Blindwater CID Week 1v1

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    • Blindwater CID Week 1v1

      Welcome to the Blindwater CID Initial Rules.

      We've formatted things a little differently with this cycle, so let me explain:

      Below you will find a list of the models that are currently inside of this CID Cycle. Some are new models (listed first!) others are legacy models that are being brought into testing with the new models. Only the models listed below are up for discussion. Posts asking for additional models to be brought into the cycle will result in infractions that could lead to bans.

      In our new formatting we have listed some points to test along with all of the new models. These are some prompts to show the direction we would like the models to go and how we would like them to be tested. If you have feedback that is not directly related to these prompts, PLEASE GIVE IT! These are simply a starting point for your thought process. The older models have a brief description of our goals for them without specific prompts. Please test these at face value and let us know how you feel about their current state.

      New Models

      Barnabas, Lord of Blood: Barnabas should be personally impactful in his play style. He should support his army with Bone Shakers, while being survivable enough to play on the front line contributing to the fight. His core concepts include corpse collection and recurring his bone minions.

      -Things to test: Is Barnabus too durable, just right, or not durable enough? Does he accomplish his goals of personal contribution? Do you feel this caster does something unique and interesting?

      Dracodile: The Dracodile should be a melee powerhouse. With four initials at a solid POW the Dracodile should have no problem destroying enemy heavies. The Animus “Flood Waters” should help the army survive while also providing a minor survivability increase for itself. The Dracodile’s spray causes Blind and should be a way to support its own melee capabilities or enable other plans of action for the surrounding models.

      -Things to test: Does the Dracodile’s melee output feel sufficient? Is the spray relevant and compelling? How do you feel about Flood Waters?

      Boil Master & Spirit Cauldron: A support piece that generates corpses for its army. Should synergize well with its surrounding units by either giving corpses or using Puppet Master. Spectral Lash provides utility and a limited amount of offense. This model should be slow and difficult to position.

      -Things to Test: Does this unit feel impactful? Do you feel like you are gaining enough benefit for using its action to generate corpses each turn? Is its point cost justified?

      Croak Trappers: A support unit that brings utility at a small point investment. Their throwing nets knock down their targets.

      -Things to test: When you have just a few points left, do you see yourself reaching for the Trappers? Do you feel their abilities make them worth their points?

      Bone Shrine: This model should be low point cost and generate additional fury for its Warlock with a possible downside. Added benefit of Arcing spells from this model should make it flexible and enticing.

      -Things to test: Do you feel the drawbacks of the Bone Shrine are sufficient? How about its benefits? Is the additional Fury too powerful on certain casters?

      Gatorman Husk: A shambling mass of insects stuck inside of a reanimated Gatorman. It punishes the enemy for attacking it. This is a disruption piece that should punish your opponent for attempting to remove it.

      -Things to test: Is a group of Husk’s ambushing with Trawlers too strong? Are the Husks threatening enough that your opponent must deal with them after they ambush, or can they be ignored? How do you feel about their impact on your games in both the Ambush role or the Advance Deployment role?

      Gatorman Soul Slave: A Warcaster support model that can help with fury-strapped casters or help spread spells around. Spell Slave and Arcane Assist are important to this models design.

      -Things to test: Is the Soul Slave a compelling choice for the Blindwater Warlocks? Are his defensive stats too good, or do they feel right for the model?

      Kwaak Slickspine & Gub: A utility solo that has many options available to it. Between Enliven and Heal, this model can help keep your warbeasts alive and fighting. While Mud Foot brings a solid amount of control, it’s drawback is a short range. Venom provides an anti-infantry option. Kwaak and Gub should be versatile and powerful spell casters.

      -Things to test: Do you feel Kwaak and Gub are costed appropriately?

      Longchops: A gator with a gun, Longchops should threaten soft to medium targets with his ranged attacks and remain mobile while he picks away at his enemies. His trap is a core element to the model and should remain a key reason to take him in a list.

      -Things to test: Does Longchops do enough for his point cost? If so, do you feel his trap is a large portion of this? If not, where do you find it falls short?

      Void Leech: The Void Leech is a cheap unit attachment meant to bring a little utility to the units it’s attached to. Anti-magic abilities are key to the Void Leech’s design.

      -Things to test: When you’re down to a few points, do you find value in the Void Leech? Do you think this model will be a viable option inside the faction? If not, where do you think it falls short?

      Legacy Models

      Bloody Barnabas: Barnabas 1 is a versatile warlock with a strong assassination game. His feat, similar to Kreoss 1’s feat, can set up a ranged assassination on enemy caster very early in the game. With his Swamp Pit spell, Barnabas can completely prevent a Dracodile from being targeted with ranged attacks!

      Jaga-Jaga, the Death Charmer: Jaga-Jaga is the “voodoo priestess” of the Blindwater. Unlike Calaban, who is a more direct spell slinger, Jaga manipulates the spirits around her and weaponizes them. She has received some noticeable changes in this CID, including replacing Spellpiercer with Signs & Portents, and getting a new feat that is the equivalent of multiple Sacrificial Strikes at once.

      Maelok the Dreadbound: The sinister Maelok brings the power of undeath to the battlefield, capable of making not only his warbeasts, but the soldiers he commands into the undead. Maelok is a heavy attrition caster, who can efficiently increase the ARM of his forces, return fallen soldiers to the battlefield, and when the time is right, use his feat to strike deep into the heart of the enemy army.

      Rask: The only non-gatorman warlock in Blindwater, Rask is a control caster through and through. His feat, spells, and powerful trident cannon all allow him to fight on his own terms, while the Fury spell ensures that once the fight begins his force can get the job done quickly.

      Calaban, The Grave Walker: The premiere spell-slinger in Blindwater, Calaban provides powerful buffs to his own forces while unleashing arcane hell upon his enemies.

      Blackhide Wrastler: One of the heavy lifting warbeasts in the Blindwater Congregation, the Wrastler and its Animus “Rage”, should be a compelling choice in Warbeast centric Blindwater Congregation lists.

      Blind Walker: The budget utility heavy of the Blind Walker Congregation. The Blind Walker should be a solid combat beast for its low point cost and bring special rules like its Animus and Shield Guard to help support its controlling warlock and army.

      Boneswarm: A combat light. Without corpses it should not be much of a threat, but once filled up should pose a threat much higher than its point value. We expect the Bone Swarm to pair quite well with the Boil Master.

      Bull Snapper: Basic light warbeast of the Blindwater Congregation. Should remain cheap utility beast that provides Spiny Growth to its caster. In combat, it should remain furry efficient with Torpid.

      Ironback Spitter: The Ironback Spitter is the primary ranged beast of the Blindwater Congregation. The defensive benefits of it’s shell should be core to it’s design.

      Swamp Horror: A unique Warbeast, the Swamp Horror should have a high volume of attacks at a lower POW. It should take buffs very well because of the large number of initials. With Chain Strike the Swamp Horror should fill a unique roll in the Minions faction.

      Bog Trog Ambushers: A melee unit with Ambush. Ambushers should threaten the enemy back line.

      Croak Raiders: An advance deploy skirmishing unit. The Croak Raiders should threaten infantry and light to medium armor with their ranged attacks. These models have a very strong ranged output and should be tested with the changes to Jaga-Jaga.

      Gatorman Bokor & Bog Trog Swamp Shamblers: The fodder unit of the Blindwater Congregation. Collecting corpses and recurring Shamblers are all key aspects of this unit. They are excellent with Jaga-Jaga’s new feat and should be explored with this in mind. Please also focus on testing interactions with Boil Masters adding corpses to the unit.

      Gatorman Posse: A combat unit that forms the back bone of the Blindwater Congregation, gaining many benefits from the theme force.

      Bog Trog Mist Speaker: A support piece that brings options to the Minions faction in the form of magical weapons, eyeless sight, and cloud effects.

      Croak Hunter: One of the more elite Croaks, the Hunter should harass enemy units and solos and hold down flags and other areas of the board.

      Gatorman Witch Doctor: The Gatorman Witch Doctor is a support piece who helps his fellow minions out in battle. Themed around undead and voodoo, the Witch Doctor had a few changes to make him a more consistent choice inside the Minions faction.

      Thrullg: The Thrullg is an anti-magic being who lives only to devour anything arcane around itself. The addition of Prowl and Pathfinder should provide survivability so it can make it to it’s target.
    • Ok, nach erstem lesen sieht das sehr interessant aus.

      Boild Master & Couldtron generiert Corpse Token, kann also Boneswarms (new fresh with Steady) brauchbar machen, Bokors mit neuen Shambler versorgen oder Barnabas durch die Token auf PS 18 pushen.
      Mit Maelok sind 2 Witch Doctors pflicht für Death Ride und Zombify/Last Word. Via Last Word und dem Snacking des Themes können sich die Posse sogar dank Snacking heilen.
      Selbst JagaJaga ist nun interessanter, auch ohne die restlichen neuen Modelle oder Änderungen im Theme.
    • Our first update of the cycle, here are our changes based on feedback and reading through the assorted battle reports.

      We are looking for additional feedback on Croak Trappers as we have
      received very little. Do you find these models compelling? Is the change
      in the right direction? Have you played with them yet? If not, Why not?
      If not, Please do find some space in a list and give them a shot!

      Barnabas 2: Feedback showed that Barnabas was being killed a tiny
      bit too easilly. With a small bump in damage boxes he should feel a
      little more durable. Adding the spell Onslaught increases his army
      support and solves some of the pathfinder issues inside of the
      Blindwater Congregation. Please continue to play with Barnabas and
      report back how these changes affect the lists you build and how he
      moves around the table.

      Bog Trog Mist Speaker: Increasing the command of the Mist Speaker
      to 8 helps him utilize Veteran Leader more effciently and is a nice
      quality of life bump for Guidance.

      Boil Master & Spirit Cauldron: We are quite happy with how
      the Boil Master is affecting the table at the moment but we felt there
      was a valid argument that it simply cost too many points. Please note
      that we do not want this model to be able to run, and it is
      intentionally designed to be slow and difficult to maneuver. We received
      some feedback that the 'Boil Master' its self was boring because it
      didn't have any special rules. We decided that the Spirit Cauldron
      should be the one to have the special rules instead of the Boil Master.
      This is for several reasons, but please note that all of the flavor of
      the model is indeed in the pot.

      Bone Shrine: The Bone Shrine saw some solid use, but players are
      concerned about the durability of this model. We agreed that for 2
      points it was fairly easy to kill and hope increasing its Damage Boxes
      to 8 will help alleviate this issue. We also updated the rules text for
      Spirit Nexus to cover a few very corner case situations. We are not
      concerned about the use of the word 'Curse' in this ability. The effect
      that it will apply will be called Spirit Nexus, not Curse.

      Boneswarm: Continuing down the Boneswarm path, this lil fella
      appears to be doing a much better job with the changes during this CID.
      In an attempt to further increase its attractiveness, we have decided to
      grant the Boneswarm Pathfinder.

      Croak Raiders: We felt the proper bump to Croak Raiders was not
      to increase their damage output or reduce their points, but to give the
      unit Pathfinder. It helps them have a unique advantage over some other
      units and allows them to occupy different space on the board than say
      Posse or Shamblers.
      Croak Trappers: We increased the point cost of the Croak Trappers
      but replaced Quake with Knockdown. We hope that this will incentivize
      players to put these models to use. Please focus feedback on the Croak
      Trappers and let us know how you feel about their current spot.

      Dracodile: During our live stream (Link in the announcements) we
      discussed with the chat changes to Man-Eater. We really like this user
      submitted rule and will be running with Territorial. Teritorrail allows
      the Dracodile to charge Large or Huge based models without being forced.

      Gatorman Husk: A simply quality of life change, the Husk's abilities now all affect the same things.

      Gatorman Soul Slave: We're looking into some options here for the
      Soul Slave. Dropping its magic ability to 4 but granting it Mental
      Force, a way for it to boost its attack and damage rolls, should create a
      rather unique warcaster attachment that becomes very desirable for
      certain casters. Please test this thoroughly -- it is a big change and
      one we're looking to explore.

      Jaga-Jaga, the Death Charmer: Shown in many battle reports and
      across many concerned threads we feel the changes are warranted to
      Jaga-Jaga's feat. The new wording has you select d3+5 enemy models in
      control range and remove a friendly warrior model within 5" of them
      instead of the other way around. This does a few things -- Primarily, it
      restricts it to warrior models but it also stops the same model from
      being targeted more than once which should remove the hail-marry
      assassinations that were happening with the old version of the feat.
      Please continue to focus testing on Jaga Jaga, she still has seen some
      very large changes from her previous versions and we would like to
      hammer out any issues with her rules.

      Longchops: Longchops has undergone quite an upgrade. We felt he
      was not quite living up to his 5 points, and the players agreed. We
      removed Bushwhack and Marksman, increased his RAT to 7, added Reposition
      [3"] and a new rule: Head Shot - Models disabled by a ranged attack
      made by this model cannot make a Tough roll. Models boxed by a ranged
      attack made by this model are removed from play. He can also now work for Skorne.

      Maelok the Dreadbound: Playing in a little more to Maelok's soul
      mechanic was a common request amongst players. Given he only had 4
      spells, we decided adding Soul Harvester was warranted.

      Swamp Horror: While the swamp horror was performing well, we
      wanted to incentive it a little more. Dropping to 15 points should help
      differentiate it from the Wrastler a little bit more and make it a more
      attractive choice.
      Thrullg: Much like the Swamp Horror, the Thrullg is performing a
      little better. But we want to see more of the Thrullg and feel his stats
      and abilities more speak to a 5 point model when compared to other
      simillarly costed models.

      Void Leech: Its a Bog Trog
    • JJ mit S&P ist stark und macht Spaß, mal sehen was der neue Feat im Spiel bringt.
      Longshops war in seiner alten Version recht nett, mit RFP und Repo 3 vor allem mit dem Fallenlegen nach dem Schießen sehr praktisch in meinen Augen.

      Next thing to try: Rask mit Spirit Couldron und 4+ Bone Swarms!
    • First next thing to try:

      Minion Army - 75 / 75 points
      [Theme] Will Work for Food

      !!! Your army contains CID entries.

      (Midas 1) Midas [+30]
      - Battle Boar [7]
      - Road Hog [16]
      - Road Hog [16]
      - Gatorman Soul Slave [0(5)]
      Bone Shrine [2]
      Gremlin Swarm [3]
      Longchops [0(5)]
      Ogrun Bokur [5]
      Rorsh [15]
      Boil Master & Spirit Cauldron [5]
      Cylena Raefyll & Nyss Hunters (max) [19]
      Greygore Boomhowler & Co. (max) [17]

      Spirit Couldron gibt Midas jede Runde W3 Bonetoken -> W3 mehr Fury für den Fury 6 Caster mit Battle Lust, Calamity, Death March und Hex Blast.
      Bone Shrine nochmal +1 Fury und unbeweglicher Arc Node auf Aufstellungslinie + 12".
      Battle Lust und Hex Blast kann (boostbar mit Magic 4) durch den Soul Slave gezaubert werden und Soul Slave gibt ein gratis Upkeep in 5".
      Bokur als Shield Guard und haudraufsolo, Longchops macht Pewpew.
      Boomhowler und Nyss machen pew pew und hauen rein mit Battle Lust.
      Rorsh ist halt Rorsh und Brine für 13" Melee Treat Escalationen.
      Road Hog ist halt ein Heavy mit PS16 und einem Assault SP10 mit optional Spd 7.
      Und Gremlin Swarm because contesten und Arschloch sein.

      Klingt nach einer spannenden Liste die zu testen ist.
    • Welcome to the second update of the Blindwater CID! Here is the change log:

      Bog Trog Mist Speaker: Removing the "Faction" requirement from
      Guidance will hopefully increase the competitiveness of minion solo
      choices in other factions. Please note this change will affect other
      models with the Guidance special rule. (Extoller Soul Ward)

      Longchops: Allowing Longchops into Legion of Everblight opens up
      his options for inclusion. You will also not new wording for Cover
      Tracks to allow it to function with Head Shot.

      Gatorman Husk: Turns out that the flys in their beer wasn't enough to keep this shambling mass out of Trollbloods.

      Boil Master & Spirit Cauldron: This one is a pretty big one
      and will also (ever so slightly!) affect Grymkin. You can now collect
      non-faction corpses as well as pass corpses to non-faction models.
      Calling all Circle players, get your Kromac 2 games on and let us know
      how this goes!

      Croak Hunter: We've decided to push the Croak Hunter into a more
      support style position while also lowering its point cost even further.
      Replacing Poison with Weaken will reduce its overall damage output but
      make it a very, very potent model against certain army builds. Being
      able to apply this weaken from a distance or in melee should really up
      the stock on the Croak Hunter.

      Lynus Wesselbaum & Edrea Lloryrr: We've included changes to
      Lynus and Edrea to incentivize them a little more outside of the Minions
      faction. They also come with the ability to remove clouds, something
      that is unique to them in the minions faction.

      Dracodile: Feedback pointed out some very excellent points about
      the survivability of the Dracodile when compared to other Gargantuans --
      It is the only one without an in-faction armor buff. Increasing its
      base ARM to 20 should help it last through an extra few attacks.

      Zombify: We've seen a lot of mixed reviews on the new Zombify. We
      will be having a Dev Talk to discuss the merits and downfalls of
      different options. Stay Tuned!
    • Drittes Update:

      Hello and welcome to the final update for the Blindwater CID.

      Barnabas 2: After much deliberation and pouring over hundereds of pieces of feedback, we have made some impactful changes to Barnabas2. His CMD increased to 10, he picked up the Steady rule and Execration shifted to only affect his CMD range (Now 10") but is no longer restricted to living and undead models. The cost has also been reduced to 2. This coupled with a few other changes below we feel should put Barnabas2 into a very solid place.

      Jaga-Jaga, the Death Charmer: We have applied further clarifications inside of Jaga-Jaga's feat, as well as removing the 'non-boostable' clause. Please let us know if there is any more confusion for what is happening with this feat based on the new wording.

      Bull Snapper: After reading a lot of discussion on the Bull Snapper, Barnabas, and many other casters we feel that the animus Spiny Growth is not living up to its hoped for effect. Reducing the cost to 1 should help all of the warbeasts that have this animus cast it more consistently and help a great deal of Warlocks feel less penalized for casting it themselves. Please note this will effect several other models in the game.

      Dracodile: Still not quite where we wanted the Dracodile, this points change should help make it an attractive choice.

      Ironback Spitter: Much like the Bull Snapper's Spiny Growth, Counterblast was not living up to the use we want to see out of it, and was reduced in cost to 1. This change should help both beasts and warlocks find this animus more useful. Please note this will effect several other models in the game.

      Bog Trog Ambushers: The Ambushers were still not performing like we had hoped. Instead of increasing their power level we decided that a reduction in points would be more suitable.

      Boil Master & Spirit Cauldron: The Cauldron picks up the Pathfinder advantage.

      Gatorman Posse: Dropping a point off the high end of the Posse will make maximum units more efficient than minimum units again. Offerings to Kossk now gives rerolls against all enemy models, not just living. We hope this will help the Posse out against non-living targets.

      Lynus Wesselbaum & Edrea Lloryrr: These two models are being added into both the Blindwater Congregation and Thornfall Alliance. Applied Knowledge has had the 'warrior' portion of its targeting rules removed.

      Gatorman Witch Doctor: After a discussion filled Dev Talk at the start of the week we have settled on replacing Zombify with Shadow Walk. Thank you all for your input on this topic, I think we came out with a much more compelling rule than we had previously.

      We've got two days left of testing, so lets get to it!