Talk:Commander Marco Sacre MKII
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Turbulence
He may only work for Khador against the Protectorate or Cryx in your fluff. But as a playable model, he would just be able to work for Cygnar and Khador without condition. You should adjust the wording.
I'd also get rid of Advanced Deployment. No Warcaster in the game starts ahead of there troops. Unless they want to get sniped in the first round of fire. That and, Logistical Deployment. It seems like you want your battle group completely out front of your army. I'm not sure how often you would actually use this.
What is 'CQC'? It states that on a Back Strike the enemy model is automatically knocked down but Marco doesn't have the Back Strike ability.
The idea of Gunfighter is using a ranged weapon for melee combat instead of your melee weapon. So if you have that why would you need Virtuoso? Oh, and you spelled Typewriter wrong. Oh are these both two handed weapons?
Marco seems very ability heavy, plus you have given him a healthy amount of Warjack points (More than likely to offset the cost of the Broadside).
Just my first look at your boy Marco.
Maganac
1. Wow just realized the Advanced Deployment thing, I was working on another model's rules and I guess I accidentally added it in. As for the the Logistical Deployment, I was planning on making an mercenary contract that included Trenchers and moved like a Trencher line. Plus I though of what Sun Tzu said: "Whoever is first in the field and awaits the coming of the enemy, will be fresh for the fight; whoever is second in the field and has to hasten to battle will arrive exhausted."
2. CQC stands for Close Quarters Combat, sorry I was playing a lot of Metal Gear recently and this just wouldn't leave my mind. By the way isn't Back Strike a universal rule for all models?
3. I was using Ashlynn DʼElyse abilities as a base, so I thought It looked good.
4. Yeah, wanted to offset the lack of Spells plus the Unrefined Skill rule.
By the way Should I rename the Typewriter the Caspian Typewriter? Can't seem to get the Tommy Gun outta the head. And does the Magnetic Shield spell sound right?
Turbulence
You can name your weapon whatever you want, so you should have no problem there. But I don't think Marco could pull off Virtuoso with a Tommy gun. Moving from two handed weapon (ranged) to two handed weapon (melee) is an impossibility. The idea is that in close combat you drop your gun and move to you sword. Ashlynn gets both because they are both small weapons. You may want to think about that. You may also want to look at Captain Maxwell Finn's weapon's rule, he has a machine gun type weapon as well. Now something you might use (and I'd have to look it up) there is a special attack where if you are charging into combat you can fire your ranged weapon then charge in with a melee attack. Might be better suited than Virtuoso.
Magnetic Shield looks like a fine spell. But it could easily backfire on you. That actually makes it a pretty fair spell.
I think when you are saying Back Strike you mean Back Swing. And no, it isn't a universal ability, it specifically states on a card if a model can use it.
Even with Unrefined Spell I think you have him still to loaded. As a mage of some type I don't think he'd have 6 focus if he couldn't cast a spell correctly half of the time. Take a look at other casters. You really have to take the most prominent thing. It's not like dumping your character sheet into a faction card. This was a huge lesson I had to learn when creating my first Warcaster here.
Marco has 7 separate abilities, not counting Unrefined Spell. 8 abilities if you are trying to add Back Swing in there. That's more than any warcaster in the game. On top of all that Marco not only now has two melee attacks with Back Swing, he gets up to an additional 3 shots fired per turn per Virtuoso. That's 5 attacks per turn and that is before spending any focus to boost or have additional melee attacks. On top of having 6 Focus points. Does that seem overpowered to you? Named characters that aren't Warcasters usually have large quantities of abilities because they don't get all the extras of being a warcaster. Food for thought.
Maganac
Oh I got the Rapid Fire ability from Finn. By the way, do you mean the Trenchers Assault order? As for the weapons, the Stun Bayonet is basically just a small bladed bayonet fixed to the Typewriter, not a two handed weapon. By a technicality they just make up a spear, minus the reach. Your right on my Warcaster being way overpowered though. By the way I mean the modifier back strike against the back arc of a model.
Uncle Biggins
I think that as stands Marco is a bit too fat on rules. In terms of comparing him to other MKii casters, the list of abilities, tricks, synergies and combo's that are available with him are outstanding. While he posseses weaknesses, I dont think any changing of his points value will correct him.
The idea so far is a hardened, swift mercenary with a
Going down the line of changes and thoughts I have for him are as follow:
- Jukendo: Rules identical to gunfighter, just make it gunfighter.
- Prowl Team: Its a pretty powerful ability, passively granting it to so many models almost doesnt seem to make sense on a model. Combined with, casters, abilties and other
Instead I would do a bit of a breakdown of his abilities instead just giving him the Prowl ability (see Kell Bailoch)
Gain Pathfinder, thats a bit of an anti-synergy with him not having the ability to take advantage of terrain.
Logistical Prowess: Doesnt need to be that complicated, I think it could be worded a bit better. Instead something like: "Warjacks in this models battlegroup gain advance deployment, light warjacks in this models battlegroup also gain advanced deployment.
These changes eliminate two existing rules into Icons instead which would make the casters easier to comprehend in an actual sense as well but thats hardly a consideration for a model on this site I suppose.
His feat needs a few wording changes. Just to make it neater and fit within the gaming language I think that instead the feat should read:
Friendly faction models in this models control area immediately stand. While within this models control area friendly faction models gain Hunter (Ignore concealment, cover and forests when making attacks or determing LOS)
This maintains pretty much the core of what you intended with the feat and keeps it working within existing rules.
Finally to his weapons, just a simple change to his stun mace.
Critical Paralysis: On a critical hit target living models DEF is reduced to 7 and it cannot run or charge for one round.
Critical Mekanical Siessure: On a critical hit target warjack is stationary for one round.
It just makes the weapon have less lengthy rules and still keeps the weapon functioning as you intended before.
I want to go into greater lengths with the spell lists, there are somethings I like and other things that I dont reckon would work. I will post my thoughts on those later.
Uncle Biggins
Hey, the abilities you have chosen look alot better now.
You can make ghost team look even neater by changing the wording to:
- Ghost Team - Friendly faction models in this models command area gain Prowl (This model gains stealth while within the terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
The spell list is a bit redundant. Between Houdini Trick and Aegis shield, he adds alot of ARM. He does alot of defencive support to his army. Some of it I feel looks excessive when taken into account with everything else he has to offer and other synergies he might have.
Ill do a quick rundown of the spells you have sso far.
Arcane Bolt is good. Needs an offensive spell and its a good one to have.
Houdini Trick looks a bit powerful. Defenders Ward is powerful as is, even the chink in the armor that it doesnt work on spells or magical attacks make this particular choice feel any more appealing to me.
Replacing it with apparation or Weald Secrets from the Old Witch will admittedly be a weaker option but it will still fit the theme and open new tactical options to the army allowing you t reposition your army or open up new avenues for advancement.
Limit Break: I dont like the limit of once per game. I also dont think that is suitably powerful enough for the cost. But I understand what you are going for, I think maybe something like this:
- Limit Break - Target warjack in this models battlegroup gains +2 SPD, may charge or slam withoutn gaining focus and may make an additonal melee attack during and gains +2 on melee damage rolls during its activation. Cost 3 RNG 6
Arcane Mindfield needs to change a bit. Ill comment on that later.
