Inferno Golem comments here

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Inferno Golem comments here

Postby mattbird » Mon May 11, 2009 12:10 pm

Please post all comments here
jer732 wrote:Birdoff makes me want to rage quit life
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Re: Inferno Golem comments here

Postby mauleed » Tue May 12, 2009 8:52 am

I think these guys are dead on as is. Great job.
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Re: Inferno Golem comments here

Postby Sergrum » Tue May 12, 2009 12:10 pm

Maybe 5 points too much, and the upgrade is super pricey and not worth it. (thinking 25-30 points).

Otherwise, love em.
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Re: Inferno Golem comments here

Postby MantisZero » Tue May 12, 2009 12:45 pm

I love them aswell.

I think they would also be really cool as a single model using the same rules for a spawn.
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Re: Inferno Golem comments here

Postby CrazyChaosLord » Tue May 12, 2009 1:09 pm

These should be special. Nothing outrageous enough to merit a Rare choice.
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Re: Inferno Golem comments here

Postby mauleed » Tue May 12, 2009 1:23 pm

If you went the spawn route, then perhaps they should be a little pricer, to make up for S5 and magical\flaming attacks.

Or make them the same price, with a move of 2d6-2", so they're harder to use\depend on. (though dwarves unlike chaos aren't going to be racing toward you anyway)

But that would be cool too. And then you'd see them more because people would only have to convert 1 (And I already have just one!)
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Re: Inferno Golem comments here

Postby Poxous » Tue May 12, 2009 3:53 pm

I dislike the idea of a 40mm unit. I'd rather see the colossus and these guys going away. It feels like you said "what is ansty in WFB...ethereal and regen" ok let's make a unit that can kick butt vs all the new nasty stuff. Flaming a over stuff is ok by me because of the CD feel. Not sure on magic attacks.

I think the concept is ok but I'd like to see it combined with the jugger idea. Just me.

If you want an elite fighting rare why not an elite BC unit?
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Re: Inferno Golem comments here

Postby Larro » Tue May 12, 2009 9:18 pm

These guys are cool from a conversion opportunity standpoint, and stats are OK. They're essentially Treekin without the 5+ Ward. Personally, I'd drop them 5 pts. or so and reduced the pts. for the upgrade. 40 pts. is a bit much.

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Re: Inferno Golem comments here

Postby Garrett » Wed May 13, 2009 12:43 am

They worked great as a troublemaker unit for me. The upgrade cost is a bit steep, and what's the procedure if you take the swivel gun and it misfires?

I treated them like a unit of ogres, ran them up the flank after crushing an understrength ironbreaker unit and used it to clean up all of my opponent's warmachines. The fact that he rolled like crap to kill them helped, but *eh*
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Re: Inferno Golem comments here

Postby Voyager_3 » Wed May 13, 2009 3:54 pm

Golems seems quite fine. I would just drop the Magical Attacks and give them Immune to fire based attacks. Also a bit drop of upgrade cost seems sensible (to 25-30pts). After more playtesting maybe diverse costs of each upgrade.
But anyway, I love the unit idea! :orcs:
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