Post by Kavrae on Jun 28, 2017 15:42:23 GMT
BEWARE WALL OF TEXT
I'm putting together a pairing for local games and tournaments. With the release of Dark Host, I finally have something complimentary to the Ghost Fleet. I'm fighting against a little of everything and don't know what I'll see from week to week, so no point in teching against anything specifically. I'll gladly take any suggestions or changes on improving these armies. After that, it's purely down to practice.
Warwitch Deneghra
Theme: Ghost Fleet
Inflictor
Defiler
Nightwretch
Wraith Engine
Captain Rengrave (Free)
Hellslinger Phantom (Free)
Pistol Wraith (Free)
Revenant Crew of the Atrementous (Min Unit)
Revenant Crew Rifleman x3
Revenant Crew of the Atrementous (Min Unit)
Revenant Crew Rifleman x3
Revenant Crew of the Atrementous (Min Unit)
Revenant Crew Rifleman x3
Blackbane's Ghost Raiders (Min Unit)
Revenant Cannon Crew
This is mostly a cookie-cutter Ghost Fleet list, but with the way points work, that just tends to happen in this theme. While so many people are focusing on anti-jack/beast tech, I can swarm the field with a horde of infantry.
Inflictor is in here instead of Nightmare as I got tired of her getting shot off the board by the random warcaster or solo that has an anti-stealth gun. Usually they're single shot, so this takes care of it nicely... even if it's 13 points that could go towards other options. Sadly Ogrun Bokur and Brute Thralls are out of theme.
Defiler and Nightwretch take the arc node place, putting me at an even 28 jack points. I don't like running Deneghra with less than 2 arc nodes.
Wraith Engine is the one model I won't change, as I just finished painting it and it's my favorite model by far. As a nice bonus, it's more powerful in theme after the CID change, as it provides shooting/magic armor for the Revenants.
Hellslinger and Pistol Wraith are by far the most cost-efficient solos for the free theme points outside of Rengrave himself. Gives the army a strong incorporeal presence that forces a magical weapon answer.
Blackbanes finish up the incorporeal threat. I've very rarely had them actually kill anything important... But in every single game, they've forced my opponent into a difficult spot to avoid them getting to the Warcaster, or feeding off victim-stat infantry. I would prefer a max unit here, but that's proven difficult.
Three min units of the Revenant Crew has the strongest recursion I've ever seen, but getting 9 Riflemen requires putting the Blackbanes at a min unit. Otherwise, I'm 2 points short.
Revenant Cannon Crew is a "meh" unit at best that I only put in here to bump from 56 to 60 theme points. It's essentially a 1-point trade-up for a Pistol Wraith. It's also revived up to 3 Revenants off of solos hiding behind a wall in one game, so it DOES have its moments.
Deneghra, while nonsensical thematically, is the best option here. Her feat and Crippling Grasp really allow the Revenants to flourish and hit above their cost. Scourge + Parasite + Feat + Three 3-man CRAs is an easy to pull off combo that's no joke when it comes to assassination. Bonus points for Ghostly spam fixing the terrain issues on the early turns of running. I've also considered running the army with Deneghra3, Agathia, or Terminus... but they just don't have the same level of power and crippling suppression that Denny1 has.
Main weaknesses: severe armor skew (sure she can gimp 1 thing by 5 points and another by 4... but can't deal with pure armor spam), jack/beast heavy armies, anti-infantry tech, high ROF gunlines, and mass RFP.
End Cost: $200 in infantry away from finishing this one. I'm so glad PP is releasing Revenants in min unit boxes. This is one of the painful parts of running infantry spam. The other part is painting them all.
Lich Lord Asphyxious
Theme: Dark Host
Cankerworm
Deathripper
Scavenger
Scavenger
Wraith Engine
Bane Lord Tartarus (Free)
Machine Wraith
Machine Wraith
Bane Riders (max unit)
Bane Warriors (min unit)
Bane Warrior Officer and Standard (free)
Bane Warriors (min unit)
Bane Warrior Officer and Standard (free)
Bane Knights (max unit)
I put this army together as a compliment to the Ghost Fleet. I needed something that could easily withstand anti-infantry tech and then wreck armor skewed or jack/beast heavy lists. It also deals with gunlines nicely, but shares the mass RFP problem.
Asphyxious 2 is an unusual caster, but one that works great with the theme. Placing clouds on top of Banes after they move keeps them stealthed without killing them, OR can make ridiculous cloud walls with the two free 4" clouds. Parasite ensures they can break the hardest targets (-5 ARM total + weaponmaster).
Cankerworm works as the hit-and-run solo removal specialist. I expect it to be sacrificed early on to remove support pieces that could hinder the Banes.
Deathripper I wish I could afford to have a second one of. Alas, the points said no. I need to get rid of the two-arc-node crutch anyway.
Scavenger is basically the warjack version of a Bane Warrior with hit boxes, more speed, flying, and reposition. Can charge in after the Banes do their thing to clean up.
Wraith Engine I was hesitant to take, as the cloud walls do nothing for it. But the +2 ARM makes the Knights absurdly hard to remove, while also adding in that extra incorporeal threat.
Tartarus should not be left at home after his CID update. Free + veteran leader for attack rolls.
Machine Wraiths are honestly here to eat up 4 points, since I can't justify taking a Skarlock Thrall with Asphyxious2. They do have a nice ability to get Warjacks into range of the banes though.
Bane Riders will likely either be taking the flanks or running with the Wraith Engine, depending on the enemy.
Double min unit of Bane Warriors gives me double mini-feat since I'm not worried about using unit buffs. Also cheaper as it means just buying two solo banes.
Bane Knights hold a zone incredibly well. It would be nice to run them under Darragh Wrathe for Death Ride and Mortal Fear though. Makes for a great combination vs hordes or other infantry.
Overall I'm not as confident in this list as the first one and it will probably take the most work to finish. I have tested it out in a few CID matches though, and the cloud wall + armor shred is just ridiculous. Other warcasters I've considered running this under are Skarre1, Goreshade 2 (3 units of Scrap Thralls), Terminus, Scaverous, or the Witch Coven.
Main Weaknesses: DEF skew, infantry spam, RFP, high mobility, and armies that ignore clouds (so... Legion)
End Cost: $130 for Bane Knights, 2 Bane Warriors, Scavengers, and Tartarus.
I'm putting together a pairing for local games and tournaments. With the release of Dark Host, I finally have something complimentary to the Ghost Fleet. I'm fighting against a little of everything and don't know what I'll see from week to week, so no point in teching against anything specifically. I'll gladly take any suggestions or changes on improving these armies. After that, it's purely down to practice.
Warwitch Deneghra
Theme: Ghost Fleet
Inflictor
Defiler
Nightwretch
Wraith Engine
Captain Rengrave (Free)
Hellslinger Phantom (Free)
Pistol Wraith (Free)
Revenant Crew of the Atrementous (Min Unit)
Revenant Crew Rifleman x3
Revenant Crew of the Atrementous (Min Unit)
Revenant Crew Rifleman x3
Revenant Crew of the Atrementous (Min Unit)
Revenant Crew Rifleman x3
Blackbane's Ghost Raiders (Min Unit)
Revenant Cannon Crew
This is mostly a cookie-cutter Ghost Fleet list, but with the way points work, that just tends to happen in this theme. While so many people are focusing on anti-jack/beast tech, I can swarm the field with a horde of infantry.
Inflictor is in here instead of Nightmare as I got tired of her getting shot off the board by the random warcaster or solo that has an anti-stealth gun. Usually they're single shot, so this takes care of it nicely... even if it's 13 points that could go towards other options. Sadly Ogrun Bokur and Brute Thralls are out of theme.
Defiler and Nightwretch take the arc node place, putting me at an even 28 jack points. I don't like running Deneghra with less than 2 arc nodes.
Wraith Engine is the one model I won't change, as I just finished painting it and it's my favorite model by far. As a nice bonus, it's more powerful in theme after the CID change, as it provides shooting/magic armor for the Revenants.
Hellslinger and Pistol Wraith are by far the most cost-efficient solos for the free theme points outside of Rengrave himself. Gives the army a strong incorporeal presence that forces a magical weapon answer.
Blackbanes finish up the incorporeal threat. I've very rarely had them actually kill anything important... But in every single game, they've forced my opponent into a difficult spot to avoid them getting to the Warcaster, or feeding off victim-stat infantry. I would prefer a max unit here, but that's proven difficult.
Three min units of the Revenant Crew has the strongest recursion I've ever seen, but getting 9 Riflemen requires putting the Blackbanes at a min unit. Otherwise, I'm 2 points short.
Revenant Cannon Crew is a "meh" unit at best that I only put in here to bump from 56 to 60 theme points. It's essentially a 1-point trade-up for a Pistol Wraith. It's also revived up to 3 Revenants off of solos hiding behind a wall in one game, so it DOES have its moments.
Deneghra, while nonsensical thematically, is the best option here. Her feat and Crippling Grasp really allow the Revenants to flourish and hit above their cost. Scourge + Parasite + Feat + Three 3-man CRAs is an easy to pull off combo that's no joke when it comes to assassination. Bonus points for Ghostly spam fixing the terrain issues on the early turns of running. I've also considered running the army with Deneghra3, Agathia, or Terminus... but they just don't have the same level of power and crippling suppression that Denny1 has.
Main weaknesses: severe armor skew (sure she can gimp 1 thing by 5 points and another by 4... but can't deal with pure armor spam), jack/beast heavy armies, anti-infantry tech, high ROF gunlines, and mass RFP.
End Cost: $200 in infantry away from finishing this one. I'm so glad PP is releasing Revenants in min unit boxes. This is one of the painful parts of running infantry spam. The other part is painting them all.
Lich Lord Asphyxious
Theme: Dark Host
Cankerworm
Deathripper
Scavenger
Scavenger
Wraith Engine
Bane Lord Tartarus (Free)
Machine Wraith
Machine Wraith
Bane Riders (max unit)
Bane Warriors (min unit)
Bane Warrior Officer and Standard (free)
Bane Warriors (min unit)
Bane Warrior Officer and Standard (free)
Bane Knights (max unit)
I put this army together as a compliment to the Ghost Fleet. I needed something that could easily withstand anti-infantry tech and then wreck armor skewed or jack/beast heavy lists. It also deals with gunlines nicely, but shares the mass RFP problem.
Asphyxious 2 is an unusual caster, but one that works great with the theme. Placing clouds on top of Banes after they move keeps them stealthed without killing them, OR can make ridiculous cloud walls with the two free 4" clouds. Parasite ensures they can break the hardest targets (-5 ARM total + weaponmaster).
Cankerworm works as the hit-and-run solo removal specialist. I expect it to be sacrificed early on to remove support pieces that could hinder the Banes.
Deathripper I wish I could afford to have a second one of. Alas, the points said no. I need to get rid of the two-arc-node crutch anyway.
Scavenger is basically the warjack version of a Bane Warrior with hit boxes, more speed, flying, and reposition. Can charge in after the Banes do their thing to clean up.
Wraith Engine I was hesitant to take, as the cloud walls do nothing for it. But the +2 ARM makes the Knights absurdly hard to remove, while also adding in that extra incorporeal threat.
Tartarus should not be left at home after his CID update. Free + veteran leader for attack rolls.
Machine Wraiths are honestly here to eat up 4 points, since I can't justify taking a Skarlock Thrall with Asphyxious2. They do have a nice ability to get Warjacks into range of the banes though.
Bane Riders will likely either be taking the flanks or running with the Wraith Engine, depending on the enemy.
Double min unit of Bane Warriors gives me double mini-feat since I'm not worried about using unit buffs. Also cheaper as it means just buying two solo banes.
Bane Knights hold a zone incredibly well. It would be nice to run them under Darragh Wrathe for Death Ride and Mortal Fear though. Makes for a great combination vs hordes or other infantry.
Overall I'm not as confident in this list as the first one and it will probably take the most work to finish. I have tested it out in a few CID matches though, and the cloud wall + armor shred is just ridiculous. Other warcasters I've considered running this under are Skarre1, Goreshade 2 (3 units of Scrap Thralls), Terminus, Scaverous, or the Witch Coven.
Main Weaknesses: DEF skew, infantry spam, RFP, high mobility, and armies that ignore clouds (so... Legion)
End Cost: $130 for Bane Knights, 2 Bane Warriors, Scavengers, and Tartarus.