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Post by 36cygnar24guy36 on Aug 10, 2017 10:18:48 GMT
So after a few games of SR17 it is apparent that the game has changed pretty significantly, and that the sort of lists I was running (i.e just warjacks) probably won't cut it in this new Steamroller packet. The take home messages for me are:
1. Scenario is alive and well, and a very viable way to win 2. Threatening to score multiple elements requires list diversification 3. You have to be able to play wide and deep
So how to build a list that can compete in SR17? a list that has board presence, can play wide and deep, has staying power to contest, can deal with Heavies and infantry, has a strong mix of jacks, solos and units? Ladies and Gentleman, the answer I believe is Gravediggers!
Now on to Siege 2, when I first saw him I thought 'meh', nothing to get that excited about, how now looking at him through my SR17 goggles I can see some really nice stuff, especially when combined with Gravediggers. So here is the list I am thinking of, and why I think it would be great for SR17.
Siege 2 *28 - Hammersmith +12 - Hammersmith +12 - Grenadier +9
Trencher Junior +4 - Grenadier +9 Anson Hitch +4 Patrol Pupper +2 Finn +0 Trench Buster +0 Trench Buster +0
Max Infantry +16 - CA +5 Min Commandoes +10 - CA +4 - 3 x WA +6 Express Team +5 Express Team +5
So +1 to go first and most models having AD means you can claim board space very fast.
Having relatively large numbers of units and solos lets you play wide to cover scenario elements
Between Fury, the two Hammersmiths and the Busters there is a fair amount of arm cracking, along with plenty of anti infantry
There are many ways to get enemy models out of your zones - Thunderbolt from the Express Team - Bulldoze under feat - Battering Ram - Beat Back and Combo Smite on Hammersmiths - Ram on Siege
A combination of Stealth, Dig In, Elevation, Feign Death, Shield Guards, Tough means that many elements in the army can contest well
Control with Razor Wall, and potential Rift from Junior
The Trencher Junior lets you score a rectangular zone independent of Siege's Jacks
Clutch Assassination with Siege
what do you guys think?
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Post by mydnight on Aug 10, 2017 12:28:21 GMT
Siege knocking something down and then having a hammersmith slam it sounds hilarious. But siege doesn't really do anything for jacks, not sure if hammersmiths will work in his army.
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Post by 36cygnar24guy36 on Aug 10, 2017 12:49:02 GMT
Siege knocking something down and then having a hammersmith slam it sounds hilarious. But siege doesn't really do anything for jacks, not sure if hammersmiths will work in his army. The jack load-out can be changed to suit preferences, I chose the Hammersmith's mainly because I wanted cheap beatsticks, and they are sturdier than Ironclads, which is good as I have no repair, also the Chain Attack means they do not have to be allocated as much, leaving Siege to do other stuff. Also as I mentioned, beat back and slams seems good for scenario
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Post by Stormsmith Dropout on Aug 10, 2017 14:50:58 GMT
I'm very excited for GD. I want to try Caine1 with a full Commando boat. Give them snipe and Deadeye, let them minifeat and throw 11 range 10 rat 8 (3 dice) pow 14 aoe 3s and 3 rat 8 pow 14 sprays. Glorious.
Haley3 and Stryker2 will do very well with GD, of course.
GD offers a very resiliant army of infantry that can take on a good number of lists. Trenchers are an awesome tarpit now that does a little bit of everything.
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Post by 36cygnar24guy36 on Aug 10, 2017 15:02:59 GMT
I'm very excited for GD. I want to try Caine1 with a full Commando boat. Give them snipe and Deadeye, let them minifeat and throw 11 range 10 rat 8 (3 dice) pow 14 aoe 3s and 3 rat 8 pow 14 sprays. Glorious. Haley3 and Stryker2 will do very well with GD, of course. GD offers a very resiliant army of infantry that can take on a good number of lists. Trenchers are an awesome tarpit now that does a little bit of everything. I love it!
There are several casters I would love to try with Gravediggers, unfortunately the lack of Squire makes Casters with Control Area effects/feats or lots of offensive spells probably think twice before taking Gravediggers. I think Siege 2 can probably get away with it as he is pretty hardy so can play further forward to get good use of his feat, and only has battering ram for an offensive spell.
As themes are the confirmed way of playing this game, it just seems a bit odd to me that half our themes cannot take a piece so integral to our faction. It seems to just shut down some caster-theme combinations right out the gate
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Post by Stormsmith Dropout on Aug 10, 2017 15:18:42 GMT
I'm very excited for GD. I want to try Caine1 with a full Commando boat. Give them snipe and Deadeye, let them minifeat and throw 11 range 10 rat 8 (3 dice) pow 14 aoe 3s and 3 rat 8 pow 14 sprays. Glorious. Haley3 and Stryker2 will do very well with GD, of course. GD offers a very resiliant army of infantry that can take on a good number of lists. Trenchers are an awesome tarpit now that does a little bit of everything. I love it!
There are several casters I would love to try with Gravediggers, unfortunately the lack of Squire makes Casters with Control Area effects/feats or lots of offensive spells probably think twice before taking Gravediggers. I think Siege 2 can probably get away with it as he is pretty hardy so can play further forward to get good use of his feat, and only has battering ram for an offensive spell.
As themes are the confirmed way of playing this game, it just seems a bit odd to me that half our themes cannot take a piece so integral to our faction. It seems to just shut down some caster-theme combinations right out the gate
I see what you mean. However Haley3 has a huge control area anyway, and can actually get by without a Squire. I think several casters can, but they need to exploit what they get in exchange. Haley2 probably doesn't want Gravediggers due to a lack of the Squire, Junior, and general synergy with Trenchers. Stryker2 likes being able to take Gibbs. His feat is nice, but it doesn't end the world if there are some Trenchers outside the range. And he normally runs a tight battlegroup. Caine1 is an upkeep bot who can run a magic gunline and has a couple of fun tricks. His control doesn't matter too much. Haley1 (if they would just fix her spell) would be awesome with Gravediggers. Long gunners get to triple tap stuff from behind a cloud wall of doom. And her natural control area of 14" should make that feasable. Siege2 should be good with Gravediggers and Storm Division. I like his abilities, and he does push forward into the enemy well.
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Post by 36cygnar24guy36 on Aug 10, 2017 15:23:56 GMT
Yeah Haley 3 is fine, Gibbs is the saving grace for Stryker 2 running it, Caine 1 is fine like you said, Haley 1 is probably fine if you cloud.
there are still so many casters though that want nothing to do with it, which is kinda sad
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Post by Stormsmith Dropout on Aug 10, 2017 15:41:08 GMT
Yeah Haley 3 is fine, Gibbs is the saving grace for Stryker 2 running it, Caine 1 is fine like you said, Haley 1 is probably fine if you cloud. there are still so many casters though that want nothing to do with it, which is kinda sad Like the Nemos, Darius, Stryker1(?), Haley2. Who else?
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Post by 36cygnar24guy36 on Aug 10, 2017 15:46:58 GMT
Yeah Haley 3 is fine, Gibbs is the saving grace for Stryker 2 running it, Caine 1 is fine like you said, Haley 1 is probably fine if you cloud. there are still so many casters though that want nothing to do with it, which is kinda sad Like the Nemos, Darius, Stryker1(?), Haley2. Who else? Sturgis, Constance, Jakes, Maddox, Kraye, Caine 2, Siege 1, Caine 3
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Post by Stormsmith Dropout on Aug 10, 2017 16:09:59 GMT
Like the Nemos, Darius, Stryker1(?), Haley2. Who else? Sturgis, Constance, Jakes, Maddox, Kraye, Caine 2, Siege 1, Caine 3 Sturgis, Constance, and Jakes are all pretty bad anyway, and I don't think theu want any of our themes in particular. A guy in my meta had some pretty good game with a Jakes and Trenchers list before themes dropped. I imagine she could be okay with a cloud wall, free Finn, and a ton of Hammersmiths. I agree that Maddox, Kraye, and Siege1 have better themes to go in. But Caine2 and Caine3 might enjoy a mobile cloud wall. Caine2 is just in a bad spot right now, so he not gonna be happy anyway. And Caine3 has strong game in HM, but might enjoy a bit more versatility than assassination all-day-every-day.
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Post by Stormsmith Dropout on Aug 12, 2017 16:11:43 GMT
I really like the amount of pushing and slamming in your list. With that along with the infantry clearing, it should have real scenario power.
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Post by 36cygnar24guy36 on Aug 12, 2017 20:15:56 GMT
I really like the amount of pushing and slamming in your list. With that along with the infantry clearing, it should have real scenario power. That's the theory anyway it has a lack of magical weapons, but you can't have everything I guess
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Post by chewie on Aug 14, 2017 15:59:42 GMT
I really like the amount of pushing and slamming in your list. With that along with the infantry clearing, it should have real scenario power. That's the theory anyway it has a lack of magical weapons, but you can't have everything I guess I don't know how to rejigger stuff in the list to make him fit, but I feel like Triumph is a seriously heavy contender for Siege. Helps solve your magical weapon problem a touch.
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Post by 36cygnar24guy36 on Aug 15, 2017 8:34:15 GMT
That's the theory anyway it has a lack of magical weapons, but you can't have everything I guess I don't know how to rejigger stuff in the list to make him fit, but I feel like Triumph is a seriously heavy contender for Siege. Helps solve your magical weapon problem a touch. No question Triumph is better than he was, however P&S 14 is so mopey for an 18 point Heavy, if he ever needs to do later game lifting in melee (which he most likely will) he just sucks at it.
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Post by chewie on Aug 15, 2017 14:49:32 GMT
No disagreement there! I feel it'd be hard to justify dropping a Hammersmith for Triumph as you'll then be scarily light on heavy arm cracking. To get him in there, you'd probably have to do some major retooling of the list . Dammit, Triumph!
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