well this is dissapointing. The loss of control from it going wild is minimal seeing as you still get to control where it goes & can control its target. So long as there's enemies nearby losing control basicly doesn't matter. And with a 12" move, the ability to run & charge, keeping it near enemies should not be that difficult..... Aside from that it's just boring. The only interesting mechanics is inflamed savagery, especially the ability to prevent retreating, & that it has the ability to turn AOA into an AoE effect. Everything else is just fairly standard for a behemoth.
I feel like saying "besides for all these super unique things its boring" is a little disingenuous. I mean, the going wild mechanic and the aoe aoa and no retreat + reroll charge for you and the enemy are all pretty substantial and unique rules. IMO it has too many rules if anything lol. I want to read less -_-
I personally don't think it sounds boring, but it's definitely overly complicated with it's rules. I think a standard wounds table with a decreasing control range would have made more sense than the "states" rule. If they wanted to make sure it was hard to kill turn 1, they could have just made it's save better the more wounds it has, similar to the Bastiladon. But yeah, there's basically no penalty for it going wild, unless your opponent manages to snipe your hero after going first on turn 1 and the Incarnate is too close to your army to get more than 12" away. I just think that the combination of it being really complicated for the user to play with, while also being really annoying for the opponent, is going to make me not want to use it, while also hoping that my opponents don't use it either. It's extremely killy, you'll have to focus a large portion of your attack power on it for at least two turns to be able to kill it. You'll have a hard time following the common "just ignore it" advice as well, since it's so fast and will eat through your screens faster than you can take objectives or take out the rest of the opponent's army. The only weakness is that if you snipe the hero controlling it, it *might* hurt their army, but it's still more likely it will just get an attack buff and wreck your army even harder. But I could certainly be wrong and it could turn out to be underpowered and ignored completely. I think that melee armies like Khorne and Ironjawz will want to use it just on principle, and under-powered armies like Gitz and Sylvaneth might enjoy having a new threat that's very powerful and hard to get rid of. As of now, I'm not a big fan, but we'll see.
i feel like @Canas ' point was more: it's basically a buffed melee monstrosity with weird rules attached to it to disguise it as something unique and special, but it really isn't. We must see it in play, but it seems the typical unit that sucks the fun out of the game.
Pretty much. When it comes down to it it's just a weird behemoth with overcomplicated rules for things that are, for the most part, perfectly normal on a behemoth. The only things that are genuinly unique are the AoE AOA and the no-retreat rule, and even those aren't exactly groundbreaking rules we've never seen before in a wargame. It's just that AoS doesn't really have a lot of rules like this. For example, the AOA ability is literally only "special" because they removed 99% of the AoE buffs from AoS at some point to streamline things. O and its weird states-mechanic is unique. And while this has potential, especially if you'd put it on a somewhat more interesting special model, like say an endless spell to stop it from just being immeadiatly dispelled. It is ruined by the fact that it's put on what is ultimatly just a behemoth beatstick. It's just a variant of Morathi's or Kroak's defense ability; a rule that's there to prevent the behemoth from being oneshot, and which will cause the behemoth in question to be (borderline) immortal in certain matchups. Ultimatly it's just a behemoth with a weird damage table. Which isn't all that interesting.
Still feel like that's being pretty reductive. Was the expectation something different? What are people looking for exactly? A neutral monster with a metric shit ton of rules and a handful of them you don't see anywhere else is unique. Feel like that kind iof criticism could be levied at just about any iteration gw released. But to each their own.
I can only speak for myself. 1 - i was not in need of a new model with new mechanics. The game is starting to be bloated, but that's not my real issue. 2 - the thing is big, costly, and forces your opponent to play the game around that single model. That is my issue, i was expecting something weird but on the level of endless spells. I feel it's too much, i don’t like it in the same way i don’t like morathy, gotrek and similar.
Totally fair. Can't say I felt like the game needed more complication either but I do like it for the sole fact it gives some factions with limited access to monsters a good one to include now.
Lol! I wonder if the term "Squatted" is going to go away, or if people will change it into another type of meme of some sort now that the Squats are coming back...
the only term appliable to Settra and his own army is "ruler" So, to be Tomb Kinged would be a high honor.
To me personally the Incarnate is not good looking enough for me to get him. Yes, I'd greatly appreciate a mini-Morathi model that can't die for 2 turns at least, and that has rend -2 / -3 attacks in high volume and with lots of damage. But... It is so flaccid, completely uninspiring to me at least. I ordered a Celestant Prime recently with the idea to fill exactly that high damage on demand role with rend and deepstrike, so this would kinda overlap. I feel as if this was a missed chance, sculpt wise.
it all depends on the ghb for me. if it comes out with a bunch of unique rules and missions that reward you for taking one ill buy it. if it does not i will stick to my usual lists.
It's yet another 300+ point god-type model. It's yet another model with loads of rend and loads of damage that will obliterate anything you put in it's way. It's yet another model with defensive rule(s)/attributes that can create the awkward situation where it's (borderline) unkilleable in certain scenarios/for certain opponents. All of those are things Í'd rather see less off.... Also, based on the initial descriptions I was expecting something along the lines of endless spells, or at least something special. So when it turns out it isn't, that's rather dissapointing. And lastly, the kiss/curse mechanic of it possibly becoming unbound just falls flat as very little actually changes.... It isn't all bad, some of the special rules like the AoE AOA are neat. But the bad just outweighs the good, especially as it would've been so easy to make this into something better.
i don't think you can just classify 300+ as god type. that would include things like mawcrushers stone horns the big boats our steg chief and greater deamonds