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View Full Version : Freikorps Armor - too powerful?



theHman
08-29-2010, 12:15 PM
My buddies and I were re-reading the section on Von Schill and his Freikorpsmen and talking about their awesomeness.

Then we took a closer look at their armor - WTH is going on with that?

Not only do they all have armor 1, and magic resistant 1 which is bad ass by itself.

But the real icing on the cake with them is the fact that they can all simply ignore damage from :pulse, :aura, and :blast!!!!

Seriously?
Really??

Anyone else find this a little bit overpowered considering the average Freikorpsman costs 4 to 5 SS?

I'm all for cool stuff, but this is a little insane and way under costed IMO.

Anyone else feel that way or notice that?

gunpowder saint
08-29-2010, 01:16 PM
Gamin have Armor 2, which can be increased to Armor 4 by Frozen Heart Aura thing from Rasputina. And the Giant ass golem can have Armor 5 or something too

And if you want to talk about CRAZY ASS ARMOR! lol, You take Moleman with Rasputina, and as a (0) action you give the moleman frozen heart, and then the moleman activates and tunnels. Now the Moleman has about 8 Armor. Now that is ridiculous lol

Plus it's not rediculous or anything like that, Plus only 4, maybe 5 masters out of the whole game Generate Blasts, so if you're not going against them then it's Magic Resist 1, Armor 1. Now there's only 3 or 4 masters that have ?/?/? or dmg spells that Magic Resist will save you from. And if you're not going against any of those 3 masters lol then it's just Armor 1 which Guild Guard have and it doesn't do anything too bad ass. Sure it gives you cover against all sorts of different masters but it's not OP or anything like that, just super useful and pretty cool.

dakrulz55
08-30-2010, 07:32 AM
also unless your going all friekorpse all the time (either with viktorias or von schill) you can bring a max of 2, so being cheap really doesnt equate to much because of limitability.

Wodschow
08-30-2010, 10:45 AM
Also.. Unless you play one of those two you pay +1SS for them.. Which is alot.

I'd much rather have a Death Marshal or a Witchling stalker at 4 SS than a Freikorps at 5SS. Even if he'd been at 4SS for the Guild I can see myself taking the other two.

theHman
08-30-2010, 11:17 AM
It's not the armor 1 or magic resist 1 that I feel is OP (it's not), it's the ability to ignore all blast, aura and pulse damage.
That seems a bit crazy to me as it renders many things useless against them.

Wodschow
08-30-2010, 11:23 AM
And most things are totally unaffected by it. I don't think there's any crew out there that relies entirely on blast/pulse damage.

jmp_mydog
08-30-2010, 11:54 AM
And most things are totally unaffected by it. I don't think there's any crew out there that relies entirely on blast/pulse damage.

Yeah the blast, pulse and aura just means you have to target them directly, no target something with a low Df to catch them in the blast.

DangerousBeans
09-01-2010, 06:27 AM
December Acolytes have similar armour, doesn't stop them from dying horribly!

karn987
09-01-2010, 06:42 AM
December Acolytes have similar armour, doesn't stop them from dying horribly!

Well you gotta be gentle with him, he's also as tough as the Freikorps ;D

The Freikorps are very strong and tough, but they are an elite mercenary organization... they are supposed to be. They are not broken because they don't have the really high damage potential to back it up in most cases. Plus just go at them with wounds then or non-traditional attacks. Kirai doesn't care about them (now if you want to talk to powerful ;D), neither does Pandora, Levy, etc. There are several masters out their who can get around their armor. Just target them directly, their actual armor is only 1. It wont do much to stop Lady J from chopping you in-half as she summer-salts down from the level above.

Hatchethead
09-01-2010, 11:25 AM
Naw, it just means I'll have to use something other than Decay to put them in the ground. It's also quite characterful, as an elite unit of badasses would be traveling in close proximity, like a delta force squad in tight formation. This allows you to play them as one would expect without having to worry about blasts and pulses and Papa friggin' Loco.

It's definitely a powerful ability, but it's situational and your opponents should (or soon will be) well aware of it, and will (or should!) find other, more intimate ways to make the Freikorps dead.

Gremlin Swarm
09-01-2010, 02:16 PM
Karn is right. A friend and I tried out Kirai and Von Schill, and my Freikorps got creamed. (I still enjoyed having a flamethrower, though.)
I didn't even think to group them until near the end of the game. (Too much 'don't cluster' reflex.)
Formation is definitely a good way to go with them.
I agree the armor isn't overpowered. It's great, but (as Sozoa said) players facing Freikorps models will figure ways around it. Basically, it's a gimmick (though a good/cool one).

theHman
09-02-2010, 10:35 AM
You guys are right.
As I play Ramos, I'm used to blowing my stuff up to kill guys.

Just a case of overreacting. =)

Thanks for settin' me straight!

Katcher
02-27-2011, 05:15 AM
Itīs not overpowered, it is just annoing,thatīs all :D

nilus
02-27-2011, 08:07 AM
The balance comes with the fact that Freikorp don't do a lot of damage nor do they have a lot of wounds themselves.

karn987
02-27-2011, 09:17 AM
The balance comes with the fact that Freikorp don't do a lot of damage nor do they have a lot of wounds themselves.


Exactly!

*gives Nilus a cookie*

Beyond their armor, they are generally average damage and average to bellow averaged Wds which makes up for it big time.

Dark Alleycat
02-27-2011, 05:04 PM
I would say one of their other weaknesses is their very low minimum damage. This means that most times you have to pick away at your enemies. Also...as others have said...there aren't all that many blasts that come out. Now..It does mean your specialist can use his flamethrower without worrying about hurting his friends.

Mr. Bigglesworth
02-27-2011, 07:02 PM
One thing that wasnt mentioned in top of their awesome armor the fact they are stubborn making them tough against wp duels too. That still doesn't make them op, just prepared. They are a great generalized crew.

Ratty
02-27-2011, 07:09 PM
If you can keep them together and use the Librarian to heal they are very tough to shift. however they do have disadvantages. High spike damage will kill them outright. When I play Seamus vs Freikorp he happily kills one outright a turn, so doesn't give the Librarian a chance to heal them. Lure is also very good to pull them away from the group. A lot of Spirits ignore armour so they cut through Freikorps' 6Wds fairly easily.

Dark Alleycat
02-27-2011, 07:17 PM
Lord Chompy bits is also easily able to burn through and destroy them as well. That is one reason why Taelor is such a great addition...since her hard to kill drops her to 1 wound,she is often able to survive.

capnwoodrow
02-27-2011, 09:09 PM
I think a lot of it is based on the fact that to be effective the FK need to group up. If they didn't have the ability then they could get wiped out fairly quickly.