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Post by maleficoru on Jun 22, 2017 19:25:32 GMT
Hey all,
Just wondering which of the two creeps into your lists more often and what factors influence your decision.
It feels like the Field gun is the winner most of the time with clamjacks or with rocket spam as the rockets give you plenty of aoe, however that may be slightly counter intuitive as clams generally just want to slam which lets Mortars get the advantage perhaps?
What do you think?
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Post by Rowdy Dragon on Jun 22, 2017 19:33:58 GMT
Both do different things and both are actually good.
The Mortar Benefits more from the Artillerist, but the Field gun has allot of other uses.
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Post by zerfius on Jun 22, 2017 19:43:34 GMT
I have two mortars and 1 field gun in my WGK list. This is mostly due to what I own and can fit into my list, but I agree with Rowdy, they serve different purposes.
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Post by welshhoppo on Jun 22, 2017 20:16:29 GMT
Agreed. It's about horses for courses.
They work really well together, as the field gun can knock down targets which then allows the mortar to actually hit them. They make good free points in WGK.
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Post by Rowdy Dragon on Jun 22, 2017 20:17:58 GMT
Both also allow for extra movement on Jacks. So Excellent combo all around.
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Post by zerfius on Jun 22, 2017 20:33:39 GMT
Both also allow for extra movement on Jacks. So Excellent combo all around. How so Rowdy?
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Post by welshhoppo on Jun 22, 2017 20:35:00 GMT
In WGK you gain advanced move on a warjack for each winter guard unit.
Of course, the artillery are units. So two free advance moves.
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Post by maleficoru on Jun 22, 2017 20:42:31 GMT
Up until now I had only really considered them as advance move sticks with free shots attached.
The reason I was asking was I'm looking at finalizing my pairing taking the following though I'm torn between Guns and Mortars.
Khador - Antirecur
Theme: Winter Guard Kommand
2 / 2 Free Cards 75 / 75 Army
Forward Kommander Sorscha - WJ: +27
- War Dog - PC: 3 - Devastator - PC: 14 (Battlegroup Points Used: 14)
- Devastator - PC: 14 (Battlegroup Points Used: 13)
- Spriggan - PC: 19
Kovnik Jozef Grigorovich - PC: 4
Winter Guard Rifle Corps - Leader & 5 Grunts: 8
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Winter Guard Rifle Corps - Leader & 5 Grunts: 8
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Winter Guard Infantry - Leader & 9 Grunts: 10
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Infantry Officer & Standard - Officer & Standard: 4
Winter Guard Field Gun Crew - Gunner & 2 Grunts: 0
Winter Guard Field Gun Crew - Gunner & 2 Grunts: 0
I lean towards the Gun crews as I like to play Sorcha right in peoples faces and knocked down targets make easy assassination targets if you can spike the roll however mortars can clear the way vs infantry potentially.
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Post by AdeptusB on Jun 23, 2017 1:55:44 GMT
I luvz me some Mortars! The psychological impact on my opponents alone makes them worth taking- add in their anti-Stealth utility and Infantry-clearing ability and they are almost Auto-Includes for me.
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Post by Netherby on Jun 23, 2017 6:46:06 GMT
Problem I'v always encountered with the Field Gun in Mk3 is that it's way too slow. Unless your opponent advances aggressively towards it, you're not likely to fire a shot until turn 3 at the earliest. The Mortar doesn't suffer this issue because of its massive range.
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Post by skathrex on Jun 23, 2017 7:19:44 GMT
It depends heavily on the setup for me.
In armys without hit fixer for my rockets I like the field gun (Strakov WG-Theme for example). With some number manipulation I really like the mortar (vlad1, irusk2 etc.)
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Post by welshhoppo on Jun 23, 2017 8:08:43 GMT
Problem I'v always encountered with the Field Gun in Mk3 is that it's way too slow. Unless your opponent advances aggressively towards it, you're not likely to fire a shot until turn 3 at the earliest. The Mortar doesn't suffer this issue because of its massive range. You actually out actually get more distance out of charging the Field Gun instead of running it.
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Post by GumbaFish on Jun 23, 2017 13:54:53 GMT
I've played quite a few games with the field gun now and I honestly almost always get no use out of it. As mentioned it is slow and I often find I just end up missing when I do get in range, or I have trouble getting a LOS with it since my army is so far ahead by the time it can shoot. How are people using it, where are you deploying it etc...? I think maybe 1 in every 3 or 4 games it actually hits something.
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Post by Rowdy Dragon on Jun 23, 2017 14:11:29 GMT
How are people using it, where are you deploying it etc...? I think maybe 1 in every 3 or 4 games it actually hits something. Joe mostly A, or Aiming B. Allot of times I just knock a target down and then use the def lost to shoot it with the Gunners that I would have otherwise empowered with joe.
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Post by smoothcriminal on Jun 23, 2017 15:17:56 GMT
If you have no other way to fix rat (marauders, s&p, freezes), take max field guns. If you have them, you can take mortars.
Sorscha + mortar to face is sweet assassination potential. I'd take 1 field gun + 1 mortar with her. Depending on where you intend to drop this list, you can switch a second one.
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