Post by didder on May 15, 2017 19:24:44 GMT
As our only theme, Winds of Death is pretty important to the faction. The other factions all have multiple themes, and most of them are better than ours. However, it's not an atrocious theme by any means, at least, it's certainly better than having no theme at all. If you're wading in with Skorne into a competitive setting where everyone's playing their faction's themes, it'll help to have some information on how to build a list in WoD.
Suggestions are made in order of first being most recommended.
First Module: Resiliency.
You have to keep your guns from getting engaged. That means you must bring some models who do want to be engaged. The wall is a big deal here. Place it and put whichever module you pick behind it. Add a Krea or Agonizer to any of them as you see fit, but beware of your support costs.
Option 1: Cyclops Brute x2
Outside of specific warlocks, this will be your best option. These models love eating charges, and are very point-efficient in that role. Set Defense, forcing rerolls, reach, shield guard, they've got it all.
Option 2: Sentry x2, Gladiator
This a lot of points, but you get a heck of a wall. All heavy walls have the problem of being picked apart by placement/drag/pull effects. This problem grows as the cost of the models grows. You essentially give up Swift Hunter with this load out.
Option 3: Rhinodon x2
With the increased speed over a Sentry, this pair might be able to manage without a gladiator. They still probably want one, though if you know the T.O has a tendency to run lighter on terrain it's not so risky. The rhinodon has a good cost to resiliency ratio, decent melee output, but Spiny Growth makes them slower since they can't run and put it up, and it's fury intensive.
Option 4: Sentinel x2
Swarm is a very decent tool for thwarting engagement, and Carapace means you can often eat free strikes to continue shooting, while also not fearing enemy shooting. Advance Deployment is another great reason. Paired with a warlock defensive buff they can be very hard to kill.To top it off they have weapon master shots into living targets which fits right into theme objectives. Main issue is everything about them depends on the opponent not bringing warjacks. It's a big issue trying to go into a wide, unknown field. ADR helps a lot here.
Module 2: Non-unit shooting
Option 1: Raider x1, Shaman x1
With having to rely on the battlegroup to absorb enemy threat, cheap ranged beasts have an edge. Both guns have far strike, both are spd 6, and 1 ignores line of sight while the other can sometimes ignore stealth. They're fragile and useless in melee though.
Option 2: Cannoneer x2
Cannoneers have good melee output for a ranged beast, and far strike 4" AoE is nice. They're very slow without a gladiator, although Swift Hunter helps a lot here.
Option 3: Chiron, Drake x1 (maybe 2x)
This decision has a lot to do with Xekaar due to the bond. Morhoul2 is generally better, unless you know you'll be facing Legion. Without Xekaar, Chiron certainly still a consideration, though. Sprays are powerful due to all they ignore. Chiron has better SPD than cannonneers and so might not need rush (though still wants it), has good melee output, Dig In is nice, and can threaten far with assault. He is expensive is his main drawback. I'd advise against going above 2 Drakes because they are flimsy to the point of frustration.
Option 4. Siege Anamanterax
Dependent on how the CID works out. SA can shoot moderately well, doesn't rely on Rush like the Cannoneer, and has good melee output. Specializes in killing unbuffed cavalry. It's melee and spd is the main reason to take it.
Module 3: Unit Shooting
Option 1: Reivers +UA x3, Catapult x1 (3 free solos)
An independent and flexible workhorse. They threat 22" and then reposition back to safety. Usually they have something to shoot whether it's heavies or units, but lots of stealth gives them problems, which is why the catapult is my choice, and also because the Dakar doesn't do a whole lot for a unit that CRA's. I think this might be the strongest option but it is a little 1-dimensional. This will grant 3 free solos.
Option 2: Reivers + UA, Slingers, Dakar, Reiver Cannon. (2 free solos)
A bit more balanced and less "all in". Some of the elements need their favorite targets to thrive, but the Dakar is the main selling point. He does the most for Slingers, who miss to much without him. The reiver cannon really likes the extra movement from the Dakar because it's shorter range needs that help.
Option 3: Dakar x2, Reiver Cannon, Catapult, Slingers x2 (2 free solos)
This would probably only happen in ADR, but if you're facing a warjack swarm with armor values that aren't really high, this can be ran with a debuff caster to take the enemy off the board very efficiently. I was trying to think of a circumstance where you don't run Reivers in this theme. Had to stretch a bit.
Finally, the free solo choices are pretty self-explanatory. Marketh nets you the most free points, and is usually the first pick unless his spell slave options are atrocious, and then, why not run the theme under a different warlock? Willbreaker will be the next most common choice to hand out tough and help critical shots land with his rerolls. Extoller Soulwards will probably be in every single WoD list to mitigate stealth. Zaal2 is probably the only case you wouldn't.
Hope I helped. Good luck, folks.