Talk:Captain Adept T'mys Willis Mk II

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Uncle Biggins

Hey mate, you asked me to make some suggestions on some of your entries.

Starting with just tidying the fellow up, I just like to try and get all my entries looking as complete as possible and would just start by making a few suggestions that I hope don't come across as nit picks.

Stats:

The stats are fine, clearly defined role with good DEF, SPD. A variant ranged warcaster.

I would eliminate the 'Double Barreled Magelock' at the end of Winona, using just the weapons nick name rather than a full description is a typical

Abilities:

Rune-Cast Bullet – Captain Adept T’mys Willis spends only one point of focus to boost both Attack and Damage rolls simultaneously.

This can be changed to Powerful Attack which is how PP is wording this abilities.


Feat:

The second paragraph of the feat which describes the in game effects could be neatened.

Currently should be rated:

Captain Adept T'mys Willis severs the control connection between Warcaster and Warjacks and Warlock and Warbeasts. This forces the enemy Warcaster to take one turn to reactivate all their inert 'Jacks. This reactivation process will not allow the enemy warcaster any other action that turn. Warjacks can take no action until they are reactivated. This also causes all Warbeasts to automatically frenzy for one turn. Captain Adept T'mys Willis must have the enemy Warcaster or Warlock in his feats range, but it is not required for enemy 'Jacks and Warbeasts. This feat focuses on the enemy controller, not its puppets.

It contains a bit of fluff bits that probaly belong in the above paragraph which discusses the fluff.

Warjacks in the battlegroup of enemy warcasters within this models control area become stationary for one round. During an affected enemy warcasters action they may forfeit their action to end this effect. A Warcaster that forfeits its activation cannot use its feat or cast spells during its activation. Warbeasts in the battlegroup of enemy warlocks in this models control area automatically frenzy.

Ill comment on the rest when I have time.


Spells:

Arcane Blast: Fine

Beyond the Veil: I really like this spell, it gives a good toolbox ability to a Cygnar army that would let its units. Invisibility is no longer in MKii so it can be removed from the spells wording. I would reword it to the following:

Target faction model/unit gains True Sight (This model ignores stealth and concealment when making attacks) and the Magical Weapon advantage on its weapons. (Cost 2 RNG 6 UPK)

Deadeye: I don't actually agree with him having this spell because Caine has it and too many comparisons could be made to him already. I don't know what to put here right now but Ill give a suggestion later.

Lighntning Shot: Needless complicated and a bit situational. I think that it could be changed to something like this.

Winona gains +2 POW and Electroleap for one turn. (Cost 2 RNG SELF)

This combines his regular attacks with the effect of the spell so that it both improves the accuracy of the spell (goes of his RAT of 7 rather than FOC 6) and also makes for a lot neater wording on the card. The spell becomes more easier to cast as you dont have to boost attacks so much, it is naturally cheaper and very simple to resolve.

Example 1) From the old spell Tmys would activate, advance boost to hit with his pistol against target one. Cast this spell for three focus and boost its attack against another target for a total of five fury spent. The average outcome of these attacks assuming that he was targeting infantry with DEF 13-14 and ARM 12-15 is that all attacks will hit and kill 1 wound infantry. The initial ranged attack will kill one and the Lightning shot will kill three (one direct hit and two electroleaps)

Example 2) With my suggested wording this spell would be cast before advancing to make the shot. The first attack would then be boosted causing a POW 14 damage roll followed by an electro-leap killing two models. He could then buy an attack and boost a second attack roll for the expenditure of five focus again that will kill four models on average rolls.

The net result is the same except you lose some flexibility on a spell that was likely going to not be cast very often in a game versus simpler writing, improved damage (increasing the POW of his gun to 14 is almost the same as boosted damage) and still maintains roughly the same effect.


Shields Up: I dislike the name of the spell but otherwise solid.

Snipe: Nothing wrong with snipe other than its new wording is (cost 2 Upk, target faction model/unit gains +4 RNG to its ranged weapons). Also, as just a flavorsome thing I would avoid having this spell up because it takes away from Caines repotire as the two are now stepping on each others feet. I would consider just removing this spell all together and replacing it with nothing as MKii casters don't always have spells equal to the foc stat anymore.

I think maybe look instead for something that synergizes with his warjack or a warjack support spell in general.

Finally the points cost will likely be a bit less that five. In the past models that have come with an additional model in their battlegroup (Scrapjack, Laris, Derilyss) have been more expensive than other casters.

As this is not even a light jack but in fact a heavy, I would imagine that his WJP could be as low as 2 to zero. Its a significant advantage fielding an heavy for what is relatively a major discount in cost.

Turbulence

Added notes from the first Field Test event with this model. Cygnar vs Legion of Everblight

Added even more Field Test notes from latest battle. Cygnar vs Cryx. Thinking of adding the battle reports. What ya think Biggie?


Uncle Biggins

Hey, definitely change the wording of the feat to:

"A Warcaster that forfeits its ACTION cannot use its feat, cast spells, or perform any actions during its activation."

This means that the warcaster has to choose between having a poor activation himself and bringing his battlegroup back online, or must forgo his battlegroup for a turn to stay in the fight.

Beyond the Veil could be change to:

"Target faction model/unit gains True Sight (A model with Truesight ignores concealment, camouflage and stealth) and its weapons gain Magical Weapon"

That way the unit in question still ignores stealth and incorporeal models as intended.

Good to see that your caster appears balanced. T'mys does look reasonably well refined. I can imagine he only has a few tweaks to go.

Turbulence

Added notes from the Field Test event with this model. Cygnar vs Mercenaries - Highborn Covenant

Turbulence

Added yet more notes from the latest Field Test event with this model. Cygnar vs Skorne