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Post by bennep on Apr 3, 2017 14:53:01 GMT
Current theorycrafted list (this is my generalist Hexeris2 list, not specifically tailored to deal with Ghost Fleet but can deal with several lists I think/hope): conflictchamber.com/#bp1b6Q6r4y4Acu6zgv6vfFfs5V6c6dSkorne Army - 75 / 75 points (Hexeris 2) Lord Arbiter Hexeris [+27] - Agonizer [6] - Cyclops Brute [8] - Cyclops Savage [7] - Mammoth [38] - Razor Worm [7] Extoller Soulward [3] Swamp Gobber Chef [1] Legends of Halaak [8] Paingiver Beast Handlers (max) [7] Praetorian Swordsmen (max) [13] - Praetorian Swordsman Officer & Standard [4] Stockpile (Steamroller) [0] Hellfire to remove unit leaders which prevents the pirates from coming back. Ashes2Ashes and/or Mammoth+extoller to remove Blackbane himself and/or blackbanes. Banishing Ward keeps out nasty upkeeps (makes the mammoth suprisingly difficult to take down, as a lot of armour fixers are offensive spells) Swordsmen have 2 attacks with sidestep and MAT 7. Black spot a unit, sidestep, black spot (or use second initial if not 2 targets in range) etc Savage & brute are utility pieces. I love future sight as animus, and a couple reach lights don't mind black spot or Cloak of Ash.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 3, 2017 17:40:48 GMT
mm, I still say that the incineraii would do a good number on ghost fleet. Even if you have the minimum, that's 4 drifting AoEs that are 2/3rds of the time going to be an auto kill to everything underneath them.
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Post by far2casual on May 29, 2017 14:26:29 GMT
Cryx player here, running Ghost Fleet at the moment, but also happy casual player of Skorne. I did not want to spoil it, but w/e. Hexy2 in Winds of Death will maul Ghost Fleet. As someone previously said, the problem is not the Incorporeal models (which are handled trivially by this list as well), but the Revenant recursion and the constant assassination threat. Turns out Hexy2 solves both by Hellfiring the leaders with disposable arc nodes from far away, while letting Reivers annihilate the units with or without Blackspot. I run a test with this list at home, and I don't think it's even that optimized : And this was a picture of the end of Skorne T2 (I used the Titans as proxy to Sentinels, and a Void Spirit for the Dakar) :
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Post by fragpalm on May 29, 2017 18:18:59 GMT
Very nice! Yup, Hexy2 seem to be the direct counter we have against Ghost Fleet. And a huge terror against infantry lists.
Pushing it to the point of Winds of Death might put you in an awkward position in a pairing, however. List chicken becomes more pronounced, forcing your hand against certain pairings. This, in turn, telegraphs which list you're choosing, letting the opponent know which of his lists handles your choice.
A buddy of mine mitigates this somewhat by running a very beefy battlegroup to handle heavies, rounding out the list.
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Post by illrede on Jun 13, 2017 23:32:36 GMT
ignore the ghost that didn't realize I never put a direct caster down x.O; *waves hands mystically* Zaal2's immortal list WILL decimate incorporeal lists and most cryx lists in general. However, that's only if you play the EXACT list and know your way around it. If you are not going exhalted then Zaal2 is just a huge paper weight. On the other hand, you can put the incindiarii into any list and suddenly have a powerful weapon against mass infantry. Play around with different casters using them (like Hexy and parasite) and you should find your counter pretty quickly. Oh and yeah... Zaal2 benefits from his own feat, feel free and drop him 4 armor x.x he's gaining 5 on the only turn he's not on guard. Have you actually played against Deneghra1 Ghost Fleet? Typical Ghost Fleet builds only bring Blackbane's, & the free Pistol Wraiths, and maybe a couple Machine Wraiths spending usually only 17-21 points on Incorporeal. The vast majority of the list are non-Incorporeal recursive Pirates. You gain 5 armor the turn you're not on guard? You need to be on guard every turn. Deneghra1 Ghost Fleet's assassination run is brutal if you don't have Stealth or a similar mechanic, and it's live every turn of the game because she has Parasite, Scourge (which she won't need vs a Def 10 caster), and a mountain of Ghost Shot guns that are constantly recurring themselves back. Immortals are going to decimate Deneghra1? How are they going to do that when The Withering makes them all speed 2 no running, no charging? On feat turn they threat 4", 7" if they give you vengeance. I don't even need to charge Immortals to kill them, their defense is low enough that even in a Krea Aura I can just shoot them to death. Is it your feat turn, if so I'll counter feat & time walk you. If not I'll Crippling Grasp your Immortal unit back down to 11/17 under a Krea aura, or Parasite you to 11/14 outside of it. Revenants can easily just shoot that down let alone if they get the alpha charge off on you. I might not even need to throw an arc node away to get CG on an immortal unit. CG is range 8. A max range CG on an Immortal unit reduces their charge range to 7". You can't even reach my Arc Node to retaliate with the unit I tagged as long as I don't give you a vengeance move that turn. The OP specified his issue was with the Deneghra run fleet. Sure Zaal2 might be able to run all over Skarre1 double Wraith Engines, but that's not what OP is struggling against here. Against Deneghra1 Zaal2 is going to struggle to stay alive, he's going to struggle to be relevant on scenario, & his list that relies on armor stacking is going to crumble under multiple armor Debuffs that are applied every turn of the game. As someone who plays a ton of Deneghra1 Ghost Fleet, lists like Zaal2 all of the Immortals are what I windmill slam Deneghra1 into, because unless I misplay hard, your only avenue to victory is to murder Deneghra, which is unlikely with a melee centric list. There's a light on the other end of the tunnel if you keep going (keep adding even more Immortals, keep adding even more buffs), my x3 Krea, x3 Immortal Zaal2 build does ok. Camp, stay in redundant Krea aura, stay back, keep sending in even more statues, grind it out. Tricky part is right after layering Mage Sight with Annihilation.
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Post by dessert hydra on Jun 14, 2017 13:18:28 GMT
Worth checking out this batrep. Denny1 v Zaal2.
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regleant
Junior Strategist
Sometimes things go right
Posts: 267
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Post by regleant on Jun 18, 2017 3:22:45 GMT
I finally faced Ghost Fleet for the first time in a tournament and dropped my crazy double-lesser Makeda1 list. My other list was Zaal1 which I know had no chance against that... and I lost pretty hard on Scenario.
Woo!
Zaal2 has Annihilation, which I see some benefit but he's gotta play too close. So I'm considering ...
Hexy1. Anyone have good advice or batreps I can read up on?
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