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There has been talk of Taban doing a big batch of errata soon, and they just posted a longish list on the French forums: http://de607.ispfr.net/forum/index.php?topic=2320.0

These might still change, and, again beware mistakes due this being a translation, but here's a general gist of some of the changes (apologies for some names of the abilities - couldn't find all the cards, so the translations might be wholly off, but they should be pretty easy to match if you have the cards):

1/Stipan
Modified: "Insult" ability changed so that the target needs to reroll half of the successes in a PSI, CBT or SPD roll.

2 / Boris
Modified: His special ability 'Hurdy-Gurdy' costs 1 AP and its effect Russian Polka does not work on the special abilities or actions conferred by the missions.

3 / Nikolai
Modifications: His shooting attack is limited to 1/round.

4 / Mishka
Modified: Points cost becomes 20. VIG is 5/4 and one white wound box turns red in his torso.

5 / Ngwane
Modified: Testing ...

6 / Tukwila
Modified: The range of the Spirit of the pack is 10 cm. He also gains the ability "Mutant Metabolism".

7 / Ekevu
Modified: Testing ...

8 / Gwala and Amagudu
Modified: Testing ...

9 / Folayan
Modified: Her PSI becomes 2/1. The effects of Bolas are applied before the relocation of the shooting attack.

10 / Ngobo Arm-Vif
Modified: Loses the 'Surprise Attack' ability but gains the 'Poisoned Epidermis' ability.

11 / Kandjara
Modified: Her special ability 'Dominatrix' is limited to 2/game. She loses the special ability 'Killing Dance'. Finally, Wired Reflexes works only during her activation.

12 / Gracianne
Modified: The location '3 hits her arm and she gets Pr+1 to Arms. The range of her special ability 'Sharp Caress' becomes 15 cm and its cost becomes 1 SP.

13 / Sister Gabrielle
Modified: Impressive Charge allows you to re-roll the whole CBT roll as opposed to just the failures.

14 / Pain Man
Modified: He got the special ability 'Bounded' (no idea what it is).

15 / Konchu
Modified: His Pr becomes just +1 but he gets 1 white CP into arms. Additionally, the penalty inflicted by the special ability 'Tetanizing Electric Charge' ends at end of turn.

16 / Daimyo
Modified: He earns a white CP in his arms and his legs.

17 / Liesl
Modified: Her special ability 'Diversion' is amended to add the phrase to the end of the special ability "This special ability has no effect on the last turn of the game."

18 / Jeremias
Modified: CBT bonus for Boomerang becomes 3 and he gets one red CP into his arms.

19 / Luther
Change: Delete the second sentence and the words "In return," from his special ability Blessing of the water. Luther is affected by the effects of the special ability Censer.

20 / Friedrich
Editing: His PSI becomes 3/2.

21 / Alice
Change: Delete her special ability 'Maternal Instinct'. The cost of her special ability 'energy transfer' becomes 1 AP and the text becomes "Alice pays X BU and an ally within 10 cm or less of Alice gets X BU. '

22 / Duncan
Modified: The cost of his special ability 'Electro-static Pulse' becomes 3 BU.

23 / Chelsea
Modified: She loses 'Vindictive' special ability.

24 / Lycal (1)
Modified: The VIG becomes 3/2. In addition, the special ability 'Pack' is amended to add the following sentence: "If you play more than one Lycal in a band, only one of them is counted to determine the number of SP during the preparation phase.

25 / Lycal (2)
Ditto

26 / Lycal (3)
Ditto

27 / contaminated area
Modified: test in progress

28 / Support
Modified: replace "one CBT and one VIG" with "one CBT or one VIG (your choice)."

29 / Heroism
Modification: Replace the text: Designate an allied fighter with CBT less than or equal to 5. Until the end of this round this fighter will resume fighting until incapacited in two limbs. [Not quite sure if this is the right translation...]

30 / Turrets
Modified: test in progress

31 / Exploration
Change: Change "each ally located entirely" with "each free ally located entirely."

32 / The container
Modified: test in progress

33 / Sacred Hunt
Modified: test in progress

34 / Follow the track
Modified: deployment becomes confrontation. Also, change "20 + X * 5PV" to "15 + X * 5PV."

35 / idols ungodly
Modified: test in progress

36 / Capture
Modified: test in progress
No 'vindictive' on Chelsea....... sad panda........ Sad
(11-23-2012 01:14 AM)Dangerousbeans Wrote: [ -> ]No 'vindictive' on Chelsea....... sad panda........ Sad
I know what you mean! That and the VIG 3/2 of Lycals made my heart bleed. And Green Konchu's nerfs were a bit of a bummer as well.

OTOH it seems that generally the newer stuff got downgrades while the older stuff got some boosts, so I must say that I really approve of this curbing of the power creep.
WOW, the Lycals took a boot (two boots) in the groin, and just a bit more than a week after I bought them...

That hurts.
I see you got your eyes on our latest erratas (though some may still change) Smile
By the way, Pain man gains the Narrow-minded ability (yeah,it hurts too).
I understand the sadness, but trust us, it's better that way. Chelsea, the Konchu and the Lycals, each in their way, were far too powerfull.
Chelsea : she could charge someone within a 30 cm range, re-rolling her fails and finishing the job with the overvoltage. A bit too much.
Lycals : Narrow-minded, yes, but 9 AP and 3 SP fot 15 points, it's huge in a game were the number of fighters is essential. Considering their very hard to kill too (VIG 4 and SPD 5, very good dodgers), it was necessary to take them down a little.
Konchu : way too good in its points range within the ISC, the other Drones couldn't compare. Hard to kill and nasty abilities, a deadly combo.
Thanks for the run-down Berf!

Above it states the VIG goes to 3/2, not 4. The loss of SPD is big on top of that. They would still be good if they could effect the game and board and scenarios, but their Mindless rule removes that.

Have they become a liability?

They are not cheap scorers/objective takers, but they do give up points to the opponent. Reasonable models could take them out in a single good hit (VIG 3/2). They no longer contribute SPD to a force that already does not get much of it (most models are 1 each already).

I am just thinking out loud here.

I guess they can still interrupt a lot of things...
I guess their role is as a speed bumps mostly. With the pre-measurement you can put them onto the field in ways to precisely cover your own models or enemy objectives.

Also, they can still be a threat to vulnerable enemy models and if the heavy-hitters divert to deal with them, that's a huge bonus. With SPD 5 they indeed can dodge reasonably well so even with VIG 3/2 you need someone with a bit of oomph to deal with them reliably.

Finally, if the opposing model doesn't have PR, then three Lycals hitting someone for six times is still going to hurt, and likely far more than most 15-point models.
Berf still said 3/4. I am not sure what to use now.

3 combat dice are not hitting hard! LOL!

I don't think they are useless, but they certainly took a giant hit. They are certainly no longer a "must buy" for the army.
(11-26-2012 06:06 PM)owen matthew Wrote: [ -> ]Berf still said 3/4. I am not sure what to use now.
I believe he meant that they currently are VIG 4 (the errata isn't formally out yet).

Quote:3 combat dice are not hitting hard! LOL!
The problem is that if you have three lycals against one 15-point dude, you get to hit him six times but he has only three AP to react to the hits. If he has no PR, then that's essentially three times three CBT hitting you and then a massive CBT nine where you can't react.

If you're fighting a Blue Kami with PR +3, then they are rather useless, though Tongue

Quote:I don't think they are useless, but they certainly took a giant hit. They are certainly no longer a "must buy" for the army.
Agreed!
(11-26-2012 07:20 PM)Lemminkäinen Wrote: [ -> ]The problem is that if you have three lycals against one 15-point dude, you get to hit him six times but he has only three AP to react to the hits. If he has no PR, then that's essentially three times three CBT hitting you and then a massive CBT nine where you can't react.

This is assuming that you run the three Lycalls together, but you probably never would. You would get more out of them breaking them up to support other combats. This is why I bristle at the idea of comparing the three of them as one to other 15 point profiles. Unless they had a rule stating they had to maintain some kind of coherency then they should be weighted separately against other like costed models, or against the design for their parent army.

I am more excited to play my hoard than I am to use my Bamakas at this point, but that is more because of the amazing couple of Dominants they have right now.

I'll probably get my next game in on Friday. I will be running, if I can get them put together, the Hoard. I'll put my lists up in a new thread.
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