Lictor (Flesh hooks) slightly op?
Posted: Mon 10 Aug, 2020 2:55 am
Not in base stats or anything, but his fleshhooks ability that it gets has access to by default. Compared to what most other races have when it comes to single unit stuns/pulls, it's a pretty powerful ability since he gets it by default.
The Inquis gets a stun, but she has to channel that and stand still for a few seconds. The Sorceror has vestments that teleports a unit/hero to them, and also has an ability/red (I dunno which) that lifts up a unit and prevents them from doing anything (I remember reading that the unit lifted gets a slight damage resistance while up since it's a pretty powerful ability sometimes, I could be wrong though.) The Apoth gets a combi bolter wargear that disables a unit, not sure if that's t2 or not, but it is a wargear. Not sure what Orks get, and it's been a bit since I've faced Eldar besides a warlock.
My main issue is that these flesh hooks pull a unit, isolating it from the army/squad. This is absolutely deadly early game and pretty much guarantees a model loss, or in the case of Die last squads, an entire squad loss. If we compare this ability to others, it seems like a pretty powerful ability when looking at the others. Most races that utilize an ability that pulls a unit usually get access to it by t2, or through a wargear in t1 earliest (Can't think of any though). The Lictor gets this by default.
Maybe I'm just trash and don't know how to counter this since I am an IG main, but I've played all 3 heroes as IG against a competent player with Lictor and it was pretty much impossible to do anything early game, actually I never made it to t2 because my Guard Sgts would get pulled and hormagaunts would rip through the Sgt as his squaddies died running to him while termagaunts peppered everything else. Retreating doesn't help since the bodies get in the way and hormagaunts will keep pace until the speed boost kicks in. It'd almost always result in a squad loss, or that squad immediately being sent back to HQ with heavy losses, with the engagement being lost soon after.
Personally, I think this ability is too powerful to have in the early game and the starting ability of the lictor should be changed to something else. Though I would like discussion on this since maybe some of you may think the ability might be fine as is.
The Inquis gets a stun, but she has to channel that and stand still for a few seconds. The Sorceror has vestments that teleports a unit/hero to them, and also has an ability/red (I dunno which) that lifts up a unit and prevents them from doing anything (I remember reading that the unit lifted gets a slight damage resistance while up since it's a pretty powerful ability sometimes, I could be wrong though.) The Apoth gets a combi bolter wargear that disables a unit, not sure if that's t2 or not, but it is a wargear. Not sure what Orks get, and it's been a bit since I've faced Eldar besides a warlock.
My main issue is that these flesh hooks pull a unit, isolating it from the army/squad. This is absolutely deadly early game and pretty much guarantees a model loss, or in the case of Die last squads, an entire squad loss. If we compare this ability to others, it seems like a pretty powerful ability when looking at the others. Most races that utilize an ability that pulls a unit usually get access to it by t2, or through a wargear in t1 earliest (Can't think of any though). The Lictor gets this by default.
Maybe I'm just trash and don't know how to counter this since I am an IG main, but I've played all 3 heroes as IG against a competent player with Lictor and it was pretty much impossible to do anything early game, actually I never made it to t2 because my Guard Sgts would get pulled and hormagaunts would rip through the Sgt as his squaddies died running to him while termagaunts peppered everything else. Retreating doesn't help since the bodies get in the way and hormagaunts will keep pace until the speed boost kicks in. It'd almost always result in a squad loss, or that squad immediately being sent back to HQ with heavy losses, with the engagement being lost soon after.
Personally, I think this ability is too powerful to have in the early game and the starting ability of the lictor should be changed to something else. Though I would like discussion on this since maybe some of you may think the ability might be fine as is.