Lets hypothetically assume that you play with a steady group and that the group find the current game quite a bit tilted in power between some of the factions. Some units seem to dominate and some just don't seem that great, and you want to play with them all. So you decide to house-rule to increase the enjoyment of the game (which is yours to do what you want with!) as percieved balance is important for that. You don't want to change too much and not invent any new concepts, just nudge some things up and some things down, and you still want to be able to use TabletopAdmiral when creating lists without any considerations.
Looking at this year's 2 largest tournaments so far (us nationals and gencon) there was a total of 23 participants where only 1 played Waiqar. So there are presumably issues with Waiqar.
Also, in the biggest tournament (gencon with 16 participants) BOTH the gold and silver went to Uthuk. In one regional, a Uthuk player won by just playing Spined Threshers with Scuttling horror at 186p (i.e. 14p left empty!). So there are presumably issues with Uthuk.
Big thanks to you guys/gals who give feedback and ideas!
CRITICAL
Uthuk
- Ravos' unique upgrade Insatiable Hunger's trigger is now AFTER he "eats". So at least he can't run over the WHOLE table turn 1 and then eat.
- Fear incarnate has a pretty good potential to deal humungus amounits of damage. Just having the very much achievable 2 panic tests per round for 6 out of 8 rounds with a strength average of 2 amounts to 24 damage! With a focused build that number can get quite a bit higher. By reducing the range from 1-5 to 1-3 (which is what Ardus has) it will be a bit more unwieldy and counterable.
- The Scuttling horror for only 3p gives free outside-activation sideways shift (which, as @Budgernaut pointed out, actually means that it is at 3 places at once during the Command phase) and delivers stun tokens, for the most powerful unit in the game. WHAAAT!? This version phases the shift to Before instead of After the Command Phase, and it removes the stun ability. 3 points for a free shift every turn still seems more than fair in my book.
- The Devouring Maws for only 3p gives healing every attack without any caveats, for the most powerful unit in the game. WHAAAT!? This version puts in the caveat that it can't use its hit+panic modifier while doing it.
Waiqar
- I believe getting rid of the Carrion Lancer's "can't blight engaged units" is the clearest "fix-all" for Waiqar. It makes the Lancers a reliable support unit that helps "defend" engaged allies and it increases the potential for other Lancers to activate their Mortal strike ability. They are ok now, but they need to rival Threshers and Scions. The Heavy upgrade makes Reanimates into the tar-pit they are meant to be. It makes Ardus better since he can put the now-powerful Heavy lancer in the Reanimate 6-tray, as mentioned he is more easily defended through blight and he has more opportunities to borrow the Mortal strike ability. Ankaur also becomes more viable due to easier defence via blight, and that Reanimates becomes more valuable to necro when having the heavy Lancer. Also, when blighting, it happens after the enemies attacks and the Lancers can't do anything else. Waiqar needs to be good at SOMETHING. But this fix also has a limitation, it can only blight if the target does not already contain any blight. This is necessary as otherwise a 13 solo Lancer army just breaks the game by blighting. This fix, with the limitation, has still been more powerful than the "can't blight engaged units" original.
- Ankaur has been voted the worst hero in the game by the Initiative One podcast, and his necromancy is not cost effective without heavy infantry. By just removing the worst of his self-destruction, he could get ahead with the necromancy and MIGHT survive a shot from an enemy when he tries to heal from them with his initiative 6 ranged attack. I will remove this if an elite infantry is released. Will probably keep that he can necro the unit he is in though. I also added melee for this ability, as healing with that single melee attack die won't break him by far.
- I have not managed to figure out any overpowered combo that lead to his infantry upgrade being unable to add trays to his own unit. It is better if he could since you don't need to run 2 infantry units, but overpowered? So now it does. I also added the lesser self destruction as Ankaur above. This won't really affect when he is in the Reanimate unit, but it makes his cavalry upgrade possible. Since you can only put him in Death Knights, you had to sacrifice one Death Knight (the most expensive cavalry in the game!) for each tray of infantry. Who has ever done that thinking it was a good idea?
Edited by Maktorius