Post by Ganso on Jul 4, 2017 2:36:41 GMT
Hey guys, just to add a bit more data points to San's other post regarding this past weekends SR tourney, I decided to share my experiences also. It was the same tournament as San for those of you following at home although I think we got paired against a different player pool cause of my R1 loss. Spoilers: I also went 2-2 but walked away feeling very satisfied with my lists and my play, since both losses were very close games.
Here were my lists for the day
Vlad_1 Jaws of the Wolf: I don't like Hark and I don't like Marauders, so I made this list Behemoth keeps most Armor spammers honest, since with Crusher and Signs he is effectively POW 16 Armor Piercing.
conflictchamber.com/#c3201b_-0x760d0d0d0d0d7thF7whF8r8e
Khador Army - 75 / 75 points
[Theme] Jaws of the Wolf
(Vladimir 1) Vladimir Tzepesci, The Dark Prince [+28]
- Juggernaut [12]
- Juggernaut [12]
- Juggernaut [12]
- Juggernaut [12]
- Juggernaut [12]
- Marauder [10]
Greylord Forge Seer [0(4)]
- Behemoth [25]
Greylord Forge Seer [0(4)]
Widowmaker Marksman [0(4)]
Widowmaker Scouts [8]
Irusk_2 WGK: I own double Fun Carriages for a while now, and I wanted to play two of them now that they went Super Sized. My usual Carriage driver is Vlad_1, but since was busy running the jacks I fell back on Irusk_2 since I'm very comfortable playing with him in most situations. The idea of this list is to build a Steel and Steam bunker that can shield the Winter Guard on the advance, I'm taking regular Infantry over Rifles because the Repo 3 keeps them safe. Usual MO is to FFE the Field Gun for easy knockdowns and unload rockets at the target. Alternative Tactics include hot swapping FFE between two rockets in different units for 4d6 POW12 at boosted RAT anywhere from 5 to 11 (depending on how you spread out your bonuses, you can Aim, get Artillerist and Joe). Have some dead points that I cut after swapping out Mechanics since they are way to slow to keep up with them (which explains the Dog and the Marksman).
conflictchamber.com/#c3201b_-0f797s7s8f8t8rgcgc7Z7R7T7W7R7T7Wi6i6
Khador Army - 75 / 75 points
[Theme] Winter Guard Kommand
(Irusk 2) Supreme Kommandant Irusk [+27]
- Kodiak [13]
- Kodiak [13]
- War Dog [3]
Kovnik Jozef Grigorovich [4]
Widowmaker Marksman [4]
Winter Guard Artillery Kapitan [3]
Winter Guard Artillery Kapitan [3]
Winter Guard Field Gun Crew [0(4)]
Winter Guard Infantry (min) [6]
- Winter Guard Infantry Officer & Standard [0(4)]
- Winter Guard Rocketeer (3) [6]
Winter Guard Infantry (min) [6]
- Winter Guard Infantry Officer & Standard [0(4)]
- Winter Guard Rocketeer (3) [6]
Winter Guard Gun Carriage [17]
Winter Guard Gun Carriage [17]
Anyway, here are the games. I'll be as brief as possible.
Round 1/Recon: Vlad_1 vs Nemo_1 Storm Division.
Not much to say here, I lost this game on scenario while my opponent had less than 20 seconds on his clock. I think I over estimated his Min Unit of Storm Lances since I had to send out a Juggy to a flank to baby sit them, that Juggy would have been more valuable as a scenario piece late game. My list tanked Nemo's feat pretty well, but 3d6 on e-leaps made me weary of the assassination, which in retrospect I think also made me a bit shy (Blood of Kings instead of Signs would have been better in a few of those scary turns).
Result: 0-1
Round 2/Linebreaker: Vlad_1 vs Rasheth
His list was teched to break armor, thing is the only threat extender he had was Rush. I out threaten him by a couple of inches thanks to my feat. All I had to do was cast Signs each turn and let my Sniper Squad and Behemoth do most of the work while keeping outside his max 10 inch range. I eventually tabled him, like quite literally (I think I only loss 2 Juggs and half my Scouts).
Result: 1-1
Round 3/Flags: Irusk_2 vs Goreshade_4
I went second and picked the side with two forest which gave me a great bunker all game long between Kodiaks and the Carriages. Two turns straight I would open up the bunker, shoot my guns and close it back up with Repos and Energizers, which gave me a great attrition lead. Firing the Canons point blank into the Sentinels was also pretty cool since the rough terrain prevented the free swings from Vengeance due to only allowing them to move 1.5 inches. I once again literally tabled my opponent.
Result: 2-1
Round 4/Entrenched: Irusk_2 vs Denny_1 Ghost Fleet
Lost this one on scenario, my main strategy was to flood his side of the board with my high Armor Pieces while scoring my own side. I had one anti climatic moment where my first Gun Carriage charged a Pirate Leader and failed to hit an Impact attack just before getting to it lol All and all I was able to keep up with the attrition and clearing my zone to score (mini feated WGI helped out a lot), but eventually my gas ran out and the low volume of magic weapon attacks meant I couldn't clear the last wave of ghost pirates to score the last point (although Irusk did Battle Lusted himself and took down the Wraith Engine like a boss ). Final scenario score was 5-4, very close game!
Result: 2-2
Conclusion: I love the new Gun Carriages, I love the Steam and Steel bunker and I have to try it with Butcher_3. I'm still not sure who is going to be my Jaws caster since I like Vlad better under WGK, whoever it is though needs a Threat Extender and a Damage Fixer. I need a better plan for Ghost Fleet, I'm sure you can play around the match up but you need the reps (something I'm not getting enough of these days).
Here were my lists for the day
Vlad_1 Jaws of the Wolf: I don't like Hark and I don't like Marauders, so I made this list Behemoth keeps most Armor spammers honest, since with Crusher and Signs he is effectively POW 16 Armor Piercing.
conflictchamber.com/#c3201b_-0x760d0d0d0d0d7thF7whF8r8e
Khador Army - 75 / 75 points
[Theme] Jaws of the Wolf
(Vladimir 1) Vladimir Tzepesci, The Dark Prince [+28]
- Juggernaut [12]
- Juggernaut [12]
- Juggernaut [12]
- Juggernaut [12]
- Juggernaut [12]
- Marauder [10]
Greylord Forge Seer [0(4)]
- Behemoth [25]
Greylord Forge Seer [0(4)]
Widowmaker Marksman [0(4)]
Widowmaker Scouts [8]
Irusk_2 WGK: I own double Fun Carriages for a while now, and I wanted to play two of them now that they went Super Sized. My usual Carriage driver is Vlad_1, but since was busy running the jacks I fell back on Irusk_2 since I'm very comfortable playing with him in most situations. The idea of this list is to build a Steel and Steam bunker that can shield the Winter Guard on the advance, I'm taking regular Infantry over Rifles because the Repo 3 keeps them safe. Usual MO is to FFE the Field Gun for easy knockdowns and unload rockets at the target. Alternative Tactics include hot swapping FFE between two rockets in different units for 4d6 POW12 at boosted RAT anywhere from 5 to 11 (depending on how you spread out your bonuses, you can Aim, get Artillerist and Joe). Have some dead points that I cut after swapping out Mechanics since they are way to slow to keep up with them (which explains the Dog and the Marksman).
conflictchamber.com/#c3201b_-0f797s7s8f8t8rgcgc7Z7R7T7W7R7T7Wi6i6
Khador Army - 75 / 75 points
[Theme] Winter Guard Kommand
(Irusk 2) Supreme Kommandant Irusk [+27]
- Kodiak [13]
- Kodiak [13]
- War Dog [3]
Kovnik Jozef Grigorovich [4]
Widowmaker Marksman [4]
Winter Guard Artillery Kapitan [3]
Winter Guard Artillery Kapitan [3]
Winter Guard Field Gun Crew [0(4)]
Winter Guard Infantry (min) [6]
- Winter Guard Infantry Officer & Standard [0(4)]
- Winter Guard Rocketeer (3) [6]
Winter Guard Infantry (min) [6]
- Winter Guard Infantry Officer & Standard [0(4)]
- Winter Guard Rocketeer (3) [6]
Winter Guard Gun Carriage [17]
Winter Guard Gun Carriage [17]
Anyway, here are the games. I'll be as brief as possible.
Round 1/Recon: Vlad_1 vs Nemo_1 Storm Division.
Not much to say here, I lost this game on scenario while my opponent had less than 20 seconds on his clock. I think I over estimated his Min Unit of Storm Lances since I had to send out a Juggy to a flank to baby sit them, that Juggy would have been more valuable as a scenario piece late game. My list tanked Nemo's feat pretty well, but 3d6 on e-leaps made me weary of the assassination, which in retrospect I think also made me a bit shy (Blood of Kings instead of Signs would have been better in a few of those scary turns).
Result: 0-1
Round 2/Linebreaker: Vlad_1 vs Rasheth
His list was teched to break armor, thing is the only threat extender he had was Rush. I out threaten him by a couple of inches thanks to my feat. All I had to do was cast Signs each turn and let my Sniper Squad and Behemoth do most of the work while keeping outside his max 10 inch range. I eventually tabled him, like quite literally (I think I only loss 2 Juggs and half my Scouts).
Result: 1-1
Round 3/Flags: Irusk_2 vs Goreshade_4
I went second and picked the side with two forest which gave me a great bunker all game long between Kodiaks and the Carriages. Two turns straight I would open up the bunker, shoot my guns and close it back up with Repos and Energizers, which gave me a great attrition lead. Firing the Canons point blank into the Sentinels was also pretty cool since the rough terrain prevented the free swings from Vengeance due to only allowing them to move 1.5 inches. I once again literally tabled my opponent.
Result: 2-1
Round 4/Entrenched: Irusk_2 vs Denny_1 Ghost Fleet
Lost this one on scenario, my main strategy was to flood his side of the board with my high Armor Pieces while scoring my own side. I had one anti climatic moment where my first Gun Carriage charged a Pirate Leader and failed to hit an Impact attack just before getting to it lol All and all I was able to keep up with the attrition and clearing my zone to score (mini feated WGI helped out a lot), but eventually my gas ran out and the low volume of magic weapon attacks meant I couldn't clear the last wave of ghost pirates to score the last point (although Irusk did Battle Lusted himself and took down the Wraith Engine like a boss ). Final scenario score was 5-4, very close game!
Result: 2-2
Conclusion: I love the new Gun Carriages, I love the Steam and Steel bunker and I have to try it with Butcher_3. I'm still not sure who is going to be my Jaws caster since I like Vlad better under WGK, whoever it is though needs a Threat Extender and a Damage Fixer. I need a better plan for Ghost Fleet, I'm sure you can play around the match up but you need the reps (something I'm not getting enough of these days).