Alondir Posted June 4, 2010 Report Share Posted June 4, 2010 Anyone else feel for em, they used to be the best 5ss you could spend, now there main skill is 2 action points, isn't there use well blunted. They could be very fast, now there lagging behind with the rest of the slow stuff and your Vic's go unsupported , Have anyone had a chance to play test these changes and how much did it hurt?? Quote Link to comment Share on other sites More sharing options...
Lucidicide Posted June 4, 2010 Report Share Posted June 4, 2010 I've had them played against me. They are still quite effective for 5ss. Quote Link to comment Share on other sites More sharing options...
dgraz Posted June 4, 2010 Report Share Posted June 4, 2010 I've had them played against me. They are still quite effective for 5ss. Ditto. At 5ss, they're a solid choice. I always thought they were too good for 5ss before, I think they're just right now. Quote Link to comment Share on other sites More sharing options...
mylastnerv Posted June 4, 2010 Report Share Posted June 4, 2010 Agreed for sure. If anything, they were balanced out by the change. Quote Link to comment Share on other sites More sharing options...
JMGraham Posted June 4, 2010 Report Share Posted June 4, 2010 Am I missing something? What changes are you speaking of? Thanks, Jim Quote Link to comment Share on other sites More sharing options...
JMGraham Posted June 4, 2010 Report Share Posted June 4, 2010 Scratch that - found it in the no-yet-official errata: PAGE 14 Ronin Run Through Change its AP cost from (1) to (2) Quote Link to comment Share on other sites More sharing options...
WEiRD sKeTCH Posted June 4, 2010 Report Share Posted June 4, 2010 Scratch that - found it in the no-yet-official errata: It's official. It's just not in fancy PDF form is all. Quote Link to comment Share on other sites More sharing options...
Hookers Posted June 4, 2010 Report Share Posted June 4, 2010 ronin are still definitely amazing what the change did is stop the dashing in and out of combat with no risk to themselves sillyness. before you could dash in, get 3 strikes and dash out with no one to stop you and never putting yourself at risk. no at least you have to take some hits like everyone else if you want to get into combat. it was a much needed change. they're still hard to kill, annihilate spirits, ignore armor, and have a plus flip. Quote Link to comment Share on other sites More sharing options...
Iron Man Posted June 4, 2010 Report Share Posted June 4, 2010 only problem is now my doppleganger cant steal run through! i used it to let him run away fast Quote Link to comment Share on other sites More sharing options...
JMGraham Posted June 4, 2010 Report Share Posted June 4, 2010 It's official. It's just not in fancy PDF form is all. Gotcha - the official-but-not-yet-fancy errata. Honestly the change seems a reasonable one. I'm working on a Viktoria crew, and got my first game in with her the other day. To say they were potent would be a gross understatement. I imagine with one run through and the pushes from the trigger that they'll still be plenty mobile. Jim Quote Link to comment Share on other sites More sharing options...
Guy in Suit Posted June 4, 2010 Report Share Posted June 4, 2010 I literally just played my first games last night. The first game I took three Ronin, the second game only one, as they just didn't do much. Granted, I was playing against Pandora, so their low Wp made them a bit of a liability, so they may have been traded out for Taelor and extra stones regardless, but in the first game they just seemed SLOW. I mean W4 is really pedestrian. Indeed, they never got into combat on their own terms. It was nice being able to get OUT of combat, sure, but I just feel like run-through lost its purpose, as for two action points I'd rather just charge and get teh damage bonus, as I can use the trigger to disengage anyway! I'm a total newb, so haven't seen non-errata'd Ronin tear it up, but as they are now, the Run-through ability is very situational, and I found Taelor much more useful in game two than I found two extra Ronin in game one. Quote Link to comment Share on other sites More sharing options...
WEiRD sKeTCH Posted June 4, 2010 Report Share Posted June 4, 2010 The difference between Run Through and a Charge is that Charge HAS to be in a straight line towards a TARGET. With Run Through, the Ronin can scoot around a building, not in a straight line, and hit a target that's, let's say, behind a building and not in Line of Sight. Quote Link to comment Share on other sites More sharing options...
WEiRD sKeTCH Posted June 4, 2010 Report Share Posted June 4, 2010 It's also worth mentioning that the Strike that goes along with Run Through can be made at ANY time during the Push. If there's movement left over after performing the Strike, the Ronin can continue its Push. Quote Link to comment Share on other sites More sharing options...
Hatchethead Posted June 4, 2010 Report Share Posted June 4, 2010 I placed my order for a blister of Ronin after the change was announced. I still love 'em, they're some of the best sculpts in the Wyrd line and now they're markedly less ridiculous. So much so that I won't feel I have to apologize for fielding them. Quote Link to comment Share on other sites More sharing options...
Lucidicide Posted June 4, 2010 Report Share Posted June 4, 2010 It's also worth mentioning that the Strike that goes along with Run Through can be made at ANY time during the Push. If there's movement left over after performing the Strike, the Ronin can continue its Push. And this is why Run Through remains great, even for 2AP. Quote Link to comment Share on other sites More sharing options...
WEiRD sKeTCH Posted June 4, 2010 Report Share Posted June 4, 2010 And this is why Run Through remains great, even for 2AP. And if you pull the Next Target trigger off during that Strike... Wackiness ensues. Quote Link to comment Share on other sites More sharing options...
JMGraham Posted June 4, 2010 Report Share Posted June 4, 2010 And this is why Run Through remains great, even for 2AP. Also, Run through is a push and ignores disengaging strikes, while charging does not. Lots of good reasons to still use run through. Jim Quote Link to comment Share on other sites More sharing options...
tenabrae Posted June 4, 2010 Report Share Posted June 4, 2010 And it ignores charge defenses like Alyce's Bag of Tricks. Quote Link to comment Share on other sites More sharing options...
dgraz Posted June 5, 2010 Report Share Posted June 5, 2010 And it ignores charge defenses like Alyce's Bag of Tricks. And Perdita's Quick Draw - much to my dismay. Quote Link to comment Share on other sites More sharing options...
Hatchethead Posted June 5, 2010 Report Share Posted June 5, 2010 And Perdita's Quick Draw - much to my dismay. That alone is reason enough for me. Once my Crooked Men and Ronin arrive, my regular Ortega opponent will rue the day. Quote Link to comment Share on other sites More sharing options...
mylastnerv Posted June 5, 2010 Report Share Posted June 5, 2010 That alone is reason enough for me. Once my Crooked Men and Ronin arrive, my regular Ortega opponent will rue the day. I'm all about Ortega's "rueing the day" Quote Link to comment Share on other sites More sharing options...
Amarel Posted June 6, 2010 Report Share Posted June 6, 2010 (edited) Meh, I'm probably a bad player, but the Ronin were the key component in keeping my Vik's at a competitive level (although they were too cheap out of faction). Thankfully with the SPA's about to come out I can now put the Vik's to one side for good. [EDIT] I should quantify this a bit more, probably. Although I don't use Run Through *that* often (sometimes preferring to Walk and retain Harmless, for example), it is the threat of it that can be used to help contain my opponents threats. It allows me to keep Seamus at bay a little (as he can't guarantee being able to destroy the tiny thing that just knocked off a couple of health, that he'll get back if she dies), it helps to make a Pandora player double check before taking a risk on an Incite/Pacify run, it helps control Lilith, and Zoraida's Voodoo doll shenanigans, it means that, with Hamelin, there's a response to a Lure (getting them back before they die). In short, I'm sure there's plenty of people very happy with the change, but it doesn't half screw over Vik players (especially when the real solution is not to make Outcasts so cheaply available to other Factions, who can use them to plug gaps that are inherent to their Faction while they're the core of an Outcast force). Anyway, enough griping, I have other Factions, so the Vik's can just stay in the case now. Edited June 6, 2010 by Amarel Quote Link to comment Share on other sites More sharing options...
AvatarForm Posted June 6, 2010 Report Share Posted June 6, 2010 I think this makes Ronin balanced now... before, Vikkies crews had the obvious upper hand, now Vik players will be more of a challenge than an uphill battle for my Raspy! Quote Link to comment Share on other sites More sharing options...
Justin Posted June 6, 2010 Report Share Posted June 6, 2010 It was a good change. I wish their walk was 1 higher now though. Quote Link to comment Share on other sites More sharing options...
Sholto Posted June 6, 2010 Report Share Posted June 6, 2010 I'll still use them, but I am all sad that I cannot use one as a charge shield for my Ortegas any more, and then obey her out the way to shoot her attacker to meaty chunks. A sensible change, though. Their potential movement was too much for 5ss. Quote Link to comment Share on other sites More sharing options...
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