The Book of Vulcanmech Incendiborgs
The Book of Vulcanmech Incendiborgs C3V Wave 2 - Age of Chaos - Dwarf and Soulborgs https://www.heroscapers.com/communit...2_original.jpg The printer-friendly PDF The figures used for this unit are AT-43 figures from the Red Blok set. The name of the figure is Strielitz Kolossus Unit Box. Character Bio:
Spoiler Alert!
Redundant Systems Start the game with 3 Redundant Systems markers on this army card. After a Vulcanmech Incendiborg receives one or more wounds, you may remove 1 Redundant Systems marker form this card to ignore all wounds. Flamethrower Special Attack Range Special. Attack 4. A Vulcanmech Incendiborg that does not attack normally may use Flamethrower Special Attack. Choose 2 spaces in a straight line from the attacking Vulcanmech Incendiborg. All figures on those spaces that are in line of sight are affected by Flamethrower Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. -Rulings and Clarifications- Flamethrower Special Attack. Q: If a Vulcanmech Incendiborg is engaged and wants to use the Flamethower Special Attack, must the first hex of whichever fire-line he chooses include an engaged enemy figure? A: Yes, if a Vulcanmech Incendiborg is engaged, the first figure attacked must be adjacent to that attacking Vulcanmech Incendiborg. -Combinations and Synergies- Synergy Benefits Received: - KHOSUMET THE DARKLORD : Relentless AssaultSynergy Benefits Offered: -Strategy, Tactics and Tips- TBA -Heroscapers Community Contributions- Power Ranking and Master Index Sculpt poll: Vulcanmech Incendiborgs Vulcanmech Incendiborgs- If they can work their way to high ground before their markers are gone, they will often dominate the game. A Unit Strategy Review TBA http://www.heroscapers.com/community...cendiborgs.jpg |
Re: The Book of Vulcanmech Incendiborgs
My first attempt at a "Book", so let me know if I missed anything.
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Re: The Book of Vulcanmech Incendiborgs
Probably want to make it "Age" of Chaos. Also, Redundant Systems is missing its last period and "does" is spelled incorrectly in FTSA. :p
I need to get my hands on these, if only because I'm skeptical of thier super-high cost... |
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*Snip*
I was wrong, don't know how to delete post D: |
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The Flamethrower wording leaves it open to interpretation, but it may warrant clarification JIC. If a Vulcanmech Incendiborg is engaged and wants to use the Flamethower SA, must the first hex of whichever fire-line he chooses include an engaged enemy figure?
~Z |
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Am I correct in assuming that, where the Flamethrower SA states "2 spaces", the limiting factor is LOS? Meaning, if a figure was 12 hexes away, but in a straight line from the base of the Vulcanmech, and the Vulcanmech could see the figure, then I could attack that figure (and obviously another figure adjacent to the first figure, if one so happened to be there)?
If so, then that power totally rocks and certainly justifies their (the Incendiborgs) high point cost. Kudos on a pretty cool unit, guys. ;) |
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I understand the skepticism about the price tag. It might help to think of them like a unique hero with triple attack and 6 life, only they can't suffer more than one wound in any attack, and they start to lose attacks hydra-style after the fourth wound. Do you see how that can be pretty good? While these guys are not quite as potent as the other 180 point large soulborg option that's out there, they are very dangerous. |
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Seriously people, we've had powers like this before... |
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I haven't actually read the wording of Mimring's Fire Line SA in years, so when I read this card I thought "since the attack does not target a figure, but instead chooses a line of spaces, and since the engagement rule restricts you to choosing an engaged figure as the target of an attack, the Flamethrower SA is open to argument of interpretation." ~Z |
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Regarding the markers needed for the redundant systems ability, one could easily paint three of the extra exoskeleton markers included included in the Icewind Scourge boosters. Of course, most people will probably not bother painting markers anyway. However, I am fond of kpucblek's idea of making orange redundant systems markers. :ponder:
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Very nice, strong guys. Just don't get too close. :lol: |
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Please be courteous on this site, Thanks ZB |
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With the right setup, these guys are entirely capable of earning their 180 points back. They're especially troubling alongside another Menacer. If your opponent has to split their attacks between these guys and, say, Nilfheim, it will take them a while to knock these guys out. Setting Krug in front of them is another cool idea.
I playtested these guys. My local players told me several times that they were just too strong. In a team setting, where there are almost always multiple threats at once, these guys really thrive. |
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Aren't the exoskeleton markers kind of orange-metallic-colored anyway?
I'll probably just use the regular markers. I'm lazy like that. :razz: |
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I'll probably use wound markers, because I'm even lazier.
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I'd think the exos are fine- a pack comes with 6 so you might as well take the extras. That is what I plan on doing at least. Are the bases that the figs come on small enough to work without rebasing?
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I think so. In the front page pic they look like they are still on the original bases.
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http://i1120.photobucket.com/albums/l488/C3VLEIV/VI.png |
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Then they shall be purchased.... :)
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180 points! I thought they would be expensive, but nowhere near that much, although they do have a lot of thing going for them that makes the point investment worth it. First off they have the all mighty 4th defense die that is all too often missing from expensive squads (3 out of the 4 other squads over 110 points only have 3 defense dice). Having four defense dice is a good start, but Redundant Systems certainly is needed to justify their price tag, also a bonus is there is no restriction on Redundant Systems .i.e., special attacks and leaving engagement attacks. Since Redundant Systems gives them doable the survivability, when I tried to theory scape there points I disregard Redundant Systems and judged them as if they are an 90 point squad, since there is more squads around that point cost in witch to compare. I think they stack up well versus other squads around 90 points, and they get there 180 cost by having double the survivability with Redundant Systems. They also have a lot going for them outside of their states and abilities, they are large, soulborg and single spaced, so they get the best of all words and have a slew of immunities. They also become only 5th squads (that I can think of off the top of my head) with a special attack, and with a possibility of 24 dice rolled they are second only to the Airborne Elites in terms of possible total dice rolled, but I like flamethrower much better.
I draw a comparison with Major Q9, we all know that the Major can absolutely dominate a game, but without proper support like Laglor, Raelin, Rats etc., he can fall surprisingly quick. the Incendiborgs seem similar in that sense, if you send them in by themselves versus strong armies with sustained heavy fire I think they will usually fall without getting there points worth. If you use them with a screen or as a second wave so they can get height and fight some depleted forces, and with a cheerleader they can be dominate. I know this is a tacky response, but I really think Raelin is great with these guys, they would have with 6 defense, range, a special attack and basically 6 life. I think they might be one of the few figures were Raelin v2 is a better pick then the original Raelin, with the expanded aura you will be able to cover more choke points and with 200 points remaining you still have a lot of options for the remaining points. I'd like to try some range to attack from afar on height in Raelins expanded aura, mainly using the Incendiborgs as a screen and throwing an order marker there way when ever things get to hot and you need some crowd control. The best army I can think of is Doks 2010 gencon championship army, but instead have the Incendiborgs replace Q9 for the Incendiborgs. Incendiborgs Raelin Fen hydra Rats x3 Boring, yes, unimaginative, yes, annoying to play against, definitely, but no doubt fearsome and effective. |
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I like these units. :) Are you going to put up their Bio soon?
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I too like them- They remind me of my profile pic actually. I always wondered why Valkrill's wallpaper was metallic without robots in his army.... now it feels better. :)
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Looking at these guys, it seems like they would make a pretty good ranged pod along with Khosumet to boost their attack to 5 with height advantage. It reminds me of the Taelord + Omnicron Snipers (x1) pods people play with low-point armies. Except in this case, instead of a useless-in-melee squad and a glass 180 pt. cheerleader, you have a relatively cheap attack enhancer (Khosumet) along with a six-life unique squad that has a special attack and is useful in clean-up.
They're dreadfully slow, though, so I'd consider pairing them with some Phantom Knights to keep my opponent busy while I get them set up on high ground. |
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There is a tremendous advantage in getting that forward Incendiborg on height (or whatever) and being able to use markers to keep it on that valuable hex. |
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The best way to see if a given cost for a unit is balanced, short of playtesting it, is compare the unit to similar official figures. What squad can you compare the Incendiborgs to? The Airborne Elites are the only other unique squad with range and a special attack, but the drop is unique enough a power that you can't really compare them to the Incendiborgs.The other high price squads are common or melee. Incendiborgs without Redundant Systems are worth what, 75? 80? Multiple that 2 and add some points for... Quote:
Edit: if you and a teammate are both playing Incendiborgs and your teammates Incendiborg takes a wound, if he has no more Redundant Systems markers left can you use one on your card to negate his wounds. The wording of the card dose no specify if has to be a Incendiborg you control. |
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wait, so does that mean if your opponent has Incendiborgs, you can use one of their markers :twisted:
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~Aldin, sacrificing for the good of all ETA Good point about 3-way Kill Da Guy on Da Left awesomeunleashed. Still, those markers are valuable and not to be spent lightly. |
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I played a couple of games with the Incendiborgs to give them a test. In my first match, my other units took care of business before the Incendiborgs came into play. In the second match, I played all Incendiborgs until they fell . . . I took out 300 points of my opponents figures. Yes, my dice rolls were more favorable, but as of now I'm thinking they are priced appropriately and were pretty fun to play with.
Thanks C3V for all your excellent work! |
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Really cool figures guys, nice work here. :up:
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These guys have quickly become a favorite of mine. I've played them twice so far and each time they have had no problem killing their points worth. They can shrug off a couple attacks (even more if you have Raelin) while climbing to the high ground. Once they reach an advantageous position, they can easily hold it thanks to redundant systems. I have found that I can easily get three attacks of 4 out of this squad each turn, whether through height advantage or the flamethrower. Of all the Wave 15 units, I think the Incendiborgs have the greatest competitive potential.
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We just had a local event here in Denver. Man, these guys rocked it! It was a shared pool event, and they were brought to the table by 3 different players. Just about everyone used them and most LOVED them.
They're definitely not too pricey at 180pts. I'd say they are almost as potent as Major Q9 (but a very different). Their range might be a little too good at 6. But they're fun! |
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You wanna know something? up until just now, I thought these guys were common. No wonder it was always x1... :lol:
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The Incendiborgs have been dominating the online tourney scene as of late. From what I have seen when the borgs are unleashed towards the end of the match, there is usually not enough left of the opponent's army in which to threaten the borgs' stout defense or ability to hold ground. With that in mind, I think that they might be one of the best closers around.
Dare I say it, but perhaps they should be moved into the A range of power rankings? |
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I agree, Filthy. They are extremely powerful.
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I definitely think the Vulcanmechs are a solid "A."
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