Inferno Golem comments here

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Re: Inferno Golem comments here

Postby mikkjel » Thu May 14, 2009 6:39 am

Cool unit, compares to treekin, but with less initiative, weapon skill, 5+ ward and move through forests for the gain of flaming attacks and non-flammable. Id drop them in points a bit, or give them something that makes them stand out. I honestly dont think t6 would be a bad idea, it doesnt make them much harder to shoot down (no difference for s3 or most war machines), does make them harder to kill with spells (most magic missiles are around s4), and makes them harder to kill in combat for most non s3 units. The points cost could stay the same.
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Re: Inferno Golem comments here

Postby Fool » Mon May 18, 2009 4:34 pm

Should inferno golems with Eruption Gun attachments suffer D4 S4 hits on a missfire or D3? I'm not sure if I've ever seen any 4 sided dice required to play.
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Re: Inferno Golem comments here

Postby Zhorn » Sat May 23, 2009 5:25 am

I'm not sold on this unit. WS 3 and LD 8 while being rather slow and expensive (and not being able to flee) sounds not that great. IMO these downsides are another reason to pack the rare slots with artillery, furthering a shooty approach to the CD army.
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Re: Inferno Golem comments here

Postby Zhorn » Tue May 26, 2009 8:36 am

To expand on my point above:

In my experience the unit does one very much needed thing for the CD army - ItP. Otherwise? Nothing, really. They are moderately tough, which CD warrior units are, too. Or demoneaters. Or Immortals. They are moderately killy, which Bull Centaurs, demoneaters, characters are even moreso. They do not generate any static CR. They are very expensive. For 195 points (minimum sized unit without upgrades) the CD player will get a reasonably big unit of warriors, which are core to boot. Or 2 (nearly) demoneaters. Or a well sized BC unit. Or 2 earthshakers....

All these other units are better suited to either withstand punishment or give out punishment. The only ability these units lack is ItP.

To make this unit a bit more wanted and reduce the urge to buy only artillery choices for the rare slots i envision golems as the "inbetween unit": being good (but not great) at killing, and being good (but not great) at surviving.

That way you could either choose the more specialised unit choices in their respective core and special departments or a reasonably good "jack of all trades" rare slot unit.

Changes i would like to see: WS 4 (to up survivability and killyness), LD9 (mostly for consitency reasons), immune to fire (for fluff reasons), MAYBE Mv 6 (for overall attractiviness).

Oh, and clarification on the misfire effects of the eruption gun upgrade.
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Re: Inferno Golem comments here

Postby Aves » Wed May 27, 2009 5:15 pm

Great idea of a unit, but they are very comparable to some of the tougher units in a game, aka treekin and have upgrades.

So maby some downgrades for balancing, like having them equipped with 2 hand weapons for bonus attact, at the same time reducing base attacks to 2, and picking up special weapon would repace 2 hand weapons.

65 pts per model is kinda standard for this type of unit (treekin, dragonogres, chaos ogres, kroxigor etc)
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Re: Inferno Golem comments here

Postby Larro » Mon Jun 01, 2009 5:58 pm

Kroxigors aren't 65 pts., are S6, have the same 4+ save, move faster, and are Cold Blooded LD7, which is > LD8. Moreover, many people feel Kroxigors are a bit neutered at the current strength.

Treekin Cause Fear, have higher WS, and let's not forget, have a 5+ Ward save.

Ushabti are S6 WS4 but do NOT have great weapons and thus strike in Init order (I4) in subsequent turns. Huge.

These Golems are atrocious as-is and need to be in line with their brethren to even be considered. Think about the fact that Krox are largely ignored nowadays, that Treekin are ignored 95% of the time, and that a Minotaur or Ogre Irongut etc. is substantially cheaper AND better in combat, there's 0 reason to take these guys at the moment outside of fluff/modelling.

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Re: Inferno Golem comments here

Postby Renufus » Tue Jun 02, 2009 2:15 am

I have to agree with Larro. Magical flaming attacks are extremely situational and not nearly enough to justify their cost. They just need a little something extra to bring them in line with other units of their type... Right now they're kinda pants.
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