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Post by auraco on Jul 29, 2017 14:24:12 GMT
auraco Assuming your Marauder isnt stationary, How on earth are you going to keep your Forge Seers alive? Too risky! (Says the guy who hasn't played the matchup). And then You have a 10 point paperweight. Forge Seers have a design flaw...they should be able to grant magic weapons to any jack they empower! All theory here, but keep the forge seer back and charge at the maraudeur when you use your feat, the failed charge prevents from using empower on that Forge Seer, but it allows for an 18 inche bubble around the forge seer where the marshalled jack can still benefit from crush and the drive. Have the second forge seer empower the Maraudeur, that means 4 pow 18 attack with siege weapon to swing at the Wraith engine, more than enough to kill it with average dice rolls. You will probably lose the forge seer after that, not sure about the maraudeur, a khador jack is still a khador jack, but in any case I think it's worth it to take care of a wraith engine. Probably not ideal but seems like it could work in theory. Also I wouldn't say that a 10 pts autonomous maraudeur is a paperweight when it can be used to contest zone and still do some damage, considering that 10 points is not a lot I think it can be worth it to marshall it in my list when Strakhov still has 5 jacks in his battlegroup. I agree that Forge Seers should grant magic weapon to jack other than the jack they marshall, good thing we get a Man O War CiD soon, I know I'll be vocal about the forge seer being counter productive with a lot of caster and currently being the only way to get magic attack outside a caster in all our theme lists.
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Post by Netherby on Jul 29, 2017 18:44:48 GMT
I really don't like the design of the Forge Seers and Koldun Lords.
Koldun Lords should have the Empower and ability to grant magical/blessed weapons. While the Forge Seers should probably have been weapon attachments to MoWs that grant cold immunity, keep the stationary spell but make it apply to the unit only, keep the offensive spell and replace empower with another situational MoW buff spell.
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Post by tapecrawler on Jul 29, 2017 18:56:07 GMT
Forge seers as weapon attachments? That's equal parts brilliant and hideously expensive! But just imagine 3 forge seers per storm trooper unit with the greylord spray. Being able to stationary the storm trooper's targets would be awesome. (It might even be a fix for bombardiers if bombardiers could take them as WAs!)😳
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Post by welshhoppo on Jul 29, 2017 19:21:13 GMT
We should have a Greylord empower bot. A low ranking member who runs around giving empower and maybe having a poor magic 6 spray or something.
I think there is a bit of design overlap between the Koldun and the Forgeseer.
I do believe that the Koldun should be the Jack support and the Forgeseer should support Man o Wars. I think if he gave out magic attacks and blessed to man o wars they'd be much more likely to be taken.
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Post by Netherby on Jul 29, 2017 22:45:08 GMT
The poor Koldun really has no place any more. His only useful ability is Battle Wizard for Ponies.
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Post by welshhoppo on Jul 29, 2017 22:49:20 GMT
I haven't played with ponies since June 2016.
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Post by Armchair Warrior on Jul 29, 2017 23:54:51 GMT
The poor Koldun really has no place any more. His only useful ability is Battle Wizard for Ponies. On the contrary, once we get our occult seem he is going to be awesome in an old which 2 list. Wind ravager on top of Vexing Alignment and windstorm? Oh yeah.
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Post by Netherby on Jul 30, 2017 0:13:16 GMT
Maybe? I mean he will probably be a free solo so sure... Saying no to anything with range 12 or less shooting is amusing, but probably overkill
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Post by Armchair Warrior on Jul 30, 2017 0:19:55 GMT
So I finally played into Ghost Fleet today, and used Strakhov. I didn't like it.
We played Recon 2, so I had Armory. It was the most favorable scenario I could have had. My opponent was savvy, so there was no way I was pulling off an easy Overrun assassination on Denny. She was WAY the hell back all game. Without RFP in the list, there were just too many dudes... And her stacked armor debuffing and control feat from hell, it just felt like an uphill slog all game. If I had played it a bit smarter, I might have pulled it out, but... sigh... it's just not worth it.
My next tournament is Gen Con. I'm benching Strakhov and bringing back das Butcher. Ruin will miss souls, but I just don't think you can play effectively into this matchup without RFP. Flashing Blade is a nice counter to the feat, and silence of death seems tailor made for the Gun Carriage early game, and for Butcher late game. And, Butcher just handles a ton of other opponents.
So... here's what I'm thinking as my Cryx drop. I want to be able to handle Dark Host as well. PLEASE...comments welcome!
OPTION 1
Butcher 3 & arguses - Wardog - Kodiak 2X, Ruin, Marauder Gun Carriage Joe 2X Mortars WG Infantry, UA + 3 rockets
What do you think? 3 advance moves for the Kodiaks and Marauder. The Kodiaks do great against all that infantry. Ditto the GC, and maybe I get lucky and get an Armory objective. The GC will slow down the pirates, and the 4 AOEs will punish him greatly for clumping up. I chose infantry over riflecorp for sprays, which seem like they'll get more coverage. I could swap them out for the riflecorp and fit in a Devvy, which gives me this...
OPTION 2
Butcher 3 & arguses - Wardog - Kodiak, Devastator, Ruin, Marauder Gun Carriage
Joe 2X Mortars WGRC + 3 Rockets
Hmmm... I kinda like option 2 as well. I won't get enough testing in before Gen Con to make an informed decision, so whaddaya think? Man... I like the scenario presence of the Devastator. Maybe the loss of the WG sprays and repo is worth the 14" RAT 7 guns and an immovable ARM 23 monster with a 3" rain of death.
Hmmm... leaning towards option 2 here.
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Post by Netherby on Jul 30, 2017 0:27:38 GMT
Looks like a pretty solid to me. In WGK theme obviously. But does it really handle Dark Host?
The Mortars will have trouble killing many of the Arm 17 + tough Warriors and will not even dent Knights. The WGI can get some decent work under their mini feat against Warriors, but you're not taking the CA? So it's basically all up to the Gun Carriage to carry the day...
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Post by Armchair Warrior on Jul 30, 2017 0:34:18 GMT
Netherby, take a look at my edited post. The WG have the UA and I've added an Option 2. Which one do you think handles Cryx better as a general match up?
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jul 30, 2017 0:47:50 GMT
@armchairwarrior I think your lists look fine, but the struggle with Dark Host I think will be all the Stealth Models and probable clouds. The Banes can do strong work against high ARM so I think the GC will be in trouble. I think AOE's are helpful where as direct shooting would be problematic if you use the Rifles. However, the WGI I think have shorter range and GF will have another advantage there. I don't have a great recommendation for a list that would cover both yet sorry. I just had a cool game with Strakhov 2 though in LOS ; Khador - Strakhov2
Theme: Legion of Steel 3 / 3 Free Cards 73 / 75 Army
Assault Kommander Strakhov & Kommandos - WJ: +22 - Assault Kommander Strakhov & Kommandos (Cont.) - Juggernaut - PC: 12 (Battlegroup Points Used: 12) - Marauder - PC: 10 (Battlegroup Points Used: 10)
Iron Fang Kovnik - PC: 0 Uhlan Kovnik Markov - PC: 7 Iron Fang Kovnik - PC: 0
Great Bears of the Gallowswood - Volkov, Kolsk, & Yarovich: 9 Iron Fang Uhlans - Leader & 4 Grunts: 20 Iron Fang Uhlans - Leader & 4 Grunts: 20 Black Dragons - Leader & 9 Grunts: 17 - Black Dragon Officer & Standard - Officer & Standard: 0
THEME: Legion of Steel
I'm wondering if this would be a good cryx drop in general, a lot of SPD and hard hitting things with good ARM etc and stealth options.
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Post by Armchair Warrior on Jul 30, 2017 0:54:03 GMT
Hmmm... no RFP... it's going to really struggle with GF.
Do banes have a range threat extender? Doesn't the WGI minifeat smoke banes? (It's been a long day...can't think it through...must eat).
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jul 30, 2017 0:55:21 GMT
BTW the above list was the first time that I ever saw/used Last Stand, and it was GLORIOUS! I realized also that if I ever needed to go for broke, that I could even put it on a Warjack for some serious output in order to end a game.
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Post by leotherat on Jul 30, 2017 1:06:52 GMT
Silence on the GC should make short work of GF and, like you said, late in the game on Butcher himself. Go with the Dev just because it's harder for the enemy to remove and/or manipulate.
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