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Post by KingoftheNorth on Mar 11, 2017 0:35:23 GMT
Doomies are already naturally Tough (gained it in Mk3), so they don't need to be so close to Irusk. Shows you how much I've played them in MK3...totally forgot
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Post by tjhairball on Mar 13, 2017 4:30:00 GMT
Doomies are already naturally Tough (gained it in Mk3), so they don't need to be so close to Irusk. Shows you how much I've played them in MK3...totally forgot I still haven't played a Mk 3 game. The handful of local WMH players that I played a few games with since moving out here used to meet the same place and time as the local board game club - when the local board game club bounced from there, though, they bounced in a different direction, and that happened before Mk 3 dropped. Since then, I haven't really seen them. There's a game shop about 50 minutes' drive away that seems to have some active WMH players that show up reliably, but that's a little far for me to go on a weeknight, and my weekends have been pretty frequently busy.
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Post by borderprince on Mar 13, 2017 7:46:30 GMT
I agree with smoothcriminal about Kozlov as a melee infantry caster. I like the full Shocktrooper boat and a unit of max Uhlans with him. Leaves points for other things, but is essentially a warrior based ARM skew. Many of the more common anti-infantry tech pieces (blast damage, electro-leaps, snipers) are good at dealing with single wound models, less so with multi-box. Sure, a charging/boosted heavy (even a cheap one) can take out a Shocktrooper, but that's using a 10+ point model, also using focus. I'll take that trade. Add some jacks to the list and it forces some hard choices about what to target.
And agree with growl about Doomreavers with Sorcha1. You have to get used to using her feat to freeze enemy shooting for a turn, rather than to let you hit more easily, but that works well. Doomreavers are fast when you add in AD, so you have Fog of War for improved DEF first turn, Feat for stationary on turn 2, into melee by turn 3 at the latest. But you also need enough of them. Some of them will die, but enough should make it.
To respond to some points in the original post:
Uhlans picking up reposition is great. It lets them charge and the reposition into Wall of Steel. So it's effectively a survivability buff. And now there are casters who can give warriors an actual ARM buff (Iron Flesh or Kozlov's feat), making them even tougher.
The Shocktrooper officer doesn't add much offensively. But he adds lots, at least in some lists. An additional body (at MAT8!) isn't to be discounted in itself. In my Kozlov list, you end up with the Shocktroopers, Uhlans and jacks all being immune to knockdown. That can really upset some lists. The Shocktroopers also can't be pushed, making the Shocktroopers better at one of their other role - holding zones. Unknockdownable, unpushable shocktroopers also serve as a nice caster bunker - preventing LoS to Kozlov and so stopping some assassination plays.
If you're worried about offence for Shocktroopers, add Ragman. Deathfield gets them to P+S16, 19 (like a Juggernaut!) with Fury. And Ragman can hide behind your unknockdownable, unpushable Shocktroopers. If the enemy can shoot him (Shadowfire?), he can sac pawn to the much tougher Shocktroopers.
But there is a problem with the Uhlans/Shocktroopers, which is volume of attacks. Just like in jack heavy lists, you're at risk of being swarmed. That doesn't seem to be too common at the moment, but it is something to be aware of.
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kuarnix
Junior Strategist
Posts: 145
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Post by kuarnix on Mar 17, 2017 0:42:38 GMT
I haven't played much Mk3 lately so I'm in a pretty similar boat to you. But Uhlans are up to MAT 7, which was always a sticking point for using impact attacks to clear out infantry, or just unsticking them in general. Combined with so much infantry dropping down a point of DEF, I think they are still looking pretty solid. Certainly will depend on what you are seeing across the table, though!
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