Oblivion CID

    • Oblivion CID

      Oblivion Initial Rules

      Yesterday, 06:46 PM
      Hello and welcome to the Oblivion CID.

      If you're not familiar with Oblivion, it is an upcoming product from Privateer Press that will provide a bunch of exciting new content for Warmachine & Hordes. It will feature a narrative campaign, and background material for the Infernals arriving on Caen, and a couple other neat things.

      However, what we will be testing in the CID are the new models and theme forces that will also be introduced in Oblivion. We will not be testing the campaign elements themselves, only the model entries.

      Let's get to it!


      MODELS

      Archons

      Archons are big Angel things, basically avatars or manifestations of various gods and other powerful forces on Caen to aid the mortals against the Infernals. The Archons are all powerful solos that are, for most intents and purposes, Mercenaries or Minions who will work for a variety of factions, and are Partisan in some faction. The goal was to give each faction access to at least one Archon, of which there are six.


      Morrowan Archon

      The Morrowan Archon tows the line between a defensive model and a support model. Powerful abilities like Veteran Leader for Morrowans, and Hand of Morrow, which allows your Morrowan models to heal, should be a feature of the model. Additionally, the Morrowan Archon should be very defensive, perhaps even the most tanky of the Archons. One good way of thinking about the Morrowan Archon is that he/she (??) should feel very similar to the classic concept of the roleplaying class "Paladin." Even though to the Morrowan Archon does not have the most boxes among the Archons, it's tankiness is expressed in other ways, like it's shield, and Set Defense, etc.

      Menite Archon

      The Menite Archon is the more offensive of the Archons, a straight up beater who wants to fly into things and punish them. The Menite Archon forsakes a shield for an additional melee weapon, and it's package should synergize with the general strengths of Menoth, ie: lighting things on fire. The Menite Archon should want to get into the thick of things and threaten a variety of models, while also being fairly difficult for your opponent to remove, which is helped by it's superior boxes, Ashen Veil, and Retaliatory Strike.

      Thamarite Archon

      The Thamarite Archon is the ranged support Archon, featuring the fewest boxes but high defensive stats. It has a couple main features, primarily her bow, which is long ranged and high pow, with several useful menu'd abilities. The other main feature of the Archon is Beloved of Thamar, which gives Thamarite models re-rolls. The Thamarite Archon should be mostly a backline piece that peppers enemies with her ranged weapon and gives Thamarites access to her re-roll mechanic. And when push comes to shove, she can get into the thick of it and muck up yours opponents plans with her naturally high defense and Dodge.

      Void Archon

      The Void Archon blends some disruptive abilities with debuffs and a potent spray attack. Dark Shroud helps your models put out some additional damage, and Entropic Force keeps your opponents models locked into their damage until they move away or kill the Void Archon. Of all the Archons, the Void Archon can collect Souls and put them to good use, which is unique. Void Walk makes this Archon particularly difficult to plan for, as it will show up in some inconvenient places and spray down enemy models.

      Primal Archon

      The Primal Archon is a beefy boy that controls a bunch of space. The Primals weapons feature large knockdown AOEs, which is particularly spicy when combined with Countercharge. Hyper-Regenation keeps it in the fight, along with its high ARM and boxes. However, the big feature of the Primal Archon is Reality Anchor, which prevents models from being placed in the area around the Primal Archon. It also prevents Horrors from being summoned!

      Dhunian Archon

      The Dhunian Archon is almost entirely a support piece, providing potent attrition trades with her Threads of Life ability and her Final Embrace, which provides large, area healing when she is killed. Litanies of the Great Mother is some specifically targeted tech that really hampers soul collecting models, and her melee weapon has built in Dispel. The Dhunian Archon is definitely a backline piece until she needs to move forward to sacrifice herself for the greater good.

      Alexia, the Undying

      A new Alexia for a new fight against her foes. Alexia3 continues to build upon the classic Alexia package, featuring some strong spellcasting with skeleton summoning built in. This version features perhaps the most powerful, Passive Necromancy, which... just happens. This can really mess up your opponent, since suddenly a Thrall Warrior might just pop up in an inconvenient spot! She also synergizes well with Undead models (see below for some new ones!), gaining Flank, and also Power of Death, which buffs Undead. Also, her sword spent some time with Robo and Melchior and has been upgraded to slay Horrors, stripping them of Essence.

      Hermit of Henge Hold

      The Hermit of Henge Hold is a wacky, crazy prophet, or maybe just crazy, or maybe just a prophet. No one knows! He works for every army in the game, because you don't know when he is going to show up on which battlefield and declare the end of the world! The Hermit should be one part support piece, one part mad prophet, and one part missile. Dark Prophecy is the missile part, punishing your foes for slaying him by stripping their spell casting. Mad Visions is essentially a once-per-game use of the Vision spell, that could be extremely clutch. Lastly, Whispers at the Gate is a menu of various abilities to supplement your army in various ways, like Telemetry, or Word of Ruin, which punishes Infernals (or powers them up if you are one!)

      Grand Master Gabriel Throne

      Gabriel Throne is a powerful Morrowan leader piece that should embody classic master strategist aspects. As a Cavalry model with powerful weapons, he should be dangerous in close combat, but his main draw should be his Battle Plans, which should amp up Infantry models, specifically Morrowans in the case of Word of the Prophet, which provides a turn of Divine Inspiration. The Grand Master should be a holy beacon who brings divine wrath upon Infernals while also inspiring and leading his troops on the battlefield.

      Thamarite Advocate

      The Thamarite Advocate should be a cheap, accessible wizard option with some useful spellslinging. At only three points, the Advocate should find ways to slip into a variety of lists who are looking for a cheap, useful magic piece that brings some decent damage with Hex Bolt, or useful tools like Barrings the Gates, essentially a Lamentation-style effect. Reposition lets them get in-and-out pretty painlessly, and Sucker keeps them alive when the going gets tough.

      Order of Illumination Resolutes

      Resolutes are big beefy boys with medium bases and boxes. They are decent defensive stats, augmented by Set Defense, which helps them absorb a charge. They bring a little bit of everything to the table: a decent gun and a good melee attack, a very well-rounded package for crossing the table then mixing it up.

      Order of Illumination Vigilants

      Vigiliants, much like their Resolute brethren, have a good mix of ranged and melee weapons. Advance Deployment, Pathfinder, and Sealth mean they are going where they please and are usually pretty safe when they go there. Their heavy crossbow can put a dent into most non-jack/beast targets, and Gang lets them get in close and put the hurt on.

      Glyn Cormier, Illuminated One

      Glyn is a Vigilant solo, adding to their potential by granting those near her True Sight. She comes with a similar package, but also gains Tough, Dodge, and Sprint, making her very challenging to lock down. Also, her fancy ranged weapon teleports people around (!?), which is... very strong.

      Legion of Lost Souls

      The Legion are friendly Undead bros who have come to help fight against the Infernals. I mean, I guess friendly is subjective. The Legion are a strong attrition tool, able to take a hit with their Shield Wall putting their ARM up to a respectable 18, and Blood-Bound, which means they're coming back to getcha! Remember, the new Alexia has some interesting new tools for some Undead friends, and these are the perfect target!

      Morrowan Battle Priest

      The Battle Priest is a Weapon Attachment who is an excellent point filler with some very useful abilities. Granted: Rise and Granted: True Sight are very, very useful, depending on who they are escorting around. They don't have any special defensive tech, which makes them key targets, but remember, they are Weapon Attachments, so you can put up to three in a unit, if you really want to ensure the unit keeps those abilities.

      Constance Blaize, Knight of the Prophet

      Constance has received a couple quality of life updates, including an updated feat, changes to Blessing of Morrow, and gaining Soul Taker: Reclaim. Her feat conceptually remains similar, in that ARM is granted for having Souls on her. However, now she always passively collects Souls with Reclaim. The new Blessing of Morrow is her spell, Radiance of Morrow, just built in passively. Naturally, the previous spell was removed.

      Gallant

      Gallant also got a couple nice little changes. Gallant's previous Bond has been dropped and he was given Shield Guard naturally. Also, the Bond has changed to Spell Barrier, which means that when he is B2B with Constance, she can't be targeted by spells.


      There are also some new theme forces in Oblivion, let's talk about them!

      THEME FORCES

      Hearts of Darkness

      It's back, and much more restricted than last time. So, the purpose of this theme force is to 1) provide a second theme for Infernals, and 2) represent a "What If" scenario of corrupted armies that could fall under the sway of the Infernals. This version specifically calls out the Warcasters that it can include. Note, this doesn't mean these models are ACTUALLY Infernalists, but they represent models with the kind of ambition, hidden agenda, or motive that could have made them susceptible to the sirens call of the Infernals.

      Warriors of the Old Faith

      A split theme force between Khador and Protectorate, Warriors of the Old Faith are those in Khador and the Protectorate who hold true to the Old Faith, or are particularly diligent in their persecution of the unfaithful. It is an interesting and unique theme force that lets Khador and Protectorate players field entire cavalry armies from both factions, with some additional benefits, primarily in the form of Line Breaker for all cavalry models. However, the caster selection is particularly exclusive, essentially limited to Vlad3, Feora3, Reznik2 and Kreoss3.

      For the purposes of your list pair, you are playing whichever faction your caster is from, so if you are playing Protectorate, you can only field Feora, Kreoss, and Reznik, but not Vlad, and visa versa.

      Flame in the Darkness

      Flame in the Darkness are the Morrowans and Thamarite coming together against their mutual foe, the Infernals, and striking them back into the abyss from whence they came. Much like Warriors of the Old Faith above, your army is the faction of the caster you select, which impacts who you can include in your list pairs for Steamroller events. This theme is basically all the new models listed above (well, except for some of the Archons, I guess). The main benefit is all your units gain Vengeance. Yeah, that is pretty good. So basically, imagine that every unit listed above has Vengeance. Uh, huh.

      However, you may be wondering why this theme is sooooo limited, there are almost no Morrowan or Thamarite casters! Well, there are more now. Read below for a list of casters picking up the Morrowan or Thamarite sub-type.

      Morrowans
      Captain Allison Jakes (and her Junior version)
      All versions of Stryker
      Major Beth Maddox
      Ashlynn d'Elyse

      Thamarites
      All versions of Zerkova
      Lieutenant Crosse, Resistance Fighter

      It should also be noted that Thamarites and Morrowan models have all had their Animosity (for each other) rule removed, so they can all hang out together! This is true of all the models in the CID, and other non-CID Thamarites/Morrowans (like the Ragman, for example).
      Files
      I could even learn how to swag like you.
    • Bilderse!
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      I could even learn how to swag like you.
    • Bin von der zweiten Liste null begeistert und würde mir nach aktuellem Stand keine Infernals holen.

      Wahrscheinlich check ich die idee nicht, aber ich versteh nicht warum pp gerade diese caster in die infernalliste gesteckt hat.
      Man kann ja keine horrors an den caster klatschen (was sinn macht wg essence und fokus) und ein paar infernal einheiten und solos mitnehmen.

      Bei cygnar will sloan doch einfach viele shooty jacks, alles bezieht sich nur auf die battlegroup, macht nix für die infernals.

      Bei khador hat Malakov zwar hautsächlich was für die battlegroup, aber seine battleplans und das feat helfen auch infernal units. Zumindest ein bisserl.

      Feora 1: battle group. Feora 2 und 3 machen wenig für die infernals außer incite und ignite.

      Mortenebra: lol.

      DiMorray kann ich wenig einschätzen, aber mirage und iron flesh hilft auch infernals.

      Warum soll ich die caster in infernals spielen wollen? Die listen werden aus meiner sicht hauptsächlich in faction bleiben, ihre battlegroups einpacken und ein zwei infernal solos mitnehmen. Plus die drei freien umbral guardians / super shield guards. Dafür brauch ich nicht infernals zocken.

      Ich finde den what if Ansatz eh doof.
      Dann investiert man doch lieber die Zeit, pro Faction einen Infernal caster zu machen, der zwei non-infernal units und Solos freischaltet, essence verwendet und horrors hat. Juniors sind erlaubt, die können dann Jacks reinbringen.
      Dann fühlt sich das nach Infernals an, passt vom Fluff und alles ist gut.
    • madson wrote:

      SirMythos wrote:

      Das einzige was da noch fehlt ist eine Überarbeitung der Precursor Knights. :D
      die haben doch 1" bekommen. Find die dann schon gut genug
      Da hab ich bisher nix von gelesen. Wo hast du das denn her?
      1" wäre schon super.
      --------------------------------------------------
      Warmachine/Hordes in Dortmund spielen
      WM/H Battlereporter ID: 3468-4601
      Simple rules do not make for a simple game. Simple minds make for a simple game.
    • klatschi wrote:



      Warum soll ich die caster in infernals spielen wollen? Die listen werden aus meiner sicht hauptsächlich in faction bleiben, ihre battlegroups einpacken und ein zwei infernal solos mitnehmen. Plus die drei freien umbral guardians / super shield guards. Dafür brauch ich nicht infernals zocken.
      von einem Story-Design Standpunkt aus ist das genau das, was sie wollen denke ich. Nur weil die Leute ihre Seele verkauft haben, bekommen die nicht direkt die ganze Macht der Infernals zur Verfügung gestellt, sondern eben nur ein paar Unterstützungen.
      Ehrlich, Design technisch macht das super Sinn. Ob's im Spiel dann funktioniert ist aber ne andere Frage.
    • Obwohl ich Design und Regeln der Archons so in der Draufsicht extrem spannend und gut finde, würde ich in der spontanen Übersicht mäkeln, wie unterschiedlich gut die Archons (scheinbar) sind. Void Archon und Primal Archon würde ich spontan für richtig gut halten, während ich Morrowan und Menithen Archon für die Punktekosten nicht gut genug finde. Besonders kritisch sehe ich, dass einige der sehr teuren large Base Solos als kostenlose Theme-Solos mitgenommen werden können. Ich verzichte also in der Tharn Theme auf einen freien Solo oder UA und nehme potentiell den Primal Archon für lau mit. Ob es das in der Praxis wert ist, muss sich zeigen. Allerdings finde ich erneut, dass die neuen Modelle die Frage nach dem Umgang mit Gratis-Modellen aufwerfen.
    • Myrotin wrote:

      Obwohl ich Design und Regeln der Archons so in der Draufsicht extrem spannend und gut finde, würde ich in der spontanen Übersicht mäkeln, wie unterschiedlich gut die Archons (scheinbar) sind. Void Archon und Primal Archon würde ich spontan für richtig gut halten, während ich Morrowan und Menithen Archon für die Punktekosten nicht gut genug finde. Besonders kritisch sehe ich, dass einige der sehr teuren large Base Solos als kostenlose Theme-Solos mitgenommen werden können. Ich verzichte also in der Tharn Theme auf einen freien Solo oder UA und nehme potentiell den Primal Archon für lau mit. Ob es das in der Praxis wert ist, muss sich zeigen. Allerdings finde ich erneut, dass die neuen Modelle die Frage nach dem Umgang mit Gratis-Modellen aufwerfen.
      und ich denke mir so: "primal archon ist schon ziemlich meh für mich". Ich verzichte sowohl auf einen Heavy als auch auf nen Lesser oder Gremlin. Und das für n 12HP Arm18 Solo, was nicht Faction ist und nicht boosten kann. :-/
      :shock:
    • Hjard wrote:

      klatschi wrote:

      Warum soll ich die caster in infernals spielen wollen? Die listen werden aus meiner sicht hauptsächlich in faction bleiben, ihre battlegroups einpacken und ein zwei infernal solos mitnehmen. Plus die drei freien umbral guardians / super shield guards. Dafür brauch ich nicht infernals zocken.
      von einem Story-Design Standpunkt aus ist das genau das, was sie wollen denke ich. Nur weil die Leute ihre Seele verkauft haben, bekommen die nicht direkt die ganze Macht der Infernals zur Verfügung gestellt, sondern eben nur ein paar Unterstützungen.Ehrlich, Design technisch macht das super Sinn. Ob's im Spiel dann funktioniert ist aber ne andere Frage.
      Das ist ne valide Sicht, kann man so machen.
      Dann würde ich aber dennoch Modelle nehmen die etwas mehr mit den Infernal-Einheiten interagieren und nicht hauptsächlich Battlegroup spielen wollen. Bei Cygnar fällt mir da Stryker ein, bei Menoth Kreoss.