whydak
Junior Strategist
Posts: 288
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Post by whydak on Jun 21, 2017 20:12:16 GMT
Fog of war? But not sure its enough.
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Post by ForEver_Blight on Jun 21, 2017 20:14:56 GMT
is a 6 man FA2 unit enough?
Also, Ghost shot ignores clouds and LoS. Or do you mean protecting them from Denny?
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Post by maximumhippo on Jun 21, 2017 22:09:58 GMT
It was not the best list to try and play into ghost fleet. I think the twins with some more infantry though might be a better option. JVM's list just didn't have the volume of attacks to deal with Ghost Fleet, and the wraith engine was a huge issue as well. Only 3 models in the list really had any ability to do anything with it. I misplayed my first turn greatly and messed up a 2nd turn action that caused a ton of issues. Knowing that, I feel the twins can still be taken to good effect against ghost fleet. Don't get me wrong, I like the twins into GF. I'm testing Abby 2 with ravagores and Teraphs but I'm also looking at twins builds. What mistakes were made, if you remember?
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Post by maximumhippo on Jun 21, 2017 22:13:30 GMT
is a 6 man FA2 unit enough? Also, Ghost shot ignores clouds and LoS. Or do you mean protecting them from Denny? it's probably not enough, but the twins offer some interesting options between occultation and banishing ward. I'm seeing the rifles are often in the front of the pack and if you rfp those it might be enough to at least keep Denny from assassinating out of nowhere.
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Whiskie
Junior Strategist
Posts: 288
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Post by Whiskie on Jun 22, 2017 1:00:24 GMT
I was more thinking of protecting the Farrow from Denny, not the Ghost Shot guns. Once they get hit with Crippling Grasp they're basically useless so I guess a Sacral Vault is about the only option.
Maybe the Farrow idea isn't a great one. They're too hard to deliver since they can't be given Occultation or Banishing Ward due to Faction restrictions.
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blight
Baby's First Wargame
Posts: 9
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Post by blight on Jun 22, 2017 6:08:51 GMT
It was just brought to attention in another thread that Farrow Slaughterhousers have Take Down. This is one of the few sources of RFP that we can access. So now the question becomes what's the best way to run Slaughterhousers in Legion? Their biggest issue appears to be their crappy defensive stats, so we need to find a way to protect them. Since most buffs in Legion are friendly faction that doesn't leave us with too many options. We could use: Clouds (Swamp Gobbers, Belphagore, Succubus, Thagrosh's melee weapon) Anti-magic from the Sacral Vault Are there any other ideas? Banishing Ward is friendly model/unit, not friendly faction it seems, so that might be useful. The Gatorman Witch Doctor can give them tough.
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Hjard
Junior Strategist
Posts: 123
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Post by Hjard on Jun 22, 2017 6:29:25 GMT
Why put banshing ward on them? It's not as if Denny needs to cast anything on them. Slaughterhousers will simply be shot to death long before they get anywhere. So why should Denny waste her focus on them when when the rifleman can almost trivially kill them as long as Rengrave is close. Especially when they are your only source of RFP and thus a huge threat to the pirates.
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Post by ForEver_Blight on Jun 22, 2017 12:54:32 GMT
= The Gatorman Witch Doctor can give them tough. = They have tough innately
= Slaughterhousers will simply be shot to death long before they get anywhere = That's probably the biggest threat. Though they may want to cra to ensure hits/kill. The question then becomes do you use that to your advantage to protect the rest of your army? Would it be considered worthwhile to have the enemy focus an out of faction, cheap, tough, unit instead of your caster or other important solos? It's a common tactic I use with Warlords. Often that 5 point model never makes it to combat, but it drags something worth far more than it's points into a bad position.
Tactically it could work, but it depends on the opponent. If they focus them, that's a number of attacks not going into other things. If they ignore them, that s a handful of pirates that get rfp'd.
I'm not remotely sure what I would do since again, i don't have a ghost fleet player. But I think Kallus, Blightbringer, and berserker models would be my attempted answer. Blight wasps do get killing spree but without Abby they don't have the reach. Maybe Warmonger Warchiefs? Maximus is always a ridiculous one-shot. Actual warmongers would be great if you could keep spells off of them.
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Post by ForEver_Blight on Jun 27, 2017 16:10:10 GMT
Arcane Assist goes over their thoughts about Ghost fleet. (after the very quick game) As well as what could be good options in each faction to deal with it. What do you think? www.youtube.com/watch?v=GSkTgyKlT2c
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Post by maximumhippo on Jun 28, 2017 12:22:43 GMT
I've talked to Tim a bit on another forum, he's got a lot more faith in the spell martyred mutagenesis/hellfire idea than I do. He definitely has some good ideas though with the Sacral vault and such. I think we could do well to try and experiment with Saeryn a bit.
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Post by snotling on Jun 28, 2017 14:09:21 GMT
I've talked to Tim a bit on another forum, he's got a lot more faith in the spell martyred mutagenesis/hellfire idea than I do. He definitely has some good ideas though with the Sacral vault and such. I think we could do well to try and experiment with Saeryn a bit. and how does he intend to kepp the spellmartys alive aginst the rifles?
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Post by maximumhippo on Jun 28, 2017 16:14:57 GMT
Per Tim, they only need to be in run+spell range, so 22 inches (pretty sure). This is longer than the range of the rifles which is only 20. It's a small band but it's there.
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princeraven
Junior Strategist
Shredder spam is best spam
Posts: 256
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Post by princeraven on Jun 29, 2017 5:35:17 GMT
Is he including a Slipstream? Just run and spell range is 20" for Hellfire and 18" for Mutagenesis, plus the rifles are usually a good few inches in front of the leader.
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Post by snotling on Jun 29, 2017 6:11:37 GMT
The spell martyrs also need los, the rifles dont.
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