So, I wasn't crazy about the updated rule for the new Lord Kroak. Rather than bog down the main thread with my silly concerns, I figured it was best to start a new one. I know the rules haven't even seen play, so this is just my "knee jerk" reaction to the rules on paper. I think the following rule will keep the same "undying" feel, but also potentially whittle down Kroak so the opponent feels like he's getting somewhere. Lord Kroak has a Wounds characteristic of 12 Dead for Innumerable Ages At the end of each phase, if any wounds or mortal wounds are allocated to this model, roll 2D6 and add the number of wounds and mortal wounds allocated to this model to the roll. If the total roll is greater than 12, subtract one for each point by which the roll exceeds 12 from Lord Kroak’s Wounds. This is the model’s new Wounds characteristic. If any roll brings Lord Kroak’s Wounds characteristic to 0 or less, he is slain. On any other roll, all wounds and mortal wounds allocated to this model are healed to the current Wounds characteristic. If Lord Kroak suffers 12 or more wounds or mortal wounds before the end of a phase, he is immediately slain and no dice roll is made at the end of the phase. Thoughts?
I mean, new Kroak is already enough of a nerf imho. I wouldnt want to see him get even more killable.
They should have just given him a decent chunk of wounds with a 5+ if the 4+ dpr was too oppressive. The current iteration does create some interesting choices for opponents, but i don't know if that necessarily outweighs the potential feelsbad moments it'll inevitably come with.
Yes. Basically, Kroak has around 10 wounds in my opinion. Since the average roll of 3D6 is 10 (technically 10.5, I think), if he ever takes 10 wounds in one phase I assume he's going to be killed.
10 wounds in a single phase should be a tall order for most armies I'd think, especially if we keep guard around and he gains the 6+ dpr from the astrolith. He can buff his save from shooting with his own CA as well for even more tankiness. Idk, overall the rule seems obnoxious but well have to play some games and see
The way I see it, in most games, if you can make Kroak survive the first two turns (perhaps via Saurus Guard), he becomes more and more likely to survive the whole game as your opponent's damage potential gets killed off. That is, perhaps, unique among centerpieces.
Against many armies, the new ability seems to make him significantly more durable if they can't consistently hit him with 10 wounds or more in a single phase.
True. But the god of averages wins out in the long run. Don't get me wrong, I'm not a fan of that ability at all, as I think it will lead to lots of feels bad moments for not only the Kroak player but the opponents as well. I do think, however, that's it's probably more beneficial in most situations than a lot of players are giving it credit for.