Thursday 3 November 2016

Discussion - Infernal Clarifications

Borrowing this from Jason McLean on Facebook. Woke up this morning to discover 90% of my Revcrew dojo basically in the toilet, because now the unit gets wrecked by single instances of RFP. Grand. 

UPDATED
DarkLegacy dropped some errata and clarifications tonight.
1. Deathbound on the Revenant Crew has been clarified to specify the "Leader" instead of the "unit leader" which means if the Leader is RFP'd no field promotion occurs and Deathbound is lost for the rest of the game.

This is really stupid. I've been messing with this unit in a few lists and they're really, really close to good. Now they're incredibly vulnerable to random RFP meaning they lose their rule and it never comes back. Like, overnight this unit has gone from worth something to garbage. It's ridiculous. I think PP should reverse that dumb ruling about leaders not returning if they're RFP'd, because it's stupid and means you need to mark a unit "Commander" with a token for the rest of the game too, which is confusing. Well, I guess if PP doesn't want people to buy certain Cryx models this is a good way to go about it.

2. The Corruptor's Psycho Venom does not let you activate your meat node.

Sure. I think we all saw this coming.

3. The Corruptor's Distillation will heal one of the three Witches in the Coven. It doesn't divide up.

Sad, but somewhat sensible. 

4. Egregore will not lose a point of focus when hit by Energy Siphon. However, the model using Energy Siphon will gain a focus. (Yay for breaking focus conservation laws!)

Dumb and unintuitive, but kind of makes sense if you read Energy Siphon. It's like how you can "Drag" a colossal just for the melee attack. 

5. Aiakos can cast spells and use abilities before resolving his Assault ranged attack if his charge is successful. If it is not, no abilities or spells can be used.

Mostly useless. Needed the 2nd to be true, but makes sense. 

6. Aiakos can use abilities and spells before using Jump (the same is true for Bounding Leap).

Good, this helps a lot on turns you don't need to cast Carnage. 

7. Melee range is not coupled to front arc. You can charge past models and turn to face at the end of the movement. This is big for acrobatics as they can charge over models now so long as their base does not completely cover the charge target's base during the movement. This means Dark Shroud is 360 now.

Hnnng. This is a silly change in my opinion, and it's going to catch a lot of people out pretty seriously. I mean, it's pretty strictly a buff because Cryx is probably the purest melee faction and also has the tools to seriously abuse it (Ghostly). This is also a pretty sweet change for the Kraken, he's probably going to end up in some pretty snazzy places with this. Reaaaaaaally nice for Satyxis too, because this sure applies to gang. 

Additional good stuff:
Lightning Strike is retroactive but spells like Synergy are not. You cannot benefit from actions that would trigger the benefit before the spell is cast when the spells effects are not limited to a single activation.

Okay.

Frenzy is always resolved with the highest POW melee weapon that has range to the target. Never a ranged weapon. Ranged weapons are pretty much always higher POW than melee weapons so warbeasts with ranged weapons that could be used on a charge would have to have been used during a frenzy.

Okay.

Eruption of Faith (Protectorate battle engine) is unboostable.

Still the best battle engine by far.


In summary, don't buy Revcrew anymore guys. PP fucked them up good n' proper. I guess they just want everyone to always play double Satyxis. :^) 

2 comments:

  1. Just out of curiosity, what was your Revcrew Dojo?

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    Replies
    1. Using them as models to zap with Breath of Corruption with Lich1. I actually think it's still decent and I'm going to test it some more. :)

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