Hi all, we are now set to do the errata for the 8th ed version of the Indy book. We are only looking to make minor edits to bring the book in line with the types of changes GW has made across the other armies.
No, not just yours: almost everyone else has said exactly the same thing. It was borderline crazy in 7th, but with 8th's metagame, it looks completely broken. I'm not saying that it is actually broken just that, as Stiglitz says, in a list that is already fighting the stigma of being fan-made, you don't need something like that.
I also agree that the blunderbuss rules in the Indy GT list need to be fixed to something more like the template radius…
However, to have a rule that makes no sense, simply for the sake of weakness takes away the whole point of the game.
A salvo of blunderbuss shrapnel would definitely do some serious damage to a large target, if not more! (for being such a large target).
Missile weapons usually have rules that give an advantage when shooting at large targets, so for a large unit of blunderbusses to only be able to fire off 1 shot against a large target is rather ridiculous, and “for some weakness” would be a poor excuse.
Hypothetically I could see a rule being added where high elves have the possibility of tipping over because of their metal pope hats to give some weakness, before the excuse that blunderbuss should magically suck ass against anything huge, for no conceivable reason other than adding some weakness. Just saying…
Axe of Zhrazak: overcosted. Currently, the Great Weapon and ASF rules cancel each other out, making this 65 points for +2 strength, and no shield, compared to the Hammer of Hashut (45 points, +2 strength flaming attacks). Change the axe to read: “Requires Two Hands; the weapon grants the wielder +2 Strength and Always Strikes First”.
No hero-level wizard options - this is crippling. If I don’t take the High Priest, I’ll have no scrolls at all, let alone arcane items, Holocaust Cloak excepted for the Daemonsmith.
Speaking of the Daemonsmith - this character has significantly weakened in 8th, in my opinion. Cause fear is dismissable, Diabolic Manipulator has almost no use, Bound Daemon isn’t worth not being able to choose your own magic weapon… and he’s not a wizard, so no channelling, no +1 to dispel, and no arcane items - specifically, scrolls.
Standard of Slavery: (Hobgoblin and Rabble units within 12" of the banner may re-roll any failed Panic tests - 50 points) - Considering that the BSB does this automatically for ALL units within 12", and considering further that the average re-roll for Hobgoblins and Rabble will fail regardless, this banner is grossly overcosted.
Just to say the blunderbuss rules need to be changed as people are saying.
I like the 12’ fire zone and don’t think it would slow down play that much. Also, i agree that they should be weak against single models but only being able to cause 1 hit is ridiculous.
Currently, I am having it do D3 hits to a single model (only 1 model hit, if there are say 2 single models, then they both can only take 1 hit if you want to target both). This is still very weak, but at least you can potentially take out say a hero.
As a new member (been lurking for a while) i commend the work that everyone who has made a fan book has done. I’m very impressed and think that CDO is a great community for the most part.
Currently i’m playing (against mates) with a combo of rules lol. Ravening hordes for blunderbusses and I use your Indy GT rules for Astragoth (i love the 3 more attacks if the other 3 hit, even though it’s not particularly usefull… I love it)
I have been playing a lot of the 8th edition and for me the biggest thing would be to include a hero level spellcaster (priest). Otherwise the only viable option is to take a high priest every time!!!, which would then prevent you from including a overlord riding a taurus or a great bull centaur etc due to the points limitations. Please allow a hero level spellcaster as this would make the army list that much more flexible and able to make a wider variety of armies.
I like the Earthshaker cutting ALL movement by half. It it not game changing, nor should it be, but really disrupts the enemy’s plans.
The blunderbussers are either devastating or worthless… very little in between. I’ll explain. I can walk up to an enemy horde unit with 1-2 units of blunderbi and absolutely devastate it. in this case it works out GREAT!! Against empire knights (yes, cavalry is still highly effective) I get wrecked. Against Ogres I die droves. I can drop a couple of them, but just not enough to survive the charge.
It seems that my units of 15 blunderbi can be chopped down to a smaller unit size quite easily (High Elves did this) then dealt with at the leisure of the enemy. I have found that adding chaos armor to the annihilators have improved their effectiveness immensely.
I have yet to use anything but high priests (lvl 4). But that will soon change.
I am using 40 strong units of chaos warriors to great effect. Still can’t give an answer to whether or not chaos armour is the better upgrade for them. I use great weapons with my evil stunties and they are insane!