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Post by jonnyboy on May 13, 2017 12:51:18 GMT
I've been wondering about the best way to use these guys. They're great at moving up the field and blocking for casters. Specifically i've ran a duo with Irusk and B3.
They seem to fall off in usefulness after the first 2 or 3 turns once you're in combat. They are great at clearing infantry, RoD and trample with abandon.
Now when Vs. heavy warnouns they seem pretty lackluster. Pow 18 hit is great, but it's not putting anything 6ft under. And power 16 meat fists at mat 6 isn't guaranteed to do much. Afterwards you're left open to a punishing follow up turn
With two devs you could possibly pick one or two targets and trap them in melee. Blocking LOS for charges or preventing ranged shots. You won't be attacking so you can keep the 23 armor, and you will most likely not take the free strike for the same reason.
If you use them as sponges and to lock up targets they seem pretty expensive. They could be great for area denial, park them on a flag or zone and just giggle as everything bounces off. I'd also imagine they run great with harkevich, sitting at arm 26 on feat is terrifying.
Have you had success with them and how?
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Post by The Snark Knight on May 13, 2017 14:22:10 GMT
If I'm going to open them up for anything, it's to Rain of Death on infantry/lights or to throw another heavy. Not sure I've ever punched anything with them.
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Post by Rowdy Dragon on May 13, 2017 14:25:10 GMT
Their good with casters that have access to Melee Buffs to make them useful later.
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Post by Netherby on May 14, 2017 0:02:48 GMT
I prefer to use them to Slam heavies.
The lower Mat and Pow usually means making melee attacks is a waste of time unless you have something buffing them.
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Post by Soul Samurai on May 14, 2017 5:34:30 GMT
I prefer to use them to Slam heavies. The lower Mat and Pow usually means making melee attacks is a waste of time unless you have something buffing them. Can they still slam from 1" away using Bulldoze?
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Post by Netherby on May 14, 2017 7:03:06 GMT
I prefer to use them to Slam heavies. The lower Mat and Pow usually means making melee attacks is a waste of time unless you have something buffing them. Can they still slam from 1" away using Bulldoze? They sure can! Also the range of slams is now 1" (I'm pretty sure all power attacks EXCEPT head-butt are now 1" range). (Slams and Head-butts are both 0.5")
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Post by Soul Samurai on May 14, 2017 7:24:46 GMT
Wait, what's the range for a head-butt then?
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Post by Netherby on May 14, 2017 8:10:50 GMT
Wait, what's the range for a head-butt then? 0.5" for some reason... Oh I'm incorrect. Slam AND Head-butt are both 0.5" while all the others are 1".
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Post by Soul Samurai on May 14, 2017 9:04:06 GMT
Wait, what's the range for a head-butt then? 0.5" for some reason... Oh I'm incorrect. Slam AND Head-butt are both 0.5" while all the others are 1". I guess slam and headbutt attacks are not made with a weapon, so they use the default melee range, while all other melee attacks are made with weapons, which of course typically have 1" or 2" range on jacks. Makes sense. Does sound like something to look out for if you're running something with a chain-attack like a Kodiak (or your opponent is running a Bronzeback...).
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Post by jonnyboy on May 15, 2017 16:14:42 GMT
Never thought to check those ranges, guaranteed i've cheated head-butts before with my kodiak. So clam machines are great slam bullies it sounds like.
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Post by khador247 on May 15, 2017 19:32:41 GMT
I haven't had much opportunity yet to use them in MKIII, however I had them used against me in a game last month and was impressed. My opponent had three of them I believe it was in a Kozlov Jaws of the Wolf list. The fact that they picked up Steady and Sturdy is really nice. They are good at holding zones and make an effective screen for your caster. As has been stated P&S 16 isn't great but it isn't as though we don't have any damage buffs in our faction. The fact that ROD doesn't require a hit roll is still very nice. As always you just have to make sure that opening it up is worth the return.
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Post by Soul Samurai on May 16, 2017 8:00:26 GMT
Well, I mean, they aren't exactly trivial to remove when open anymore; ARM 19 with 34 boxes is still about what most factions get for their beatstick heavies.
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Fire Step
Junior Strategist
Everyday I'm Wrastlin'
Posts: 334
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Post by Fire Step on May 16, 2017 11:43:01 GMT
I quite enjoy running them at the enemy. Literally just that. Shove an arm 23 warjack down their throats. If it gets into melee with troops, trample. If it gets near enough to a warjack slam it. Just treat them like bowling balls and harass the enemy with them. If they really want to be spending their time trying to crack into arm 23 they need to commit something significant like another powerful heavy or weapon masters.
I'd like to have a go at running two of them with Strakhov2 and cycle quicken on them to really get them up field.
I'm very interested in this slam and bulldoze malarky. How does that work?
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Post by welshhoppo on May 16, 2017 12:04:23 GMT
I quite enjoy running them at the enemy. Literally just that. Shove an arm 23 warjack down their throats. If it gets into melee with troops, trample. If it gets near enough to a warjack slam it. Just treat them like bowling balls and harass the enemy with them. If they really want to be spending their time trying to crack into arm 23 they need to commit something significant like another powerful heavy or weapon masters. I'd like to have a go at running two of them with Strakhov2 and cycle quicken on them to really get them up field. I'm very interested in this slam and bulldoze malarky. How does that work? It's a bit janky. You declare a slam against a target 1 inch away. You move towards it and once you get base to base it moves away 2 inches. As this happens during movement you don't slam at the moment. You then follow up. However, you would have then finished your movement whilst moving more than 3 inches. So it is a successful slam.
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