Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 20, 2017 17:13:23 GMT
Yeah it was this;
Cryx
Theme: The Ghost Fleet 2 / 2 Free Cards 75 / 75 Army
Warwitch Deneghra - WJ: +28 - Nightmare - PC: 18 (Battlegroup Points Used: 18) - Deathripper - PC: 6 (Battlegroup Points Used: 6) - Deathripper - PC: 6 (Battlegroup Points Used: 4)
Wraith Engine - PC: 15 Wraith Engine - PC: 15
Captain Rengrave - PC: 0 Hellslinger Phantom - PC: 0
Revenant Crew of the Atramentous - Leader & 5 Grunts: 9 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 Revenant Crew of the Atramentous - Leader & 5 Grunts: 9 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 Revenant Crew of the Atramentous - Leader & 5 Grunts: 9 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2
(Add in self serving plug) I discussed this list and my battle in my post NEWS FROM THE FRONT!
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 20, 2017 18:30:08 GMT
Ok, because I am obsessed with Sorscha1, what about something like this;
War Room Army
Khador - Sorscha Jaws
Theme: Jaws of the Wolf 3 / 3 Free Cards 75 / 75 Army
Kommander Sorscha - WJ: +29 - War Dog - PC: 3 - Devastator - PC: 14 (Battlegroup Points Used: 14) - Juggernaut - PC: 12 (Battlegroup Points Used: 12) - Marauder - PC: 10 (Battlegroup Points Used: 3) - Juggernaut - PC: 12 - Marauder - PC: 10
Greylord Forge Seer - PC: 0 - Behemoth - PC: 25 Greylord Forge Seer - PC: 0 - Marauder - PC: 10 Widowmaker Marksman - PC: 0
Widowmaker Scouts - Leader & 3 Grunts: 8
THEME: Jaws of the Wolf
Behemoth and one Marauder have Magic Weapons, and Behemoth can be fueled by the 2 Forge Seers until such time that I need to run the Marauder. The other jacks in Sorscha's group can do what they do, while the Snipers clear out individuals or arc nodes. Between the snipers and bulldozing jacks, I can open up charge lanes for Sorscha and with the Dog, she will have parry to weave her way through things if needed. Basically still need to make sure she avoids getting knocked down and shot to death.
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Post by kovnikninehouse on Jun 20, 2017 20:09:38 GMT
Just remember your caster only has the parry while within 3" of the war dog so if you are worried about free strikes on your assassination path you have to place the dog just right
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Post by auraco on Jun 20, 2017 22:39:16 GMT
Growl How do you plan on keeping Sorscha safe from the assassination, keeping her behind the maraudeur and juggernauts? Because Sorscha isn't exactly tanky and you don't have much shooting to get the arc nodes. As soon as an arc node gets within 4 inches of sorcha the scourge auto hits and then the revenant riffle can do their thing. I'm curious has hiding Sorscha behind a couple of jacks like that been doing the job so far?
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 20, 2017 23:17:42 GMT
auraco I haven't played this list and I'm not sure if I even would. People had been posting up Jaws Theme lists and I was trying to see if I could cobble together one for my little ice queen. I think between the snipers and Behemoth, that I would have a good shot at taking out the Arc nodes long before they got anywhere good though. Likewise advancing a jack or two up would block/engage the Arc nodes. Of course I would have to play her smart, but between FEAT and Freezing Grasp, I think it would be doable to blunt the advance of things and allow greater pressure from my Jacks. That is of course until Denny FEATS, but if she is using her FEAT to counter mine, that isn't so bad, because then she probably is not mounting as effective an assassination run. I am still leaning towards my Victor list with the 2 Doomreavers and sniper boat though.
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Post by smoothcriminal on Jun 20, 2017 23:48:44 GMT
Well in this specific case against ghost fleet the grolar is clearly better against Denny, more attacks, higher PS and Denny ain't immune to knockdown. But yeah I'm guessing I'll be trying the one grolar and torch version first. Can be used against more caster I guess. Denny has to respect stealth removal on Torch though.
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Post by auraco on Jun 21, 2017 2:10:21 GMT
Well in this specific case against ghost fleet the grolar is clearly better against Denny, more attacks, higher PS and Denny ain't immune to knockdown. But yeah I'm guessing I'll be trying the one grolar and torch version first. Can be used against more caster I guess. Denny has to respect stealth removal on Torch though. Well I'd say yes and no, in general Denny doesn't like getting unstealthed, but in the Jaw of the Wolf list I'm proposing there isn't that much shooting and there isn't that much accurate shooting, a behemoth boosting shots on her will still miss most of the time before even considering concealment and cover. If I were running a different version of the list with more accurate shooting you'd be right though. The version with a grolar and Torch is probably more polyvalent and would do better against other lists, but specifically against ghost fleet run by denny1 I still think the double grolar list is the best one.
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Post by skathrex on Jun 21, 2017 8:17:45 GMT
The Sorscha1 list could be playable, but as auraco mentioned you may just get assasinated. Antoher problem I see is why Sorscha? She doesn't help the list at all and offers next to nothing to the List. Its a bit like playing a jackcaster in a list with few jacks.
Furthermore I don't like Marauders on Forge Seers without a serious threat extension. It can work with Strakov, particularly because I think its worth it to kill the Wraith engine (Weaponmaster with Crush and Free charge are 4-5 Attacks power 18 WM.3 Attacks should be enough there). But without a threatextender to 12" or beyond you only will get the Wraith Engine after it already comitted and then every jack can kill it.
Edit: I really like the Idea of a Marauder on the Forge Seer. The blessed weapons help against a lot of targets (Cygnar or any tanky Huge base), and with Superiority its immune to KD. Has to use the feat though.
Edit2: What I hoped for with Strakov1 was the objective. Parking a Marauder close to it and Overrunning to the wraith engine after getting magical Weapons
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 21, 2017 22:19:33 GMT
Ok, so I am either Sorscha1 crazy or Victor crazy, but I think this has some legs, not into just GF but into other lists as well;
War Room Army
Khador - Strakhov Jaws
Theme: Jaws of the Wolf 3 / 3 Free Cards 75 / 75 Army
Kommander Oleg Strakhov - WJ: +28 - Victor - PC: 38 (Battlegroup Points Used: 28) - Marauder - PC: 10 - Juggernaut - PC: 12
Greylord Forge Seer - PC: 0 - Behemoth - PC: 25 Greylord Forge Seer - PC: 0 - Marauder - PC: 10 Widowmaker Marksman - PC: 0
Widowmaker Scouts - Leader & 3 Grunts: 8
THEME: Jaws of the Wolff
The extra shot goes on Victor, he can then shoot a Flare shot, destealthing things before you get going with your turn. Victor then gets his regular shooting, so between to 5" AOEs and up to 6 autocanon shots, he by himself can threaten a good number of pirates. Stealth goes on Strak and Superiority goes on the Juggernaut. Without FEAT, and Overrun, the Juggernaut could get 16" threat non linear charge. Or you could put it on the Marshalled Marauder for extra long charges. Behemoth under Seer can put out consistent bombards to kill incorporeal solos and such or just to kill pirates while the Snipers pick off the stragglers or shoot Arc nodes. I don't know, seems good?
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Post by skathrex on Jun 22, 2017 7:32:05 GMT
That looks suprisingly interesting. Maybe cut the Widowmaker for an Artillery Officer and Assasins (or Orin) and put Behemoth back in the BG, but it looks quite fun to be honest.
One of the First times I would like to own a Victor.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 22, 2017 9:51:11 GMT
Alas, no artillery kapitan in Jaws theme, otherwise I would definitely have him in there.
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Post by auraco on Jun 22, 2017 11:29:56 GMT
I've tried the Victor with Strakhov1 and even with the sentry shot I think the conquest is better, way better. He's not banking on one deviating aoe to tigger overrun. Speaking of overrun I don't think only having a juggernaut and a maraudeur in the battlegroup is enough. If crippling grasp gets on the juggernaut you're left with nearly no overrun casterkill option and the whole point of using Strakhov1 was to keep Denny honnest with the threat of a casterkill.
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Post by Armchair Warrior on Jul 28, 2017 8:08:28 GMT
...I was musing around on warroom and might have gone full retard, but I think I've ended up with a lineup that like a lot for a Jaw list, you can tell me if I went full retard. Strakhov1 Behemoth Grolar Grolar Juggernaut Maraudeur Maraudeur Forge seer (free) Forge seer (free) Marksman (free) Eliminators Eliminators Is going for two grolar going full retard? One of the grolar could also be switched for Torch, there's still 2 maraudeurs behemoth and a juggy for the heavy lifting, so Torch's pillowfist would be less of an issue. I do like the double grolar because it means that even if one gets crippling grasped, the other one is still there to do the job. Points are too tight to include mechaniks in the list, but my impression is that mechaniks in that list wouldn't last long since they would be the only models that the pirate riflemen could realistically shoot so they would take care of them pretty fast I think. I'm necrothreading here to get your latest intel, auraco. You're the one who got me into Strakhov 1, and I'm wondering if it will have game into Ghost Fleet. We only have one GF player in our store and I haven't bumped into him yet. However, we have a tournament this Sat and he might be there. Here's what I've been playing. It's not teched for GF. War Room Army Khador - Strakhov Theme: Jaws of the Wolf 3 / 3 Free Cards 75 / 75 Army Kommander Oleg Strakhov - WJ: +28 - Behemoth - PC: 25 (Battlegroup Points Used: 25) - Grolar - PC: 18 (Battlegroup Points Used: 3) - Kodiak - PC: 13 - Juggernaut - PC: 12 - Marauder - PC: 10 Greylord Forge Seer - PC: 0 Greylord Forge Seer - PC: 0 Kayazy Eliminators - Leader & Grunt: 5 Kayazy Eliminators - Leader & Grunt: 5 Kayazy Assassins - Leader & 9 Grunts: 15 - Kayazy Assassin Underboss - PC: 0 I can't seem to get interested in marshaling a jack because of the battlegroup benefits. I kinda wish the lit had some mechs, but I don't want to give up the Kodiak (for a 2nd Marauder) because of the loss of pathfinder. The Forge Seers are my only magic weapons, so I think I'm saying to the Wraith engine and Blackbane "come and get me". The list has no RFP which is a bigger problem. This is why I'm interested to know if you've had success... FYI my other list is something like this... War Room Army Khador - Karchev's Wolfpack Theme: Jaws of the Wolf 4 / 4 Free Cards 75 / 75 Army Karchev the Terrible - WJ: +30 - War Dog - PC: 0 - Juggernaut - PC: 12 (Battlegroup Points Used: 12) - Juggernaut - PC: 12 (Battlegroup Points Used: 12) - Marauder - PC: 10 (Battlegroup Points Used: 6) - Marauder - PC: 10 - Marauder - PC: 10 - Marauder - PC: 10. (Or... maybe swap him out for double Eliminators)* - Kodiak - PC: 13 Widowmaker Marksman - PC: 0 Greylord Forge Seer - PC: 0 - Behemoth - PC: 25 Greylord Forge Seer - PC: 0 Battle Mechaniks - Leader & 3 Grunts: 3 * Can't decide... in SR2016 I didn't take infantry with Karchev but maybe it's time. Seems limited assassination threat and no RFP makes this list vulnerable to armor debuffing attrition and assassination, and potentially being blocked on scenario vs GF. THEME: Jaws
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Post by thebuoyancyofwater on Jul 28, 2017 9:40:10 GMT
I'm currently looking at OW2 JotW for Ghost Fleet. Windstorm keeps the key pieces safe from a debuff + ranged kill. Plenty of AoEs going down, plus control of both incorporeal and non-incorporeal stuff.
As a bonus I think the list is solid into Dark Host too, which needs to be factored into a Ghost Fleet drop.
Sadly, it's all theory right now :/
Cheers, Dave
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Post by skathrex on Jul 28, 2017 10:13:18 GMT
While I am not auraco I did test Strakov1 into GF, but it was a inexperienced Gf player and we just played 2-3 games (not entirely sure).
And I only works kinda. You can Dark Horse the GF player because he really has to stay far back not for Denny to get killed casually.
That said as soon as your opponent knows it the matchup goes downhill fast. If your opponent respects your 20" thread range he can only cast spells via arcnode, but he can still come forward at some point and feat (featrange is 21"). You could theoretically keep a Jack back, but thats not easy.
Problem is mainly that you get swarmed without really beeing able to do anything about it. Blackbanes can only be killed by Strakov himself and the Forge Seers, same as the Wraith Engine. Marshalling a Jack is not an option in my oppinion since they have at least 1 Pistol Wraith that can stationary the marshalled jack. Additionally you can't get rid of the Pirates or hold them back which in terms means the later the game the less charge lanes you got. What may work is holding the Eliminators behind the Jacks to clear the jam of, so they can get a charge of.
So what you have to do IF you want to play Strakov1 into GF is besides practicing the matchup 1. Get rid of the Arcnodes 2. Try to pressure Denny 3. keep Strakov safe (he is relatively safe if you can kill the Arcnodes)
As a summary: The more your enemy knows your Strakov list the harder it gets, and the better your opponent is the harder the matchup becomes (more so than usual with better opponents). BUT you can snatch some victorys because GF is exactly the list type where Strakovs plan works really well. You can trigger Overrun with everything and Denny is really squischy. Even at full camp she can die to any warjack. So if you don't want to deticate 1 of your Lists to GF I guess Strakov1 is a solid plan to just drop into GF.
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