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Post by prpreece on Oct 20, 2017 15:44:05 GMT
shae loves marshalled free booters take some buccaneers and the cannon to knock things down then ps 16 5 dice charge 4 dice on the other attacks that charge for free and threaten 15" is pretty solid
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Munindk
Junior Strategist
Posts: 210
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Post by Munindk on Oct 30, 2017 14:30:58 GMT
Just for the free solos:
Mercenary Army - 75 / 75 points [Theme] The Irregulars
(Ossrum 1) General Ossrum [+28] - Ghordson Avalancher [17] - Ghordson Basher [9] - Ghordson Basher [9] - Ghordson Driller [10] - Ghordson Driller [10] - Grundback Blaster [6] - Grundback Blaster [6] - Grundback Gunner [6] - Grundback Gunner [6] - Wroughthammer Rockram [14] - Sylys Wyshnalyrr, The Seeker [0(4)] Eiryss, Mage Hunter of Ios [0(7)] Gorman di Wulfe, Rogue Alchemist [0(4)] Thor Steinhammer [4] Horgenhold Artillery Corps [6]
The idea is that the gunners, bashers and blasters dont need any support. The avalancher gets boosted by Thor and Snipe from Ossrum, but Sylys pays the upkeep. That means there's 6 focus to play with, you could energize and throw 2 fully loaded drillers in someones face! Eirys is there because she's decent (especially when free) and also does her own thing. Gorman is sorta random and mainly there because I like and own the model.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Oct 30, 2017 15:55:29 GMT
Why not move the Avalancher to Thor and have a fully boosted shot that gains the jack marshal bonuses and can still have snipe? The Repo 5 on it is money, allowing you to aim more easily and then get to a safer spot or some sort. Gorman is not a bad choice here. He's able to help in multiple ways from extra damage to LoS blocking to even some infantry clearing as needed. The biggest issue I see here is your lack of scenario presence when a unit is needed to contest/control a zone. Yes the arty can move and shoot, but it's one unit that is small and pretty easy to hit/kill.
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Munindk
Junior Strategist
Posts: 210
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Post by Munindk on Oct 31, 2017 7:22:29 GMT
I've always considered Jack Marshalls to be too risky, but a ranged jack with Shield Guard might fix that. I'll try it out I see what you mean about scenario play and I could trade the Artillery and Gorman for 2 Kayazy Eliminator units.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Oct 31, 2017 14:10:22 GMT
I love the artillery personally. If it were me, I'd be looking at some jacks as possible replacements for a unit. You have a lot there to try and run efficiently, but having not played the list, I might be missing out on some of the finer points.
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Post by Charistoph on Oct 31, 2017 16:15:50 GMT
Speaking of artillery, why don't the Steelheads have some field artillery of some kind? I've thought about kitbashing a Deck Gun to match, but...
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Oct 31, 2017 16:37:32 GMT
They do, they just put it on a jack and it babysits Damiano.
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Post by gobber on Oct 31, 2017 16:39:13 GMT
Speaking of artillery, why don't the Steelheads have some field artillery of some kind? I've thought about kitbashing a Deck Gun to match, but... They absolutely should. Even if they're just light mortar weapon attachments like the bushwhacker UA. However I'd like to see them get actual wheeled field guns.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Oct 31, 2017 18:35:22 GMT
I've always considered Jack Marshalls to be too risky, but a ranged jack with Shield Guard might fix that. I'll try it out I see what you mean about scenario play and I could trade the Artillery and Gorman for 2 Kayazy Eliminator units. I'm not saying that you should change out the Artillery immediately, I'm just concerned about your presence in those scenarios. I would consider as your second/third list to be more unit heavy for the times you get placed on a board where you need units to capture zones. I've played Gorten with a large amount of jacks, but that was before the new scenarios dropped, so now I would still consider the list, but would have to be more aggressive with my positioning to ensure I don't bleed control points or something of the sort. Just requires you to rethink how to play the game when you don't have that option available.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Oct 31, 2017 18:45:31 GMT
Speaking of artillery, why don't the Steelheads have some field artillery of some kind? I've thought about kitbashing a Deck Gun to match, but... They absolutely should. Even if they're just light mortar weapon attachments like the bushwhacker UA. However I'd like to see them get actual wheeled field guns. Expanding on this idea. How about a horse drawn carriage that is 2 large bases with a crew of 3? Go really out there and different with a higher move speed compared to the others (speed 5 or 6 innately), but it can't move and shoot like The Commodore? It then has different ammo types like The Commodore, but doesn't have the ranges and power, maybe something like a 14" Momentum shot and a 12" AOE 4 with arcing fire just on this shot? POW 14 for both? Maybe it has a special rule that allows it to charge with the horse as a cavalry charge with the cannon in tow? I maybe be getting too ambitious here, but it's a start to an idea, right?
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Post by gobber on Oct 31, 2017 18:47:26 GMT
They absolutely should. Even if they're just light mortar weapon attachments like the bushwhacker UA. However I'd like to see them get actual wheeled field guns. Expanding on this idea. How about a horse drawn carriage that is 2 large bases with a crew of 3? Go really out there and different with a higher move speed compared to the others (speed 5 or 6 innately), but it can't move and shoot like The Commodore? It then has different ammo types like The Commodore, but doesn't have the ranges and power, maybe something like a 14" Momentum shot and a 12" AOE 4 with arcing fire just on this shot? POW 14 for both? Maybe it has a special rule that allows it to charge with the horse as a cavalry charge with the cannon in tow? I maybe be getting too ambitious here, but it's a start to an idea, right? Not super jazzed about the two large base thing. "Steelhead battle engine" would be another matter...
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Oct 31, 2017 18:52:23 GMT
I didn't want to jump right into the battle engine idea as I see that as an inevitability and that is more likely going to be where we get that artillery piece.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Nov 1, 2017 13:50:20 GMT
I didn't want to jump right into the battle engine idea as I see that as an inevitability and that is more likely going to be where we get that artillery piece. I actually think that's less likely than the Cavalry piece, only because I don't see how a Steelhead artillery piece isn't a jack (which we have in Roci), a canon (which we have in sea dogs), a mortar (which we have in rhulic), or a tank (which we have in rhulic sorta and will have in crucible guard), and I don't think they want to double up so aggressively.
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Post by Sarcastastic on Nov 1, 2017 17:10:32 GMT
I mean they could reasonably do a field gun like the Winter Guard one, but at that point, it seems to just be making an artillery piece for the sake of having one.
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Post by mikethefish on Nov 3, 2017 15:20:17 GMT
I mean they could reasonably do a field gun like the Winter Guard one, but at that point, it seems to just be making an artillery piece for the sake of having one. We will see one if a Steelheads theme ever comes out. Sort of like all the Trencher variants of common troops that we're created for the Trencher theme
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