1 hour ago, Church14 said:I actually think the I4 attack is significant.
I don't mean to imply that the I4 attack is not valuable. I agree with @JGrand that it is an important part of what makes Threshers good. I just think that their beefiness along with the insane hit/morale modifier on the dial means that even at I5 they will be meeting out punishment. But yes, moving their attack to I5 would undoubtedly be a significant nerf.... but they would still be very good, and likely still much better than the other siege units. That's how good they are now.
1 hour ago, Church14 said:They are forced to charge short distances early. Cavalry beat them up close and most everything beats them with a long delayed charge. So they aren’t charging unless they arrive late to the party. Lancers can cause net game out to I7 and Scions our to I6. Late activations are potent.
That means they have to rely on I4 melee for most of their damage. At I5, they would attack after all melee infantry, all cav, all heroes. They would only match other siege and archers. When they attack nearly last and their big effect is reliant on melee attacks, the unit suffers. Those reliable severity two tests don’t occur outside melee. Their panic spreading is after activation. So, all their fear mechanics would occur late round. The opportunity to just wipe them out before attacking becomes pretty good.
I5 is also too early to counter punch against a lot of charges. Especially the long ones they are weak too.
So I would disagree - and acknowledge I may be wrong - and have to I5 attack would actually hurt them badly.
You make some solid points here. Sometimes being forced to move by initiative 5 is a weakness. But an initiative 3 distance 1 charge is very good, and it means they will still have opportunities to beat cavalry charges at close ranges with initiative, and can ensure that they will beat a lot of other units even without initiative (which also can make for another devastating attack at I4 the next round). I've seen skilled players set up exactly these situations with the bonus march on their dial facilitating. It allows them to really control the distance if they can reasonably infer what you are going to do. Even when I outplay Threshers in these situations, and get the alpha strike on the charge, I am often leaving it with only 3-4 wounds when it hits back next round and devastates my similarly costed unit. This feels... unfair. Most units don't have the opportunity to win match-ups (on evenish points) when they were outplayed. Threshers hp, damage-morale on the dial, and free re-roll (even when flanked) give them that opportunity. Giving them an I5 attack would at least give other units the chance to capitalize on outplaying them by removing a model before they hit back. Seems fair as getting outplayed by the Threshers in this same scenario will often mean losing the competing unit without dealing much if any damage to the Threshers.
Also, I think that having an I5 attack would actually allow them to counter punch more than you think. With the ability to charge 3 at initiative 5, if you are within range 3 (not hard to set up) your opponent will have to consider your counter charge even if they have initiative, meaning they will have to try to charge in early, opening them up for the counter attack with hit-panic on the dial. I'd bet that if you played a few games treating their attack as I5 you'd find that they are still the best value in the Uthuk army at 28 - 31 points.