In MkII Lylyth2 was one of the feared warlocks for being able to bring the assassination. Incredibly popular with most Legion players, a lot of the player base found her polarizing, and with good reason. Multiple Ravagores, Bolt Throwers, Zuriel and a Naga ended up being a common core build and having a snipe feat with the ability to ignore +DEF and +ARM spells meant not much survived. If you did survive however the list quickly crumpled. If you also ignored stealth on her battlegroup the frailty of the Battlegroup became apparent, but you still needed to survive the feat. So with all of her changes in the new edition, how has she fared?
Next in the ongoing coverage for Legion of Everblight are the ubiquitous core of the Legion of Everblight’s identity, the Warbeasts. All Warbeasts have a number of items in common with eyeless sight, pathfinder and/or flight being shared among all of them or obtainable in some way. The terrifying entities of the Dragonspawn and Nephilim have compared to their MkII counterparts received several changes that have given them answers to old problems and issues with new problems. First off eyeless sight functions how you think it does. How do you blind something without eyes? The logical answer is you don’t, and finally PP agrees; effects like Black Oil that cause the Blind effect, which is now shakeable, do not affect any Legion Warbeasts or Lylyth. Sadly there’s a downside, and one that puts them in line with the rules; they no longer can ignore the forest for line of sight. Stealth and concealment are unaffected by this change. Another is the loss of Blood Creation on the Dragonspawn warbeasts. Legion Warlocks are no longer safe from frenzy targets, and will go after them if they are not careful.
I’ve been playing some of the new edition of Warmachine/Hordes, and I’ve really been enjoying it so far. One of the more interesting changes is to back strikes- you now gain the back strike bonus as long as you are completely within the opponent’s back arc even if you did not start the turn within their back arc. This is changed from last edition, where you had to start your turn in the opponent’s back arc.
By default, a back strike grants a +2 bonus to strike in Warmachine/Hordes. Let’s take a look at a chart to see how much that’s worth.
Resuming from where we left off, we’re going to look at the second half of Legion where the power casters from the previous edition live, and they have changed in very different ways. Of particular note a few of them lost their tiers that were incredibly popular during MkII: Rearguard, Machinations of Shadow, and Army of Annihilation. It’s something to consider with how they used to be played, though FA changes have mitigated some of the loss.
On the cusp of the release of wave 3 of FFG’s spectacular Starwars:Armada strategy game, the Imperials have been proving dominant, winning around 67% of US regionals Source .
65% of those Imperial winner’s lists included a gladiator star destroyer with the meta-defining ‘Demolisher’ title, the game’s most popular (and arguably most powerful) Capital Ship upgrade. 53% of the Imperial winner’s lists included Major Rhymer, the game’s most popular (and arguably most powerful) Squadron upgrade.
The challenge for any competitive Rebel has been to counter one without losing horribly against the other – to counter the strongest Capital Ship list and the strongest Squadron-heavy list simultaneously. The data I linked to above is new, but the challenge goes back several tournament-cycles. As some people will know, I’ve been experimenting with a build I call ‘Rogue Madness’ for the last few months.
This list is great fun to play, but also has done too well for me to keep to myself. I’ve won a 28 games in a row against local and international players (including some who read this blog). Some games were untidy, some were close, a couple simply lucky, but who cares — 28 wins 0 losses is an unusually consistent result so I thought it worth sharing the list and thought process.
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Hey Wild here, and with a bit of a hiatus both here and from Legion (Played Skorne and Convergence for a bit), I decided on Legion of Everblight for MkIII. Just like Kirby I’ll be going over initial impressions and how they feel compared to MkII. However this is with War Room in my hands so this is all from official cards.
Played two games with the full rules over the weekend with Helynna (battle reports coming).
All in all Mk3 feels like… well Mk2. There are a lot of subtle changes, the vast majority we knew about prior to release, but the game from a mechanic perspective feels the same. If you understood Mk2, you’ll understand Mk3. There are lists of changes running around (linked and copied below for the lazy; thank you to PP forum user Dybbuk). Where the newness of the game comes in is from the vast changes in units. From my armies I’m finding a lot of the Menoth units which never saw use, I’m considering. I’m considering a lot more Warcasters from the Menoth and Circle pools, etc. Hopefully this means there will be more variety of warcasters / warlocks and actual army builds on the tabletop.
Following on from the Scyrah musings on Warcasters we now have Warjacks (aka Myrmidons). Remember, this is based upon the spoilers we currently have and without the full Mk3 rules. We are all impatient so must talk about this n
Hyperion – The silly rules around colossals and their secondary weapons have streamlined a bit but the main gun of the Hyperion is unchanged. It’s still a short ranged, large AOE, high POW, critical consume gun of death. Ravyn and Issyria still love this guy in being able to extend range or get a second shot and I wouldn’t be surprised to see him in Helynna lists where she can really help out all Warjacks (and particularly Shyeel with her Feat) and try for some Crit Fishing, Ossyan with his Crit Fishing / gunline of death or Garryth with Sentry giving another shot opportunity. Pairs well with AFG for a +2″ RNG in a pinch as well. I’m honestly more excited to see what Helios brings but Hyperion will probably see a little bit more play just from an increased number of warcasters who could benefit his weapon directly.
So, some initial thoughts time. Keep in mind the information we have is not the whole picture. We don’t know all the rules of Mk3 yet and the information we have is clearly not everything. Whether the cards are early playtest versions, second to last versions, etc. so the below is based on that information. That information may change very quickly once the official rules drop so take the below with a grain of salt and for discussion purposes only.
I’ll start with the Warcasters.
CIRCLE INSIDER INFORMATION ADDED
Battlebox casters and contents spoiled here.
Mk3 comes out with rules available June 12 with official release date June 29.
Anything that comes from a card, I will just have the cards uploaded rather than quoting them (click the card to go to bigger picture). Breaks it up nicely too… Let me know if there’s anything missed or you’ve seen (please add a source) and will add :).
First of all, let us look at what the spoilers are to date (I will update this as they come along in pink for easy access):