Good day all!
Note: not sure if this is in the right category? Where should we discuss rule ideas?
I recently read through the NA changes, and I really like what they did with the synergies between units (obviously themed around Frozen). This got me thinking about my faction, TR. I don’t think they need a major rework, but could do with some tweaks. But if they are to look at our beloved fishies, what big change would they make to affect the army’s identity? Similar to what they did to NA.
We have “army special rule” of Ensnare. Now let’s be frank, ensnare is great and I don’t think it needs any changes.
But what other rule do we see that is in abundance and rather scarce in other armies?
Enthrall off course!
Enthrall is kind of weak at the moment in my opinion. It is very good, in VERY limited scenarios. Also it is one of those spells that can cause you more harm than good by casting it.
Let’s consider a scenario:
2 units of knights (speed 8) face off against our Kraken (speed 7 + wild charge D3) on the flank.
The knights want to combo charge the Kraken, but don’t want to get charged by the kraken, so they stand just outside of 17" and dare the Kraken to come forward.
The Kraken doesn’t want to be combo charged, so he just shuffles up 1", the knights shuffle back 1" etc.
We have a stalemate.
It feels like Enthrall should be the perfect spell to break said stalemate!
The issue is, let’s say we cast Entrhall on the one unit of knights, and we drag them 4" forward, and our Kraken moves up 1". Great, now the knights can’t move back far enough, and will need to commit somewhere (or pray to the dice gods for a bad wild charge roll on the Kraken).
The problem with this is, the Knights still threat 16", and they are now 4" closer, and the rest of the list probably wants to move up. This means the knights probably have multiple charge options - might even have a flank somewhere! I mean, they can even probably charge the caster who casted Enthrall and by doing so avoid the Kraken all together. Naturally you can try and plan for this, but it is damn tricky.
So how can we change Enthrall to make it more palatable/interesting?
Idea 1:
If unit is enthralled they become hindered or disordered. I think this is way too OP. Though you could maybe have if the unit has been moved more than X inches only then do they become hindered or disordered?
Idea 2:
If a unit is enthralled, their speed stat gets reduced by the amount they where moved by. Their speed stat can’t be reduced to less than 5.
This is probably OP and needs some refinement, but I think this is a VERY interesting idea. If we consider the previous scenario, then we pull those knights 4" their speed drops to 5, which means they can’t get away from the Kraken, and they can’t charge the Enthrall caster.
It is probably too strong, and should only reduce the speed of the unit for every 2 inches the unit gets dragged - which means they can still reach all the same targets as before Enthrall was cast, but it can cause some headaches for the player whose’ unit has been dragged.
What do you guys think? Too OP? Too complex?