Is there much reason to take a non-support solo/small unit?
Jul 31, 2017 7:29:23 GMT
slinkdawg likes this
Post by droopingpuppy on Jul 31, 2017 7:29:23 GMT
First off, I do aware of the usefulness of the sugical knife. A solo missile can activates independently, therefore you can clear an annoying enemy without activating a warjack/warbeast. But, as you know, units do better at the damage output and the numbers of attacks, so generally you don't need for that much solos that able to kill stuffs and do nothing else. I supporse usually only one or two would be the acceptable numbers.
And there are some small units that do nothing other than kill stuffs, include many character units. Are they useful at least a bit? They have less benefit by the upkeep spells and unit targeting buffs than the others so at the same resource we better using the regular units and jack/beasts. Well, the definition of 'small unit' is a unit that consists of less than five troopers, and cannot be expanded. So the Cavalry unit and medium based unit with damage box and 3/5 or 4/6 strength are not felled to this. Ah, and exclude the Weapon Crew units, for usually they are able to crack armor or have some weird utility, else we just put aside them.
I have think about some exceptions for these and I don't think that the others are useful, but is there any other useful solo/small unit choices even if all they can is just kill the enemy and have no utility(no buff to the friends, no debuff to the enemy, nor helps the others directly at all, other than kill the enemy)?
Cygnar
-Arcane Tempest Rifleman: With 3 damage per a turn by spend 4 points, and able to Reposition back after the shot, they are a very efficient and reliable anti armor tool. Also they can snipe the enemy solos from the long distance as well.
Protectorate
-Knights Exemplar Seneschal: I doubt that he is useful that much, but he can hold the objective while disabled if I remember correctly. -_-;;;
Khador
-Manhunter: A perfect example of solo missile, he can make two attacks, with fast speed, and have a defensive tech to avoid enemy shootings before deliver them, by only 4 points.
-Widowmaker Scouts: While I doubt that Khador players are take them nowdays, but despite their nature that do nothing other than kill the infantry, they may work as a denial zone for the most units(but sadly, we brings the jacks and beasts, not units).
Cryx
-Bloat Thrall: I doubt that they are useful in Cryx, but it is more like a Weapon Crew model, unlike the other models.
-Pistol Wraith: An Incorporeal solo. Although we can see many ranged weapons with Damage Type: Magical, but presense of an Incorporeal solo is always annoying to see.
Retribution
-Ghost Sniper: An Arcane Tempest Rifleman that trades Reposition[3"] by a cheaper point.
-Mage Hunter Assassin: An another good solo missile.
-Stormfall Archers: More like an artillery piece, as Bloat Thrall does.
Convergence
-Clockwork Angels: With their solo-level of points, it seems that they can be regarded as a solo missile or more. Their good speed, AD and Flight allow them to flank the enemy and attack the enemy's weak spot too.
Mercenary
-Kell Bailock: Able to make two shots that causes 3 damage each turn....
-Kayazy Eliminators: With their solo-level of points, it seems they are an another choice similar to Manhunter, or better in some cases.
-The Commodore Cannon & Crew: It is a heavy artillery, not the things I want to discuss on here.
-Herne & Jonne: They are more like an artillery.
Trollbloods
-Northink Fire Eaters: While I disagree with this, but Trollbloods regard them as one of the best unit they have, and perhaps they are right. With lacking accurate ranged weapon, and lacking useful shooter units combined with AD making them a good unit for them, I guess.
Circle
-Sentry Stone & Mannikin: Provide an accurate spray attack, with cheap points....
Minion
-Effarit Scouts: They are the accurate anti armor ranged weapon platform.
-Maximus: A cheap option to chop the enemy units, with his RNG 2 weapon and Berserk.
-Totem Hunter: his very impressive MAT and moblility makes him a very good assassin.
Is the thinks right? Abd is there any other solo or small units that doen't have any utility at all?
And there are some small units that do nothing other than kill stuffs, include many character units. Are they useful at least a bit? They have less benefit by the upkeep spells and unit targeting buffs than the others so at the same resource we better using the regular units and jack/beasts. Well, the definition of 'small unit' is a unit that consists of less than five troopers, and cannot be expanded. So the Cavalry unit and medium based unit with damage box and 3/5 or 4/6 strength are not felled to this. Ah, and exclude the Weapon Crew units, for usually they are able to crack armor or have some weird utility, else we just put aside them.
I have think about some exceptions for these and I don't think that the others are useful, but is there any other useful solo/small unit choices even if all they can is just kill the enemy and have no utility(no buff to the friends, no debuff to the enemy, nor helps the others directly at all, other than kill the enemy)?
Cygnar
-Arcane Tempest Rifleman: With 3 damage per a turn by spend 4 points, and able to Reposition back after the shot, they are a very efficient and reliable anti armor tool. Also they can snipe the enemy solos from the long distance as well.
Protectorate
-Knights Exemplar Seneschal: I doubt that he is useful that much, but he can hold the objective while disabled if I remember correctly. -_-;;;
Khador
-Manhunter: A perfect example of solo missile, he can make two attacks, with fast speed, and have a defensive tech to avoid enemy shootings before deliver them, by only 4 points.
-Widowmaker Scouts: While I doubt that Khador players are take them nowdays, but despite their nature that do nothing other than kill the infantry, they may work as a denial zone for the most units(but sadly, we brings the jacks and beasts, not units).
Cryx
-Bloat Thrall: I doubt that they are useful in Cryx, but it is more like a Weapon Crew model, unlike the other models.
-Pistol Wraith: An Incorporeal solo. Although we can see many ranged weapons with Damage Type: Magical, but presense of an Incorporeal solo is always annoying to see.
Retribution
-Ghost Sniper: An Arcane Tempest Rifleman that trades Reposition[3"] by a cheaper point.
-Mage Hunter Assassin: An another good solo missile.
-Stormfall Archers: More like an artillery piece, as Bloat Thrall does.
Convergence
-Clockwork Angels: With their solo-level of points, it seems that they can be regarded as a solo missile or more. Their good speed, AD and Flight allow them to flank the enemy and attack the enemy's weak spot too.
Mercenary
-Kell Bailock: Able to make two shots that causes 3 damage each turn....
-Kayazy Eliminators: With their solo-level of points, it seems they are an another choice similar to Manhunter, or better in some cases.
-The Commodore Cannon & Crew: It is a heavy artillery, not the things I want to discuss on here.
-Herne & Jonne: They are more like an artillery.
Trollbloods
-Northink Fire Eaters: While I disagree with this, but Trollbloods regard them as one of the best unit they have, and perhaps they are right. With lacking accurate ranged weapon, and lacking useful shooter units combined with AD making them a good unit for them, I guess.
Circle
-Sentry Stone & Mannikin: Provide an accurate spray attack, with cheap points....
Minion
-Effarit Scouts: They are the accurate anti armor ranged weapon platform.
-Maximus: A cheap option to chop the enemy units, with his RNG 2 weapon and Berserk.
-Totem Hunter: his very impressive MAT and moblility makes him a very good assassin.
Is the thinks right? Abd is there any other solo or small units that doen't have any utility at all?