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Re: V3 Inferno Golems comments here

PostPosted: Tue Jun 30, 2009 12:28 pm
by Border Reiver
Alright - I've been pleased with their performance in the games I've played with them. As I've said my maj9or beef has been with the cost of the construct weapons, and You've got my input there.

Re: V3 Inferno Golems comments here

PostPosted: Tue Jun 30, 2009 1:00 pm
by mattbird
yup, those will definitely drop in cost. ;)

Re: V3 Inferno Golems comments here

PostPosted: Wed Jul 01, 2009 9:14 am
by Zhorn
From my random musings in the bat rep section:

I used them in v1, v2 and v3. The upping of WS and LD has certainly helped this unit (and T5 is nothing to sneeze at). The golems are now ok-ish. Expensive, medium hitting, medium toughness (all things considered: they're very resilient vs. bow fire but easily broken in HtH) infantry. Together with a certain magic item they become good.

If that is the way this unit should be, then they're - ok-ish. ;)

I would prefer to make them work good without a magic item and i definetly must say that the upgrades are a) too expensive b) not all that useful (which might tie into each other - a 5 point flame template upgrade might lure me into buying it just for giggles ;) ).

All in all i'm pleased to see this troop type as it opens up a lot of conversion possibilities. It is just not that great and a rare slot to boot.

Some ideas to change the upgrades/points cost around a bit:

Different bound spell upgrades

- eg get rid of magical, flaming attacks but fists of fire bound spell buyable as upgrade (which would likely reduce the cost of the "core golem" a bit - tacked on later again with an expensive upgrade)

- obsidian layer/core, add MR and/or DD

- rocket/gun upgrades (with workable rules :P , eg march and shoot or greater mayhem or really cheap)

- overdrive arms (better WS or reroll hits or better strength or somesuch)

This would make miniature conversions even more awesome and fun and make them stand out a bit more as a rare choice.

Re: V3 Inferno Golems comments here

PostPosted: Wed Jul 01, 2009 10:01 am
by mattbird
hmmmm

Re: V3 Inferno Golems comments here

PostPosted: Wed Jul 01, 2009 11:15 am
by Larro
I agree that something needs to be done with these guys. They're just not high strength enough to be counted on to do enough wounds to hang around, and even though they're T5, a 4+ save keeps them from being resilient enough vs. anything ranked/static and with M5, that's really all they're seriously capable of handling (not to mention that they're ItP and are going to be receiving charges from many of the things that give them trouble, like heavy cav and monsters).

- Larry