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Post by gordaunikus1 on Jun 21, 2017 18:52:54 GMT
Hi
Been using the following with Mohsar and wondering if other ppl use the same package. I have never seen this in any competitive lists, but I have had success in my games recently and it seems hard to stop.
3x war wolves 1x reeve hunter
It's a 10 pt package, but I keep finding I need a few extra points of wolfsworn in the wild hunt theme, so reeve hunter is cheapish option.
It seems simple and pretty reliable to keep ur wolves way back. When a target is 24ish inches away (nonlinear) from wolves and 21 inches away (assault) from reeve hunter, you run wolves into place and either stand and shoot or assault or just charge the solo hunter in. Hitting the rat 7 assault shot or 2 rat 7 shots if you just advance means the wolves charge at mat 6, 8, 8 boosted attack and pow 11,13, and 13. If you combine this with any damage buff like curse of shadows. That's pow 13, 15, and 15 charges.
That is only 13 damage on a khador arm 20 heavy. But that plus 2 wyrds should knock the heavy down to a couple boxes if not kill it. Also, if u are using Mohsar to apply you will often sands of fate and boost a pow 13 spray to start things off which should provide an additional 5 damage u need to kill the jack.
So after that long explanation, I'm wondering if any actually good players use this? Is it just too predictable or easy to kill? The reeve hunter does have prowl. Is it just too expensive?
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Post by tiberius on Jun 21, 2017 18:55:49 GMT
I have been on the receiving end of something similar and I have to say it is a respectable ploy. I don't know how competitive it is but it certainly caught me off guard.
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Post by gordaunikus1 on Jun 21, 2017 19:02:01 GMT
A good point. I don't like catching ppl off guard with tricks like that so I explain before we start. I keep finding that just about every game, as long as opponent doesn't have long range guns, I am able to apply it Bc it happens from so far out. The thing about that package in Mohsar is that u don't want to play against a lot of guns anyway.
Again I am just pitching this package when I should be listening for feedback.
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Post by jisidro on Jun 22, 2017 8:24:42 GMT
If they counted for the wolfSworn points in the Wild Hunt they would certainly play more.
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Post by macdaddy on Jun 22, 2017 11:29:12 GMT
I would say if you are playing wild hunt with Moh that they have a lot of potential. Using reeves and the hunter to tag things for them to charge is a nifty tactic and at 2 points they are just obnoxious enough for your opponent to not be able to ignore them but just cheap enough that he doesn't really want to commit to klilling them either. Honestly if I owned more wolf sworn models I would use them and try them out with you but my collection is mostly beast and misc units.
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unded
Junior Strategist
Posts: 760
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Post by unded on Jun 22, 2017 13:15:23 GMT
I've been using them in a Tanith wild hunt list with Reeves and WoO. I don't think I'm telling anyone anything new, but the ability to shove Scything Touch on a puppy that can be slingshotted 24" away to apply his ARM debuff is pretty amazing. They're also really easy to trigger between reeves CRA and the ambushing WoO. With just one doggy my wolves in the last game caught Behemoth on their ambush turn, and with the puppy's help one-rounded the awful tosser.
I plan to run something very similar with Moh.
-und_ed
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Post by gordaunikus1 on Jun 22, 2017 13:31:29 GMT
Ambushing Woo are so fun and hilarious. I haven't once gotten more than like 2 of them charging anything on their first turn (I always cave and remind ppl), but that 11 point distraction enables the rest of what is otherwise a pretty killable force keep advancing. Even if it just buys one turn for the other unit of wolves to get more powerswell charges off, it seems worth it. I keep finding with Mohsar that I'll only have the 1 or 2 ambushing wolves get off a charge or even just run to their caster and that is usually game.
On the war wolves, it might be dumb to take ten points of combat solos when I could take another wyrd, but it's so fun. Also, that particular list is boned by stealth (except Mohsar) so varying options seems ok.
I kind of disagree w the idea that opponent would ignore them. I'm more of the mindset that the war wolves are just so easy to deliver Bc the opponent can't do anything about them from so far away. That's another reason they might be passable. Bc it seems almost a sure thing to deliver at least 2 of them from 24" away. So next turn ur opponent is dealing with war wolves and reeve hunter and ambushing WooS, while ur purebloods and wyrds and sunhammer keep chipping away.
Anyway, nothing world beating, just been having fun with them. Interesting story w tannith. I like the idea of not having to cast the spell at opponent w scything touch, but j don't like the idea of the opponent now being engaged.
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Post by streetpizza on Jun 22, 2017 14:12:44 GMT
I've been using them in a Tanith wild hunt list with Reeves and WoO. I don't think I'm telling anyone anything new, but the ability to shove Scything Touch on a puppy that can be slingshotted 24" away to apply his ARM debuff is pretty amazing. They're also really easy to trigger between reeves CRA and the ambushing WoO. With just one doggy my wolves in the last game caught Behemoth on their ambush turn, and with the puppy's help one-rounded the awful tosser. I plan to run something very similar with Moh. -und_ed This is where I've used them too to pretty devastating effect. The really nice part is the reeves CRA first so that the wolves go in with Scything touch and then the damage buff is applied for the next reeve CRA as well. Nice.
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Post by gordaunikus1 on Jun 22, 2017 14:45:48 GMT
Using 2 pt solos to apply scything touch makes a lot of sense. I had previously been spawning a mannikan, casting scything touch while it was in command range of its stone, then running it out of command to engage its target.
Anyway, the tannith example seems like the right time to include the 4 pt or free reeve hunter. He is a solo that can activate and proc the free wolf charge before the reeves go.
Also, it's hard to deliver, but not impossible w prowl, but the pow 13 weapon master charge on the reeve hunter is nasty. You can even cast scything touch on a war wolf. Take ur reeve hunter assault shot after u finish ur charge movement. Charge the wolf. Then get gang bonus and scything touch on both charge attacks I think. Only threats 10" tho.
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Post by streetpizza on Jun 22, 2017 15:45:46 GMT
Also, it's hard to deliver, but not impossible w prowl, but the pow 13 weapon master charge on the reeve hunter is nasty. You can even cast scything touch on a war wolf. Take ur reeve hunter assault shot after u finish ur charge movement. Charge the wolf. Then get gang bonus and scything touch on both charge attacks I think. Only threats 10" tho. I like your thinking on this. My only problem is that I've found my points to be too tight to include the reeve hunter and he's not good enough to take over the other 4pt options in that list. 4pts gets you - Wolf UA - Reeve UA - Skinwalker UA - 2x war wolves - 2x gallows groves - various beast substitutions I just can't ever find a time that I want the hunter. It's a real shame he doesn't do something better for the reeves than quick work. I'm struggling to come up with a good suggestion here as the reeves already do so much on their own though. Adding just about anything else that's good to the unit for 4pts could be OP. Best I can come up with though would be Leadership [Prowl].
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unded
Junior Strategist
Posts: 760
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Post by unded on Jun 22, 2017 21:29:31 GMT
That's a really cool idea.
I may just have to invest in a reeve hunter.
-und_ed
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Post by Dev Null on Jun 22, 2017 22:25:07 GMT
It's funny to see this come back around. When I first started playing Circle this was one of the tried-and-true sneaky tactics enshrined in the PP forums, but no one really used it much anymore by then. I've always thought it sounded like a lot of fun, but it never fit in any of my lists well enough for me to buy the models. There was a fairly-detailed (though presumably out-of-date) article about the tactic in the old Wilding Way, if anyone managed to save that content somewhere.
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Post by gordaunikus1 on Jun 23, 2017 2:41:48 GMT
To be clear, I started Circle with the change to Mark 3 so I'm no old stud. It started fitting in my lists when I started needing 4 points bc I would have say 2 free cards, but when I would select my second free ua, I would be under the point threshold for the 2nd free card. As always with combat solos, it probably isn't a good idea. After posting this, I removed the 10 point reeve hunter/wolves package, made my ambushing unit min, and took out my sh stones (to heal wyrds) to free up 17 points for a third pureblood. So I'm a little torn. It's obviously super fun and pretty reliable. I think if I stuck with it it would be bc it seems so reliable.
I wonder why it fell out of favor. 24" is so far and the boosted attack roll is awesome. Also, the reeve hunter gets a rat 7 and mat 6 + 2 on whatever he charges so it's very accurate. Anyway, glad to hear yall's thoughts. I'm gonna keep at it for now bc it's so fun.
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Post by catulle on Jun 23, 2017 6:19:54 GMT
If they counted for the wolfSworn points in the Wild Hunt they would certainly play more. They just can't get the secret handshake right. It's ruff.
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unded
Junior Strategist
Posts: 760
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Post by unded on Jun 23, 2017 6:26:45 GMT
I think a lot of it has to do with the MKIII update to Reeves.
In MKII they were borderline unplayable, but now they're so good as to almost be auto-includes. (Seriously, they do it all. Their mini-feat is a very reliable survival / delivery mechanism. Multiple CRAs threaten single-wound infantry, and two big CRAs threatens heavies.)
The resurgence in reeves imo brings the puppies back into the spotlight.
-und_ed
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