Wednesday, May 22, 2013

The Promise of CoC - aka "your 2/3pt unit is overpowered"

This article is a collection of random thoughts I have had about the game mixed in with some meta-design and theorymachine. It contains a lot of speculation and tries to shoehorn things in boxes in which they do not clearly fit. Read at your own peril.

The Coming of CoC

The new approach to design for the Convergence of Cyriss is very interesting for the future of the game. What is so unique about this new mini-faction, you might ask?

  • Unique warcaster/warjack interaction - CoC warjacks do not have a MAT/RAT stat. They instead inherit the MAT/RAT stat of their warcaster.
  •  Field Marshall on every warcaster - every warcaster has the Field Marshall [X] ability, where X is a rule of some sort that all their warjacks gain. Examples include Shield Guard, Arc Node, and Countercharge.The only warcaster in the game that shares this ability is Kommander Harkevich, who has FM [Pathfinder].
  •  Interface node - CoC jacks do not have a cortex, which means that they are not affected by things that affect cortexes. They also have a nifty rule where once per round, when a jack spends a focus, that focus can be allocated to another jack within 6" of it.
Never before has a warcaster had this much impact on how a specific list plays. You could bring the exact same list with the MAT 7/RAT2, FM [Countercharge] Axis and the MAT5/RAT5, FM [Arc Node] Mother Directrix, and it would play totally differently on the table with the same models. Every non-warcaster model is built either for bifunctionality (all infantry have 2 weapon modes), or a very specific support/buff/debuff function (solos).

The existence of the interface node alone gives CoC a unique playstyle which cannot be replicated by other factions. It brings a whole new level of resource efficiency to focus which is entirely determined by positioning and activation order (ie. 100% player decisions).

The thing that strikes me the most is how much unique playstyle character this faction has built-in, both as a whole and within each warcaster. Do other factions share this depth of true playstyle uniqueness?

Current Faction Identity

Most factions in the game have a few models that define their identity, their playstyle. Until CoC, this was best represented by those small overpowered support units you see in almost every list of that faction:

  • Protectorate: Choir - the alpha and omega of Faction indentity, the Choir of Menoth is a microcosm of the Protectorate playstyle - defensive synergy, denial, resource efficiency, and hitting really damn hard when you need to. The Choir was even in Mk1 lists that only had one or two jacks at most because they were so cheap (and made good souls). The Choir gives Protectorate warjacks large focus efficiency through the +2/+2 Battle buff, in addition to all their other jack support (Vassals, Mechanics, Reclaimers, etc.)
  • Skorne: Paingiver Beast Handlers - Paingivers are very similar to the Choir in their role and are also a microcosm of their faction - aggressive, fury efficient, offensive synergy. They are what push Skorne beasts to be amongst the best in the game.
  • Circle: Shifting Stones - these things embody the non-standard mobility and hit'n'run capabilities of Circle. They are in almost every Circle list, and are almost as overpowered as Choir and PGs. ARM 18 with 5 wounds AND a UA to give them Stealth? On top of that they heal stuff, control fury, and jam your lanes. F*ck those things.
  • Trolls: Krielstone Bearer and Fellow Alcoholics - a little more costly than the other OP support units, but also more combat-capable. Resilience is the heart of Trollbloods, and giving EVERYTHING +2 ARM for almost nothing every turn is pretty definitive and ballbusting. You can also add some really powerful effects on top of this for 1pt with the UA - STR buff, anti-fire/corrosion, anti-incorporeal. Trolls can stack damage and survivable buffs anywhere and everywhere like nobody else.
  • Legion: Sheperds/Forsaken & Incubi - I've chosen two here and both are somewhat mutually exclusive. One of the hallmarks of Legion is fury management to rival Skorne, but this fury management is a lot more independent. They can run a ton of beasts very independently thanks to their great beast support solos.
    The other side of Legion's identity, which has come to the fore with new MkII releases, are Incubi. You can have an Incubi for every small-based trooper in your list if you wanted, as well as making now making some from your opponent's models - this is the 'blight' and infectious corruption character of Everblight. It's not that powerful in game yet, but it's getting there (the Incubi package is probably a little overcosted for a package deal). The Spawning Vessel could also fit in this theme (especially when you get tokens from Incubi creation), and it is a pretty OP 3 pt unit (it would definitely THE unit if Sheperds/Forsaken weren't so bonkers and allowed the beast-heavy style to be so effective).
Picture of a wall to spice things up a bit.

The factions above this line have pretty strong identity encapsulated within specific support units. Faction identity units/models gets significantly weaker for the factions below this line:

  • Khador: Mechanics? - Khador has the best mechanics in the game, and my belief is that they were intended to be in most if not all Khador lists. Khador was intended to work like an Iron Curtain of jacks/MoWs, backed up by a swarm of crappy expendable infantry (Kossites,WG) and elite shock troopers (Reavers, Manhunters, Assault Kommandos (hahahaha...)). Khador can still probably make the best heavy ARM wall, but as we all know, that is pretty much the complete opposite of recent competitive Khador (tons of high DEF infantry).
  • Cryx: Skarlock? Cheap nodes? - Cryx's character in Mk1 was their supreme magical superiority, via awesome warcasters, cheap nodes and the Skarlock.
    In Mk2, they are defined still by having supremely powerful casters, but also mostly self-sufficient and mostly  overpowered infantry. I think if anything defines them, it's the undead swarm. Cryx jacks are a rarity.
  • Cygnar: Mechanics? Squire? - I think Mechanics were intended to be the counterpoint to the Choir for Cygnar and Khador. That certainly didn't work out as planned. While you might see Khador's mechanics now and then, you never see Cygnar's (because they are crap). The closest they have to that amazing 2pt support is the Squire - 2pts of making your warcaster better at everything focus related. However, having amazingly powerful casters isn't a defining feature in itself (it's pretty much a feature of the game).
  • Retribution - I can't think of a cheap support unit you see in every Ret list. If I had to pick a model, it'd be the Arcanist but that doesn't define the faction at all. Yet at the same time, it is difficult to deny that Ret have a unique identity with their shielded Myrmidons, insane threat ranges and ability to shoot you from anywhere.
  • Minions: ???? - I think Gators have a unique playstyle of shooting denial, resilience and power attacks a-plenty - a playstyle which is overshadowed by the Colossal meta and the raw power of spamming Gatormans. Pigs have nothing really unique at present, except the ability to stimulate unprecedented disappointment.
  • Mercs: ??? - Every merc list is different (if you exclude the Galleon that is now in every Merc list). The whole list is made up of random crap thrown together by circumstance and held together by empty promises.

In my opinion, unique support crutch units a perfectly valid approach to integrating faction character into playstyle. The factions above the 'line' are winners in that category. They have something that nobody else has. They have the CoC Factor. For the factions below the line, this isn't really the case in my opinion.

Another thing you'll notice is that all Hordes factions (except Minions) are above the line and have these "special units". And all the non-PoM Warmachine factions are below the line. The Choir is a big deal. They make warjacks very resource effective, especially when combined with things like the Vassal and Reclaimers.

Character in Faction, CoC, and focus efficiency - some ideas

I think the "OP support unit" design works well as a method of capturing faction identity. Changes to the faction on the upper half of my list would work best on a model-by-model basis, with small exceptions like making Troll Whelps more appealing/competitive for a beast heavy troll playstyle and growing the Incubi/Soulless playstyle for Legion.

A really good way to build character into each faction at a core level would be to add in unique ways that warcasters interact with their warjacks across faction, or interact with troops, or some kind of unique cross-faction interaction. Here are some ideas to get the brain going and rage rising:

  • Khador - I think the interaction between Khador casters and their warjacks is quite good at present, but there's generally not much reason to give focus out rather than camp it or spend it on troop buffs. It's one reason I like eButcher so much - MAT 8, SPD 6 jacks with free power attacks and charges are extremely focus efficient (who knew?). First, I would buff Mechanics and give them support abilities, like granting Powerful Attack, or pathfinder, or free charges. Plus, they can also repair stuff!
    Second, make MoWs base repairable, to make Mechanics even more valuable. And MoW could be made to suck less by giving them a Gatorman Posse-type special prayer system - say, choose between a Shield Wall, CMA or CRA at any time. Medium bases for life!
    This brings back the grindy factor of MoW Iron Curtain, as well as making jack use of focus more efficient. Everyone wins now that Kayazys lose to a million AoEs!
  • Cryx - Nerf the infantry hard, and give Cryx jacks a reason to exist. If you want to take a crapload of troops, they better suck and not be super cheap POW 15s, or average cost POW 13 stealth AMR 15 weapon masters on crack. At present, there's no real reason to take a Cryx jack when the troops are faster, hit harder, more accurately and are significantly more survivable. The casters are gods because the troops are supposed to suck and only be good with caster support (FU Tartarus).
    An example of a good characterful buff to Cryx jacks is to give them all a soul-consumption mechanic, something like the Harrower's Soul Taker. Then they become more independent and efficient after getting that initial focus to charge. Also a mechanic where the casters can spend focus or souls to "heal" their warjacks much like warbeasts would help their squishiness a bit and fit in with the whole "necrotechnology" aspect of Cryx.
  • Cygnar - I think there is more to Cygnar than 'GUNS!'. The playstyle of Cygnar is 'better living through technology', combined with militaristic discipline. I havetold new players that Cygnar is one of the most expensive factions to collect as a whole because each warcaster plays optimally in a very different army (excluding the almighty all-Merc lists). Embrace this. The army design of Cygnar could be like CoC, except with a focus on troop coordination rather than warjacks. Each warcaster could bring a specific order/technical ability to each unit - say all troops under pStryker get Defensive Line, and troops under Caine get Reform or some crap. Kind of like a jackedup version of elite cadre. It'd be tough to balance, but it'd give Cygnar more of a soul I think.
    For warjack focus efficiency, I think there is benefit in giving their warjacks more Stormblade/Stormclad-type of interactions, where the warjacks get buffs or orders depending on their proximity to specific units. As an example, warjacks could gain true sight if within X" of a Gun Mage UA, Stealth within X" of a Trencher Commando UA, Blaster if within X" of a Trencher UA. It would allow you to stack certain effects on warjacks based entirely on positioning, and really make the army feel more cohesive and integrated, disciplined.
  • Mercs - Paymaster model or ability or something equivalent. That's why Damiano is so cool.  Whatever - mercs are mercs. That's their thing.
  • Ret - Character-wise, I think Ret works fine. Like Gators, they just need more straight up buffs and tools. Some more anti-Hordes assassination tech, better warjack support and so on. I thought the force field thing on the warjacks was cool, but they could use a lot more damage boxes - the field should be a substitute for higher ARM rather than damage boxes. You absorb initial hits very well, then crumple under later hits.
  • Minions - Make Pigs all about frenzying warbeasts and berserk models - they should feel almost uncontrollable when played. It might not be the most competitive faction, but at this stage that is unlikely to ever happen. Pigs are so deep in the mud they might as well wallow in it.
    Gators I'd say are on the right track and just need straight up options and buffs rather than character. The tanky, denial, anti-shooting design works fine. I would especially like a character warbeast that really kicks ass and can't be taken in anything but Gator lists :) Just get a Riphorn Satyr with +1 MAT and some more boxes - done.

Thoughts, ideas, criticisms, irrational rage welcome.


6 comments:

  1. I would have to agree with your statement on how Gators have their unique play style of shooting denial etc, but the fact that everyone else can use our stuff makes the faction in and of itself a little weaker as far as having a truly unique identity. As a side note our witch doctor is an amazingly fun unit for taking over wraith engines and scarlocks to tell Cryx where to go...as well as the follow up of 2 posses to strike that wraith engine in its butt after it turns around to attack their or other important units.

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    1. That is true to an extent. It also extends itself to the rules, where a Croctor is 3pts in general but 2pts in Maelok's tier list where he is probably more useful than he is anywhere else in Gators. Damn Minion tax!

      I've yet to see a Wraith Engine played unfortunately so can't really comment on ways to douche it :)

      I think outside Gator/Trog spam, the core of the Gator identity lies in its warlocks and beasts - the beasts have great animi and the heavies all have 2+ open fists, and the casters all have anti-shooting tech to some degree and great survivability.

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  2. Also another awesome special thing you didn't touch on in this article of what makes us who we are is the Gator missile Rise. I have used your Gator missile rise effectively with both my spitter and wrastlers, only using my spitter when I am annoyed with a horde of 1 hit infantry douches.

    On a side note my wife plays legion and was wondering if you knew many tactics for playing legion that involves not dying to a gator posse every time. If you know of a good site that would be awesome.

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    1. Our local Legion legend says 'Play Vayl'. I assume this is because she brings a damage buff and Rampager.

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  3. Great article and quite thought-provoking in terms of 'where the game is going'. Never considered the units that provide that character identity element but I think you're spot on with the examples given. The Soul Taker ability on Cryx 'jacks sounds decent and I would sell my right arm to be able to spend Focus to heal 'jacks a la Hordes Beasts (I HATE it when my opponents do that!). The infantry certainly need some adjusting - MkII Remix?

    Could be my reading of it, but the tone of your writing regarding CoC sounds uncharacteristically optimistic. Are you keen or just hitting the sauce too hard?

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    1. I did a few CoC Box demos with the spoiler rules. I think the Focus jump mechanic is brilliant (certainly makes focus less lame) and they seem like fun and will have a higher skill cap than most.
      In terms of their competitive nature I have zero expectations and having lived through Ret release, am staying well clear of the doom cycle. I currently have no set plans to play them, but the limited release makes me leave the option open.

      It's just nice to see something that you can't theorymachine 85% accurately within 10 minutes AND effective games design ideas (I am a bit of a systems geek).

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