You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Hello fellow MK players. I have been reading alot of the threads about Storm Maul and just wanted to know what is so broken about it. Nobody where I play or Warlord uses it so I don't see the broken-ness of it. I do, however, think that line two is where the problem lies. The way I read it (in its current print) a figure can be anywhere on the battle field and deal (2) damage to an opposing figure anywhere else regardless of distance. I think the FAQ will make it less broken but still broken. They should have left the damage at (2), anything that auto-damages for more then (1) click is borderline broken and promotes "collect the auto-damage relics" because then people will just sit back and allow their relics do all of the fighting instead of the figures and the dice, i.e. no more strategy involved.
Please, lets keep this very civil and no flaming. Thanks for replying.
with the change, Storm Maul is virtually useless. Prior to the change, the 2 Damage to anyone anywhere meant only Invuln figs had any chance against it, or figures with Magestone Armor. Now, very few competitive armies could be built that were viable against other types that also incorporated Invuln or Magestone Armor. It limited the pool of viable figures for serious play to a very small number, and that's bad for the game.
the fix went a little too far, I'm still hoping they'll further revise it to leave the original wording, and just add, "wielder of the Storm Maul ignores other figures Leadership SA". If Strom Maul is without Leadership it is much easier to beat. It's still dangerous, but manageable and not overpowered. Hoping WK won't say "we fixed it, that's it" but will playtest some more and see if there is a better fix...for Rage Hammer, they could let Riders wield it and just not let a wielder use the Impale Proficiency...another "better" fix than they came up with.
But in order to do the 3 damage you now need to be in base contact. So it eliminates the water maul (potion of water breathing).
Also if I swarm the maul figure, first what is the chance that you will get all of my figs in your front arc. Second you can only hurt one at a time I can use gang up.
The change is subtle, more so then most people are pointing out, because used correctly it could still be extremely nasty, however I do think it is extremely over costed.
it's overcosted now because not only did they change the wording they further limited the figures which can weild it because the FAQ also said that any non-faction specific relic cannot be weilded by any figure lower than its point value...so, Zeph, Magus Raph or Sytha can no longer weild it...
Well I guess I was a little off track from everyone else. I used Storm Maul primarily to incapacitate Khan Rava (there are three of them at our venue). I found it to be very good at eliminating one of the best figures out there. I would bring a mega-melee force and Storm Maul and not have to worry about Rava picking it apart. Of course it didn't work so well if there was a Vithzerai thrown into the mix.
Nerfing Leadership to Storm Maul wouldn't have been enough... there is still Cloak of the Marytr, after all... and that doesn't even get turned off by Rage Hammer. ;)
Originally posted by jgklaw they could let Riders wield it and just not let a wielder use the Impale Proficiency...another "better" fix than they came up with.
I completely disagree with that 'solution.' Do we really want the Pike/EF Dragon/Rage Hammer combo dealing 9 damage in one turn? Yeah, 13 damage is nasty, but 9 is darn near as bad. It's a lot higher damage output than any other figure/combo for that cost. Personally, the combo never bothered me to start with, but if they're going to change it, better to change it good than half-### it.
It's ability number 2 is a joke really. Right now storm maul is at least 158 points to use. For 158 points you can get varatrix. Let's compare:
Varatrix can do 5 damage ignoring ALL defensive abilities, Storm Maul can deal 3 damage ignoring a few, like dodge.
Varatrix has the high defense and life capacity of a 150 point figures. Storm Maul has the defense and life capacity of an 80 point figure.
Storm Maul automatically hits. Varatrix, with his insane 14 attack, only hits 90% of the time(just an estimate).
In order to use storm maul, the little 80 point figure needs to base the enemy, wait a turn and get hit, THEN he can use it(but only at the begginning of the turn, and he'll probably have to push). Varatrix can surge from 12" away dealing his 5 damage to something without wasting a turn.
I think the choice as to what's better is fairly obvious. Just the 5 damage and the ignoring of invul and toughness alone make Varatrix's advantages MUCH better then Storm Maul, who's only advantage is it will hit every time(where varatrix will hit ALMOST all of the time). Of course, you can also look at other forms of auto damage like
3 zombie centaurs. They are around the same price as storm maul alone. They can walk up and face the enemy with their backs, then the next turn formation break away and boom! 3 points of auto damage. It's not quite as good, they do have to break away(which isn't very hard) and I think toughness would block all of it, but it is only half the cost of storm maul+wielder. Lady Gilasti with Magama Lance on a EF Horned stag can deal 3 points of auto damage as well(for around 130 points I think). Trample for 2 then ram for the 3rd. She doesn't even have to base and then wait a turn to do it like Storm Maul or the Zombie Centaurs do. Right now I think option 2 sucks completely. I doubt i'd use it if storm maul was only, say, 40 points(i'd much rather use a guy with 3 damage and risk missing for the chance to do it on a surge). Option 1 however is what I think is currently the best part of the relic(option 3 would be if you could use a water domain every round, but you can't unfortunatly).
I do not agree Jgklaw regarding rage hammer. I felt that the only good fix for rage hammer was to disallow riders from using it. I think this was the correct change to make.
I personally think that even BEFORE the nerf to storm maul it is weaker than should be. Not only was it deflectable by storm wind mode (level 3), it also, in some situations, gave the weilder great DISAVANTAGES. Of course, this is information that many people did not know...so I know understand why the majority of players would cry out in rage and frustreation at the storm maul relic.
Not to mention that if you are using a 133 pt Maru Golgrim you can heal 2 points of damage per round, no questions asked...
Originally posted by TaoAko I personally think that even BEFORE the nerf to storm maul it is weaker than should be. Not only was it deflectable by storm wind mode (level 3), it also, in some situations, gave the weilder great DISAVANTAGES. Of course, this is information that many people did not know...so I know understand why the majority of players would cry out in rage and frustreation at the storm maul relic.
Not to mention that if you are using a 133 pt Maru Golgrim you can heal 2 points of damage per round, no questions asked...
**points to MK: complete rules of play** start on page one and go from there.
Originally posted by TaoAko I personally think that even BEFORE the nerf to storm maul it is weaker than should be. Not only was it deflectable by storm wind mode (level 3), it also, in some situations, gave the weilder great DISAVANTAGES. Of course, this is information that many people did not know...so I know understand why the majority of players would cry out in rage and frustreation at the storm maul relic.
Not to mention that if you are using a 133 pt Maru Golgrim you can heal 2 points of damage per round, no questions asked...
What is a Maru Golgrim and why are you talking about levels? I agree with Gunmix you should open the rule book