CID Testing


Dhunian Archon CID Week 2

I know there's a lot in the CID aside from the Dhunian Archon, but if you know me you know I don't care. MAYBE I'll look at the Primal Archon a little bit, but I don't have a ton of time to even test/theorize the one for my faction. So let's go over some of the changes.REDUCED COST - This one is kind of an okay, we're going to acknowledge that maybe she's not as effective as we though, but you Trollbloods players won't care because she'll be free. Enjoy! I shouldn't get too excited because the points cost reduction means she'll be more accessible outside of our faction to Circle Players, and the thought of someone with Ravagers using her gives me chills because of the change toTHREADS OF LIFE - They changed the Martyrdom ability to be more like Severius's Vision or Madrak1's Scroll. You straight out cancel one attack per turn. The wording on this means you're probably not using this on your own turn trying to keep Fire Eaters alive (something I was planning on testing with a Hooch Hauler on Thursday

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Game 16: Kolgrima Storm of the North vs. Thagrosh2 Children of the Dragon CID

Mike Gattone brought the Children of the Dragon with Thagrosh the Messiah of Everblight up against my modified for a Dhunian Archon Kolgrima Storm of the North list. He won the roll to go first, so I set up on the side behind the forest to get some relief from all the flying eyeless sight BS and sprays.I almost think he should have gone second and taken the side away from me.https://conflictchamber.com/?c7201b_-0Gj1joiUjqoP6GfJ0li-iZiZezez2NiTbKTrollbloods Army - 73 / 75 points[Theme] Storm of the North!!! This army contains a CID entry.[Kolgrima 1] Kolgrima Stonetruth, Winter Witch [+28] - Pyre Troll [8] - Rök [19] - Trollkin Runebearer [0(5)]Dhunian Archon [0(7)]Fell Caller Hero [0(5)]Northkin Shaman [4]Krielstone Bearer & Stone Scribes (max) [9] - Northkin Elder [3]Northkin Bear Handlers & Battle Bears [10]Northkin Bear Handlers & Battle Bears [10]Northkin Fire Eaters [7]Northkin Fire Eaters [7]Swamp Gobber Bellows Crew [2]Trollkin Champions (max) [16] - Skaldi Bonehamm

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Game 15: Borka2 Storm of the North vs. Kromac2 Call of the Wild (CID)

Played a test game against Chad where I fielded the Storm of the North with Borka2 against Call of the Wild with Kromac2. I included a free Dhunian Archon in the army. He included a free Primal Archon in his.https://conflictchamber.com/?c7201b_-0GiV9DiRjojqoP6G0li-iZiZezezj3Trollbloods Army - 74 / 75 points[Theme] Storm of the North!!! This army contains a CID entry.[Borka 2] Borka, Vengeance of the Rimeshaws [+27] - Dire Troll Mauler [15] - Earthborn Dire Troll [14] - Pyre Troll [8] - Trollkin Runebearer [0(5)]Dhunian Archon [0(7)]Fell Caller Hero [0(5)]Krielstone Bearer & Stone Scribes (max) [9] - Northkin Elder [3]Northkin Bear Handlers & Battle Bears [10]Northkin Bear Handlers & Battle Bears [10]Northkin Fire Eaters [7]Northkin Fire Eaters [7]Hearthgut Hooch Hauler [18]https://conflictchamber.com/?c8201b_-0WfcmDmKmCmJmJ5g5gmIoO5fmY5fmTCircle Army - 75 / 75 points[Theme] Call of the Wild!!! This army contains a pre-release entry.!!! This army contains a CID entry.[Kroma

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Dhunian Archon

They spoiled the images of the Dhunian Archon. She will be on a medium base, unlike the other archons, and I'd have to say that I don't like the color choices going on here. The green skin with the orange hair makes her too Orcy for my tastes, so I might stick to my standard troll brown skin, maybe green clothes, or maybe standard blue as my troll scheme goes.I'm trying to find a list to test her in.Right now we're concerned that she doesn't do enough to justify taking up a Minion slot in a list or even taking up a free slot in the Power of Dhunia theme where she's included (and thus, could run 2 of her in).Often you need to use that minion slot to flex some part of your list, like using it to get a Bog Trog Mist Speaker for Guidance, for example.Option 1: Modify what you've gotList 1 : KolgrimaMy standard Kolgrima list minus her shaman buddies. I've played this list a lot and enjoy it immensely. I've been moving away from it because Kolgrima is always in danger of dying, and I think I might need to run

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Summoning's Final Form

Last week Privateer Press seemed to nail down the final form of summoning.So to summon Horrors, Infernal Masters have to do the following:Spend the Essence costSacrifice a Marked Soul within 12" (Infernal Master CMD RNG)Place the Horror where the Marked soul used to be.In addition to this, the Cultists are no longer Marked Souls and only the characters and the Wretches have Marked Souls. The summoned horror still starts with 1 essence and loses its combat action.To make up for this balancing cost in losing strong support solos, Privateer Press also buffed:Horror combat statsCultist costs (to make them cheaper again). They can still be sacrificed for essence but cannot be the locus point of a horror.Horrors by giving them passive effects that give them a role for when they arrive on the table.And Regna has some of her own rules changes that I'm not getting into here. A benefit of this form of summoning is that, well, you're getting better horrors than you did for the whole middle part of the test, an

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Infernal CID Week 3 Changes

Some interesting changes to the Infernals for week 3. So now summoning happens during the Master's activation, they spend Essence, and replace a model with the Marked Soul rule with the Horror. You are expending two resources. Essence, which is a finite supply, and a Marked Soul, which are the many useful characters in the army but not the cultists. Though I guess Quintus Faustus is a Marked Soul.So what are the Cultists for without Marked Soul? Well, for one thing, they can still be sacrificed for Essence. However, they won't be able to bring horrors onto the table without sacrificing the Marked Souls on the table.So now in list building you're going to be counting Marked Souls and actually weighing the risks and benefits of sacrificing them away. I feel like Quintus will be a popular sacrifice for a horror, as he can Ambush with his Cultists and Agathon's 18" Control Area will be able to reach him to place horrors in the backfield that his unit can then fill up with Essence.And once Regna has outl

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Valin Hauke, the Fallen Knight

If you're not familiar with the concept, Privateer Press is known for the formula fluff != rules (fluff does not equal rules) meaning that thinking through various interactions sometimes you have to let go of the picture in  your mind and go with whatever the rules say to do. A famous example was that in Mk2, warjacks would go out if you knocked them down in the water. However, even though Myrmidons and Stormclads didn't have actual furnaces (weird elf tech and storm chambers, respectively), if you knocked them down they didn't get back up again.So is the case with the current testing rules for Valin Hauke, a key Infernals solo.The rule/fluff interaction in question?Valin Hauke has an ability called Brother's Keeper, the same ability that Exemplar Gravus of the Protectorate of Menoth has. Infernals cannot be knocked down or be made stationary.Among the models that can't be knocked down includes himself.Valin Hauke is a Fallen Knight.And he can't be knocked down.But he has fallen.So is Valin Hauke like a

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Game 12: Agathon the Voice in the Darkness vs. Cyrenia and the Faithful Masses

Tested a game but the results are somewhat invalid. I deployed the wrong Horrors and didn't notice until later. I'm still reporting on the game as if that didn't matter, though.Playing the part of Infernals were:Agathon- HarbingerForeboder- Stormwall StormpodTormentors - Dire Troll MaulersLord Roget d'Vyaros - Orin MidwinterGreat Princess Regna Gravnoy - Obavnik ZerkovaMordecai - Broadsides BartUmbral Guardians - Exemplar WardersValin Hauke - GravusCultist Band with Quintus Faustus - Holy Zealots with Monolith BearerCultist Bands 2 and 3 - Choir and Holy ZealotsHowlers - FennbladesInfernal Gate - Shrine of the LawgiverDesolators - Dire Troll BombersSoul Stalkers - Angelius (serpentine!)Playing the part of Sole Arbiter of All Things and Coach was Phil Koziol:Some easy mistakes that we didn't notice until later. Agathon lost the roll to go first. We saw the Intelligence rule later on and we would have re-rolled. Going first with summoning horrors seems like it should be good.Secondly, going second I chose the w

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Proxy Infernal Army

Can you guess the proxies? (Answers below)Agathon- HarbingerForeboder- Stormwall StormpodTormentors - Dire Troll MaulersLord Roget d'Vyaros - Orin MidwinterGreat Princess Regna Gravnoy - Obavnik ZerkovaMordecai - Broadsides BartUmbral Guardians - Exemplar WardersValin Hauke - GravusCultist Band with Quintus Faustus - Holy Zealots with Monolith BearerCultist Bands 2 and 3 - Choir and Holy ZealotsHowlers - FennbladesInfernal Gate - Shrine of the LawgiverDesolators - Dire Troll BombersSoul Stalkers - Angelius (serpentine!)Shrieker - Pyre TrollPlayed a proxy test game with the new Infernals rules tonight. They were kind of gross but I screwed up my deployments in multiple ways. Maybe need some time to post the result. I accidentally put the desolators on the table instead of the Tormentors and summoned them backwards that way.

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Agathon, the Voice in the Darkness

Everyone refers to Agathon as "it," so we'll not assume its anything here othe rthan to say that it is a Master among the Infernals. Like the other Infernal masters, Agathon sits on a large base, making it an easy target aside from the fact that it likes to summon horrors every turn.In the latest update, they gave it Dark Mysteries. If you kill a Marked Soul (one of the ubiquitous cultists, perhaps) in its considerable 18" control area, Agathon gets to cast a spell for free. To me that means that it will like having Cultists on the table. Like, a lot of Cultists. Like, enough Cultists that you have to kill one if you can.The spells Agathon can cast are a strange swiss army knife of abilities. It can can cast Censure, a form of dispel that can be countered by taking damage. Curse of shadows as an armor debuff. Nuke from 12" with Dark Fire. Control with Dark Seduction. Nuke with Hellmouth.Agathon can cast Teleport out of activation.They seem to have taken Hellbound away from Agathon, though, so now casting a Da

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Scary Garry

Garryth was a fun character to read about in the background material for the Retribution of Scyrah. I used to call him Batman because in the story he'd just kind of show up and the other Retribution warcaster (I forget which one) could not detect his presence, Highlander style.It was like Steve Gordon standing on the roof by himself one minute, then all of a sudden there's Christian Bale in his full croaky voiced glory, interrogating the chief of police about the situation.Garryth is now the Eye of Vengeance, nicknamed Scary Garry, and he has hit the CID and already undergone several changes. He's given up his armpit blades (his twin pistols had curved blades coming out of the pistol grips that extended back underneath his arms)in favor of a big gun.I guess he's sick of not being able to dive in as his original design intended and decided that if he couldn't beat them, he'd shoot them?And in his current iteration, he is quite terrifying.Right now he can put out a template that makes him and his battlegroup ig

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Steelhead CID: The Steelhead Arcanist

In Warmachine you can have an entire army of mercenaries representing both some of the smaller factions who just happen to hire out (Rhulic Dwarves) as well as full on Privateers (Talion Charter). For testing purposes, then, releases come out grouped according to those sub-groups.So the current CID is going to be Steelheads, one of the more famous Mercenary Companies operating in the Iron Kingdoms. They are full on mercenary and don't have any obvious goals aside from the acquisition of currency in exchange for labor.In their case, labor involves killing "bad guys" (the people who didn't pay them) for the "good guys" (the people who did).But I don't even care about all that. Never mind the fact that an all new set of artillery is getting added to the Mercenaries in this testing round. Ignore that there's a mechanic sitting inside the shell of a mechanized walker walking around like some kind of Sigourney Weaver space fantasy. Forget that there's a dwarf with an oversized pistol going around blasting at things

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Initiates of the Wall, version 2.5

So the first thing Privateer Press did to try to help the lackluster Initiates of the Wall was to give them Practiced Maneuvers. They basically got Tactician moves that let them move through each other during their activation. This let them charge into and out of their little triangle formations of 21 ARM at will.However, testing was still limited. Protectorate players didn't want to test them. So Privateer Press pushed the defense up a notch.Shield Guard. They can catch bullets for each other and for others. This helps them survive and not lose their ARM until they're ready.They can't be pushed around anymore. No more losing ARM bonuses to telekinesis or pushes.Points reduced down to 7.At FA:3 suddenly you can have NINE SHIELDGUARDS running around for 21 points at ARM 21. Immediately I thought of this fella. I don't even care if this is a good idea or not. NINE SHIELDGUARDS following around a lamentation warcaster on a huge base, speedbumping anyone who wants to go in on and him. He already cares less a

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CID Initiates of the Wall

The current set of models  being tested by Privateer Press includes a Greylord warcaster attachment who can give them options for dealing with cloud walls, a Bane Knight officer that adds tactical flexibility to their unit, and a big old clockwork chicken that supports the Grymkin with paralyzing sprays and a SPD debuff animus.However, the models and rules that  are most compelling for me are the new not-quite-Paladins-yet unit the Initiates of the Wall (note that they are not the Initiates of the Order of the Wall as they are just initiates). Initiates are recruits working on becoming full fledged Paladins of the Order of the Wall and they are assigned to work in small units.Unlike full paladins (of which we've seen 4 models in the line so far), initiates run around with other initiates in a unit. They lack the Weaponmaster that Paladins get, but they're defensively statted to get in the way and stay in the way. When they're bunched up as a unit in contact with each other (so, little triangles) the

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