      The spellcaster can ignore cloud effects when determining LOS. Additionally, the spellcaster can ignore Stealth XICONX. See in the Dark lasts for one turn.

      Rattler – We felt that Pain Response was a better match for a Field Marshal on the Child. Couple that with the feedback from the battle reports we were receiving, we felt the Rattler was doing very well at its new point cost of 8.

      Pain Response removed.

      Dread Rots – Adding an FA to Dread Rots will curb any lists that were solely focused on taking Dread Rots in very large numbers.

      FA reduced from U -> 3

      Mad Caps – By removing the choice between Vent Fumes and the creation of Cask Imps we hope to increase the efficiency of the model, encouraging players to take it more often.

      Vent Fumes is no longer a special action and is always active.

      Neigh Slayers – A reduction in points and access to pathfinder should help them make it into lists.

      Gain Relentless Charge.

      Point cost reduced from 8/13 -> 7/12

      Piggybacks – Piggybacks that are not in shield wall die very quickly. We wanted to make it worth your while to break up that shield wall by allowing Piggybacks a stronger charge into Multi-wound options.

      Powerful Charge replaced with Brutal Charge.

      Twilight Sisters – Standardizing Grim Returns with the majority of other recursion effects in the game (and Hellhole) makes it a little easier to use.

      Models returned by Grim Returns now forfeit Combat Action instead of activation.

      Lord Longfellow – We’ve seen a lot of our favorite spider-in-a-coat hanging out in forests, along with a large number of requests for an increase in threat range. This change will allow Longfellow to stay a little safer while not losing threat range.

      Gains Pathfinder.

      Death Knell – We’ve seen a large number of battle reports against ranged lists where the Death Knell is not very helpful. This change allows the application of +2 armor to be more consistent by activating as soon as a corpse is collected.

      Protective Aura replaced with Warmth of the Grave.

      Warmth of the Grave - While this model has one or more corpse tokens, friendly Faction models gain +2 ARM while within 4˝ of this model +1˝ for each corpse token on this model.

      Gremlin Swarm – The Grymkin tag in the model’s subtype makes it a friendly Faction Grymkin, the Partisan rule is not needed.

      Partisan removed because it was redundant.

      Taste of Ash – We hope this change will make it harder for your opponent to control where the damage is applied. Please make sure to submit playtest feedback on this, we are taking baby steps with this Arcana and really want to know how this affects your games.

      Now damages the attacking model and the d3 nearest enemies to the attacking model.

      Now deals magical damage.

      Quelle: PP-CID Forum, PPS_Jack
    • Super. Danke!

      Crouna schrieb:




      Frightmare – Reverting the defense change from last week while giving the Frightmare a new animus and increasing its cost will hopefully increase its play and utility while still not allowing it to smother games in large quantities. (Please note: See in the Dark does not allow a spellcaster to ignore cloud effects or Stealth when they channel a spell as LOS is then determined from the Channeling model not the spellcaster.)

      Counterblast replaced with See in the Dark.


      See in the Dark<span style="background-color: rgb(255, 255, 255);"> 1 Self – – Turn No
      <span style="background-color: rgb(255, 255, 255);">The spellcaster can ignore cloud effects when determining LOS. Additionally, the spellcaster can ignore Stealth XICONX. See in the Dark lasts for one turn.
      Dann weißt Du vielleicht auch, ob denen schon wer gesagt hat, daß das falsch ist. Wenn der Spellcaster des Animus einen weiteren Spruch spricht, wird er stealth ignorieren. Sollte es irgendeine Möglichkeit geben die Frightmare zur Arc Node zu machen, wird sie beim channeln mit ihrem Animus den Warlock Wolken ignorieren lassen. Zumindest nach den aktuellen Grundregeln.
    • :boohoo: ......kein Counterblast mehr.......das schmerzt. Allein deswegen wollte ich ihn aufstellen. Erst recht bei Dreamer.

      Ihr müsst mir da mal helfen. Ich verstehe den neuen Animus nicht. Das will sich bei mir im Schädel nicht klar übersetzen. :<

      Der Caster ignoriert cloud effects or Stealth, ignoriert es aber nicht? Hä?

      Ich verstehe nicht wo das jetzt besser sein soll. :-/


      Der Höhlenmensch brauch hilfe. :lmao:

      Crouna schrieb:

      PP schrieb: a new animus and increasing its cost will hopefully increase its play.
      Ja. Äh.....Nö. Seht ihr das auch so?

      Snowmelter schrieb:

      Sollte es irgendeine Möglichkeit geben die Frightmare zur Arc Node zu machen (...)
      Ist das nicht eine was wäre wenn Frage? Arc Node wäre cool aber das ist es nicht.....oder übersehe ich Frischling da was? :)
      Herolds of the Winter´s Moon

      ruthless - cold - calculating - hit & run

      Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von K.eks ()

    • Gibt glaub aktuell keine Möglichkeit das Vieh zum Arcnode zu machen. Aber der Warlock kann es ja auf sich selbst casten. Der Animus is ja an sich eine verquirlte Version von True Sight.

      Aus dem Woche 2 Update:
      Cage Rager – Wraithbane is a very powerful animus and gives the faction access to blessed, opening a lot of matchups.

      Changed animus from Arcane Suppression to Wraithbane.

      Mit dem Animus wird der Käfighannes weitaus interessanter.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Crouna ()

    • Hier die neuen Änderungen für Grymkin CID Woche 4.

      CHANGE LOG:


      The Dreamer – Now that Hat Trick allows the placing of “or
      smaller” bases, it makes sense to allow the creation of Phantasms from
      huge bases. There is not a huge based Phatasm.


      Hat Trick can now spawn a Phantasm from a huge base.


      The Child – We hope Tantrum will give a more consistent and
      impressive threat range to her army allowing her to play into some of
      the harder control casters.


      Guardian Beast Removed.


      Tantrum added:
      Tantrum 2 Self Ctrl – UP No
      If one or more models in the spellcaster’s battlegroup were damaged by
      enemy attacks while in the spellcaster’s command range during your
      opponent’s last turn, during your Maintenance Phase one model in the
      spellcaster’s battlegroup in its control range
      can advance 3˝ and make one basic melee attack.


      Old Witch 2 – Increasing the mobility of the model and the range
      of Carrion Crows should help the Old Witch feel more active during her
      turns.


      Increased SPD from 5 -> 6


      Increased RNG of Carrion Crows from 10 -> 12


      Old Witch 3 – Increasing the mobility of the model and the range
      of Carrion Crows should help the Old Witch feel more active during her
      turns.
      Increased SPD from 5 -> 6


      Increased RNG of Carrion Crows from 10 -> 12


      The Heretic – We still feel the Heretic is outshining other casters by a significant portion. This should make him slightly weaker.


      Warbeast Points reduced from 29 -> 28


      The Wanderer – After our Dev Talk on The Wanderer we noticed a
      few comments poping up repeatedly. Increasing the range at which he can
      place Crossroads markers will increase his mobility and hopefully keep
      him a little safer while attempting to use Divergent path. Attuned
      Spirit is an excellent way to give The Wanderer that one last Fury he so
      desperately wants while still remaining very restrictive in what he can
      spend it on. We hope this will make him more active and slightly safer
      in games where he plays so far forward. Please also see the changes to
      Divergent Path below.


      Warbeast Points increased from 28 -> 29


      Placement of road markers increased from 5” -> 6”


      Attuned Spirit added:
      Attuned Spirit [friendly Faction] - Once per activation, this model can cast the animus of a friendly Faction warbeast in its battlegroup without spending fury.



      Cage Rager – The Cage Rager can be very corpse starved, this
      should help it be a consistent channeler and help it retain corpses from
      turn to turn for other use.


      Rattle Bones does not require the model to spend a corpse.


      Lantern Man – Hollow Men are still not as prevelant as we would
      like. Given the survivability of the Lantern Man, we feel a point cost
      of 3 is justifiable.


      Cost Reduced from 4 -> 3


      Dread Rots – This change will allow the Witch Wood to receive corpses from the unit.


      Victuals You Can Neither Raise Nor Buy allows friendly models to pull corpse tokens at any time during their activation.


      Murder Crows – Murder Crows are slightly too susceptible to blast damage, this change should cause a tiny increase in their survivability.


      Increased ARM from 11 -> 12


      Mad Caps – We see that the Mad Cap falls behind rather quickly
      while it spawns its Cask Imps. Advance Deployment will let it keep pace
      with your army. Creating d3 cask imps will help soak up ranged attacks
      from your opponents army if they wish to mitigate the Mad Cap.


      Added Advance Deployment.


      Cask Tapper places d3 Cask Imps instead of 1.


      Piggybacks – To stay in line with our design concept and taking into account a large amount of feedback, Vengeance has been removed.


      Vengeance removed.


      Cask Imp – The Cask Imp was not worth one point. Increase it to 2
      per point makes them a strong single point option. Please note that the
      FA means you can take 3 pairs of cask imps.


      Point cost reduced from 1 -> 2 Cask Imps for 1


      Witchwood – The Witch Wood has received a large amount of mixed
      feedback. With these changes we hope that the Witch Wood can be a little
      strong as a counterpunch piece against armor while remaining a solid
      anti-infantry choice.


      Gains Bone Picker:
      Bone Picker - When this model destroys a living or undead enemy
      model with a melee attack, this model gains the destroyed model’s corpse
      token and the destroyed model is removed from play. This model can have
      up to three corpse tokens at any time.


      Gains The Feeding:
      The Feeding - During its activation, this model can spend corpse tokens to boost one attack or damage roll for each token spent.


      Lord Longfellow – This change allows Longfellow to remain safer at the start of the game. It also increases his assassination threat range.


      Dueling Pistol RNG increased from 8 -> 10


      Arcana CardsThe Child received Tantrum as her Trump
      card. It was renamed to Wrath. Two new Arcana cards have been added.
      Desolation is an idea we’re interested to see its usability and function
      inside of the faction and how it can effect games. Accursed is a very
      interesting card that combines the old Injury card (which has now been
      removed) with a way to generate corpses against army lists that do not
      currently give the option to do so. Please focus testing specifically on
      the trigger of Accursed.


      Wrath removed.


      Tantrum becomes The Child’s trump.


      Tantrum name changed to Wrath.


      Desolation added:
      The warlock can play this card when an enemy model ends its Normal
      Movement in the warlock's control range. Center a 5˝ AOE on the enemy
      model. The AOE is acid bath, burning earth, forest, hill, or rubble
      terrain. You can choose to remove the AOE from the table at the start of
      any of your turns.


      Accursed added:
      The warlock can play this card when a friendly Faction model with a
      corpse token is destroyed by an enemy attack while in the warlock's
      control range. For one round, enemy models lose Construct XICONX,
      Incorporeal XICONX, Tough XICONX and Undead XICONX, and cannot have
      damage removed from them while in the warlock's command range.


      Divergent Path:
      No longer has a range of effect. Now can affect any model, not just enemy.

      Quelle: PP-CID Forum, PPS_Jack
    • Accursed kann momentan so manches Feat komplett aushebeln (Zaal2 zb). Nachdem das im Forum kommentiert wurde meinte er, dass sie die Arcana sicher nicht so belassen werden in der Finalen Version.

      Wanderers Major Arcana finde ich immer noch zu leicht umgehbar, Witchwood ebenfalls. Der bekommt nur Corpse token wenn der Gegner das auch will. Mad Caps und Cask Imps finde ich jetzt sehr interessant. Lord Longfellow mochte ich schon von Anfang an. und ist jetzt noch besser.

      Piggybacks, kein Vengeance mehr finde ich ok. Die Einheit ist immer noch Saugut (hrhr).

      Der Heretic nerv ist aber absolut lächerlich, ansonsten siehts ganz gut aus denke ich.
    • Und die änderungen sind da:

      This is the final update for the Grymkin cycle. All Grymkin feedback forums will be closed on Monday 4/10/17.


      CHANGE LOG:


      Old Witch 2 – The changes to Old Witch pushed her a tad farther than we liked. The reduced control area will still let her be very effective into ranged attacks but force her to be slightly farther forward. Reducing her Warjack points makes up for her increase in power level.
      • Arcane Machinery effects last for one round.
      • Vexing Alignment reduced from 4” -> 2”
      • Warjack points reduced from 28 -> 26

      Old Witch 3 – The changes to Old Witch pushed her a tad farther than we liked. The reduced control area will still let her be very effective into ranged attacks but force her to be slightly farther forward. Reducing her Warbeast points makes up for her increase in power level.
      • Arcane Machinery effects last for one round.
      • Vexing Alignment reduced from 4” -> 2”
      • Warbeast points reduced from 28 -> 26


      The Wanderer – Increasing the Wanderer’s RAT will hopefully make Lanterns Light a little more effective without boosting easing his very in-demand focus pool. Divergent path has been changed and requires serious testing. Please focus on that.
      • Warbeast Points reduced from 29 -> 28
      • RAT increased from 6 -> 7

      Frightmare – The Frightmare is a very reasonable and solid warbeast when taken in small numbers. However, we found the frequency at which they could afford not to boost was slightly too high in lists running very large amounts of Frightmares which allowed for extremely efficient fury management. We have started a Dev Talk on the Frightmare and “spamming”. Please focus tests this week with this in mind.
      • RAT reduced from 6 -> 5

      Neigh Slayers – We felt that the Neigh Slayers could use a little more flavor. While this is not a particularly meaningful change, it does add a little flare to their rules.
      • Gain Critical Fire on Mount

      Arcana CardsSeveral Arcana cards have been tweaked. Divergent Path has been completely reworked. Please focus testing on the following Arcana cards:
      • Divergent Path reworked.
        The warlock can play this card when an enemy model targets him with an attack. The attack automatically misses the warlock. After the attack has been resolved, the warlock can be placed in the location of any of his road markers.”
      • Accursed now triggers on damage instead of destruction.
      • Accursed no longer removes Construct from warbeasts.
      • Desolation now places a 4” AOE in the warlocks control range.

      Dark Menagerie – With the addition of a corpse mechanic to the Witchwood as well as the Accursed Arcana card we felt the Witchwood is a solid choice for inclusion inside of this theme force.
      • Witchwood solos added to the army composition.
    • Mal zusammengefasst ...


      Arcana Cards

      Divergent Path (Wanderer):
      The warlock can play this card when an enemy model targets him with an attack.
      The attack automatically misses the warlock.
      After the attack has been resolved, the warlock can be placed in the location of any of his road markers.

      Accursed:
      The warlock can play this card when a friendly Faction model with a corpse token is damaged by an enemy attack while in the warlock's control range.
      While in the warlock's control range, enemy models lose Incorporeal, Tough and Undead, and cannot have damage removed from them.
      Additionally, enemy non-warbeast models also lose Construct while in the warlock's control range.
      Accursed lasts for one round.

      Desolation:
      The warlock can play this card when an enemy model ends its Normal Movement in the warlock's control range.
      You can immediately place a 4 ̋ AOE any where completely in its control range where it does not touch a model's base.
      The AOE is acid bath, burning earth, forest, hill, or rubble terrain.
      You can choose to remove the AOE from the table at the start of any of your turns.

      Models

      Frightmare: RAT 5
      Neigh Slayers: Mount gains Crit Fire
      Wanderer: RAT 7, Warbeast points 28

      Theme Forces

      Dark Menagerie: + Witchwood solos