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Post by ComboSmiteNick on Jun 28, 2017 13:28:28 GMT
Not really seeing a ton of synergy with Kaelyssa, Thyron, Vyros1/2, or Elara, and Rahn's unlikely to break theme for it. Haven't played Gore4 yet, so can't speak to him. For Kaelyssa: Refuge is huge. You can aim to get your sweet juice and then still be mobile and move either back to safety or forward to play scenario. The rest. ya pretty much. Thyron: Not much. Blessed on its gun isn't bad though. He'd rather take more infantry I think. Vyryos1/2: Not much. Only their ARM buffs are relevant. They would rather take more Jacks. Elara2: She can remove stealth from something. I like her with 1 or 2 units then fill up on Jacks for Retaliatory Strikes. Rahn: Like more slam guns but not worth breaking theme as you say. 4Shade: Mage sight to let it ignore stealth. He rather take Jacks.
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Post by 36cygnar24guy36 on Jun 28, 2017 13:28:51 GMT
Personally, I played around with the model a bunch in CID, and I'm a little disappointed with the changes. Not that they're bad, but that when compared to the already good TEP, or stuff like the Throne of Everblight or the Siege Adimantrax, I don't think the Arcantrik Force Generator will end up getting played all that much. If you liked it before, you'll probably like it better now. If you already had one, its now a model that feels better. But in all my games with it, I don't think its an exciting model, nor would I recommend to anyone that doesn't already have one that they should buy one. What change would make it a compelling option for you?
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Post by ComboSmiteNick on Jun 28, 2017 13:39:01 GMT
I am really loving the changes to the DoI theme. I've gushed about it a bunch on the podcast and I'm really glad the changes from CID stuck.
This is the Thyron list I want to try out next.
Thyron *FKG *Banshee *Griffon Arcanist x 2 Pain Knight HG Thane x 2 Lys Healer Max HG Halbs + CA Max HES + CA HRT x 2 SFA x 2
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isotope
Junior Strategist
Posts: 634
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Post by isotope on Jun 28, 2017 14:15:35 GMT
This is what I'm excited about getting on the table.
[Theme] Defenders of Ios
(Ossyan 1) Lord Arcanist Ossyan [+28] - Banshee [18] - Hypnos [18] - Sylys Wyshnalyrr, The Seeker [0(4)] Arcanist Mechanik [2] Arcanist Mechanik [2] Fane Knight Skeryth Issyen [0(8)] Lys Healer [3] Heavy Rifle Team [4] Heavy Rifle Team [4] House Ellowuyr Swordsmen (max) [16] - House Ellowuyr Swordsman Officer & Standard [0(5)] - Soulless Escort (1) [1] Stormfall Archers [9] Stormfall Archers [9] Arcantrik Force Generator [17]
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Post by Demeritus on Jun 28, 2017 14:17:44 GMT
Not really seeing a ton of synergy with Kaelyssa, Thyron, Vyros1/2, or Elara, and Rahn's unlikely to break theme for it. Haven't played Gore4 yet, so can't speak to him. For Kaelyssa: Refuge is huge. You can aim to get your sweet juice and then still be mobile and move either back to safety or forward to play scenario. The rest. ya pretty much. 4Shade: Mage sight to let it ignore stealth. He rather take Jacks. Don't forget that Mage sight is battlegroup only.
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Post by ComboSmiteNick on Jun 28, 2017 14:19:38 GMT
For Kaelyssa: Refuge is huge. You can aim to get your sweet juice and then still be mobile and move either back to safety or forward to play scenario. The rest. ya pretty much. 4Shade: Mage sight to let it ignore stealth. He rather take Jacks. Don't forget that Mage sight is battlegroup only. Herp derp. All the more reason he wants Jacks.
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Post by nightflier on Jun 28, 2017 21:57:57 GMT
It's closest competition is a marshaled hydra in my opinion, and comparitively, it has way better ranged output. And more survivablity at ranged as well. It's a lot poorer off when the lines close however. I feel it really depends on the list which you would want to bring
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Post by celeb on Jun 29, 2017 7:47:29 GMT
I found that I like the AFg with Hyperion. RNG 12 on the Starburst cannon often lets Hyperion stay out of a threat it would otherwise have to walk into. paired with the Knockdown from the Force Generator, the shooting output gets massive.
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dagowit
Junior Strategist
Posts: 171
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Post by dagowit on Jun 29, 2017 13:03:13 GMT
Speaking of Defenders of Ios, has anyone tried using the AFG to get things knocked down so Stormfalls can pepper them with shots and actually hit? Mitigating RAT 5 that way seems tempting.
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isotope
Junior Strategist
Posts: 634
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Post by isotope on Jun 29, 2017 16:04:01 GMT
Speaking of Defenders of Ios, has anyone tried using the AFG to get things knocked down so Stormfalls can pepper them with shots and actually hit? Mitigating RAT 5 that way seems tempting. That's exactly why i play it with ossyan. With fortune and aiming you can hit most things you want. It's just as good as deadeye unless your against steady or serpentine ( fyanna2 sucksss)
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dagowit
Junior Strategist
Posts: 171
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Post by dagowit on Jun 30, 2017 9:30:45 GMT
I played the AFG yesterday and was very pleased with what it did. 1) Damage: Our most damaging 'jack guns have POW 14 (or 15 for a fully loaded Manticore) and for a comparable number of points the AFG gets you two shots (also with boosted damage) at a comparable POW (14-16). As a bonus, it does not cost you any focus. 2) Anti-infantry: The AoE 4 can provide board control but even against Pathfinder infantry, the blast damage kills them. Getting engaged in melee is a problem since you really want to aim for the +2 on every blast damage roll. 3) Survivability: Due to Polarity Field and Carapace, the AFG as considered a sufficiently hard target to get largely ignored. When it did take some damage, I had an Arcanist follow it around and got it repaired back up to full health.
The only problem I see is SPD 4. I will have to get better at figuring out when to keep moving in order to make the AFG scenario relevant. I believe 'casters who can help it move (like Ossyan, Kaelyssa, and Rahn) offer it a lot.
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Post by macdaddy on Jul 4, 2017 1:38:51 GMT
How do you Ret players think an opponent should go about killing this psycadelic cricket?
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Post by lyrael on Jul 4, 2017 7:02:55 GMT
How do you Ret players think an opponent should go about killing this psycadelic cricket? Honestly, I think that play with it is going to spike for a bit because its a new shiny, but then its going to go back down to what it was before, which is a play status reflective of the fact that a good number of people in my meta genuinely forgot it was a model Ret could take. I don't think its good enough to ever warrant taking two of them, and even taking one right now feels very debatable. So I wouldn't worry about it too much macdaddy? To reply to the earlier poster, I think the AFG is the best version of what it's going to be, with the scope of the changes they were willing to consider. I can respect that was their intent, but I disagree with it, as that approach makes sense if you have a solid foundation but just need some frame work. I think the AFG has fundamental problems that you can't easily fix with number tweaks, which is most of what they did. Its kit just feels like a grab bag of stuff put together, as opposed to a tight design focused on doing one thing, and doing it well. To complement its grab bag, it has a number of downsides (no melee weapon, limited number of attacks, still doesn't really want to move, and has trouble contributing to scenario play) with no real upside in my experience. I did a lot of CiD testing with it, and there was more than one game in which the Ret army just died around it, with it being untouched because it was never threatening enough to at least draw attention off of the other stuff. It is now punished less for scenario play because it no longer loses 1 of its 2 attacks if it moves at all, but with all of the LoS blocking terrain that is now a feature of warmachine, it only having a gun is a problem. The fact that it isn't a battlegroup model (and thus can't benefit from the things Ret casters to have to make LoS blocking less of a problem) hurts it. It is still fairly vulnerable to jamming, and has problems clearly itself, as I don't think you can aim in melee with it. In more than one testing Kaelyssa game, it's biggest contribution with as optimal of conditions I could want was an mobile LoS blocking piece that has all of the huge-base benefits. In short, I just don't think there's a compelling use case for it. The casters who seem to like it best are anyone with an out-of-activation move, and even then, I think they would want something they could take in their battle group and give more buffs to.
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dagowit
Junior Strategist
Posts: 171
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Post by dagowit on Jul 4, 2017 10:22:29 GMT
How do you Ret players think an opponent should go about killing this psycadelic cricket? It depends on the opponent. Get it into melee (it has Gunfighter but cannot shoot out of said melee or aim). Ambushers work particularly well since they can often deploy in its back arc and actually get a Charge off (I imagine Telekinesis would also be really annoying to play against). Even if you don't kill it, you tie it up. Trample to get to it. If the AFG has to contest zones, you might be able to reach it this way. A Feral Warpwolf warping STR under Primal (or another 2 STR/ARM swing - Curse of Shadows works just as well as Forced Evolution) will be at dice+1 so three bought attacks will (exactly) kill the AFG on average dice (Feral specifically chosen because I know you play Circle). As Iyrael mentioned, it has also been my experience that you can also go for scenario so hard that the AFG becomes a liability with its low SPD. Kill everything else and you win no matter how hard the AFG shoots. So, yes, the answer becomes "try to win without killing it" which I know is not what you asked for - but I have seen Retribution lose games with an almost untouched AFG on the table. The AFG is really good compared to before the CID but it still has weaknesses. In addition, it is a strong ranged piece in a game which has become all about strong shooting. People tend to bring anti-shooting tech and said tech works just as well against the AFG as against, say, Kara Sloan.
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Post by macdaddy on Jul 4, 2017 12:57:32 GMT
Thanks for the responses guys! I wasn't trolling it was an honest question so I appreciate your scincerity in your responses!
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