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Post by toconut on Aug 18, 2017 10:19:29 GMT
In my experience during the whole mk2 hexeris2 has always performed better with beats..I am still figuring out what to take but I think this theme will be very good with him. All the bonuses are amazing with H2: hyper aggressive can suddenly put a caster under channeler threat, +2" makes you way more menacing with ashes to Ashes first turn and free krea+agonizer is what my lists have been missing compared to WoD. He is also the very best caster for a Siege Animantarax, as one with black spot alone can clear a unit.
Sure you lack magical weapons, but hexeris himself has A2A and hellfire which will clear most incorporeal models. I will go as far as to say that it will be good into cryx,because of RFP and the volume of high arm models+banishing ward.
Another caster I'm interested in is, surprisingly, a makeda 3 brick list. I think she might be the best to field a shooting resistant Titan herd with support from zaadesh1. I got a good feeling about this, although I don't know what she will be good into.
The main complain I have is that no marketh closes the door for xekaar and morghoul2/3. I wouldn't have taken the morghouls anyway with a beast brick, but xekaar I very much would have. I'll test him without the extra mortality sometimes soon, I'm still convinced he's not bad but needs free points to work. His feat is amazing in a beast brick and so are his spells.
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granor
Junior Strategist
Posts: 353
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Post by granor on Aug 18, 2017 15:03:53 GMT
got a game in last night got pics so I will post up the report soon I hope.
Morgoul2 has a feat to help you vs swarm list which is super helpful and he has 29 WBP so you can run 2 min units of PGBH and zaadesh and still get 3 free models. I am very interested in putting him in a list. Hexy2 looks like he will be the winner but I am not sure yet. Mac1 did surprisingly well last night but most of that is the turtles are super good.
I have been pretty panicked about no magic weapons so I have been running a raider and 2 shaman in most of my dojo lists and they did well last night.
Oddly I have been thinking of running mordicaar for ghostly and just pitch revive. (you can revive PGBH if your opponent gets a hold of 1 or 2 somehow.) despoiler making void spirits would help vs living swarms though not cryx. But if you bring a raider and shaman mordicaar's gun is really good at 1 fury for 14" range. Anyway I am working through lists everything is jumbled together. I don't think this will become my cryx drop. ghost fleet has shown up in my meta and the winds of death having 2 soulwards for the turtles seems a bunch better. I plan on running that list with hexy1 for the RFP.
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Post by drillbossd on Aug 18, 2017 15:25:27 GMT
Going to take these to the shop tomorrow and will report:
[Theme] Imperial Warhost (Hexeris 2) Lord Arbiter Hexeris [+27] - Agonizer [0(6)] - Archidon [10] - Archidon [10] - Basilisk Drake [8] - Basilisk Drake [8] - Basilisk Krea [0(7)] - Basilisk Krea [0(7)] - Cyclops Brute [8] - Titan Gladiator [15] - Titan Sentry [15] Mortitheurge Willbreaker [4] Paingiver Beast Handlers (max) [7] Siege Animantarax [17]
[Theme] Imperial Warhost (Makeda 1) Archdomina Makeda [+29] - Agonizer [0(6)] - Aradus Soldier [16] - Basilisk Krea [0(7)] - Basilisk Krea [0(7)] - Cyclops Shaman [8] - Molik Karn [19] - Titan Gladiator [15] - Titan Sentry [15] Mortitheurge Willbreaker [4] Paingiver Beast Handlers (min) [5] Paingiver Beast Handlers (min) [5] Siege Animantarax [17]
That said, I'm also pumped about bringing out Makeda3, Xerxis2, and maybe Xerxis1 or Zaadesh2. With X2, something about SPD9 Hyper-Aggressive Flanking Archidons seems just wrong.
As for the lists above, Hexeris2 has all the tools and loves a huge battlegroup, as well-described above. Makeda1 is just tons of fun, and I'm looking forward to the interaction of FM [Shield Guard] and Hyper-Aggressive... especially on Molik.
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Post by bloodsplatterartist on Aug 18, 2017 16:38:29 GMT
I haven't played the theme yet but I'm worried about x2 in the theme. I've been tossing lists together but I'm worried about fury management in a list that will have you taking 60-90+ points of beasts.
You could compensate by running a ranged list so the handlers can mitigate but at that point you might as well run winds.
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Post by sardonicartery on Aug 18, 2017 16:43:24 GMT
Can't say I'd risk Hexeris2 without an extoller. That dude wants to see all ze stealth.
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Post by drillbossd on Aug 18, 2017 17:24:50 GMT
Can't say I'd risk Hexeris2 without an extoller. That dude wants to see all ze stealth. I'm nervous about it for sure, but hoping that the Archidons can get deep enough to mitigate the need. Rushed Drakes with Black Spot might also help.
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granor
Junior Strategist
Posts: 353
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Post by granor on Aug 18, 2017 18:29:02 GMT
Keep an eye on your SA during the game. See if you want another one.
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Post by drillbossd on Aug 18, 2017 18:38:46 GMT
Keep an eye on your SA during the game. See if you want another one. I've liked doubles in Winds with Rasheth, but I'm interested in starting with more Channelers or Hyper-Aggressive Shield Guards. Without access to Extollers, my gut is not to invest too much in the turtles, but having one as an anchor/forward bulwark/reach seems great.
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Post by lavkitsune on Aug 18, 2017 20:38:56 GMT
I like idea of having three free Kreas on the list so much that I played few games where I switched one Aradus soldier for two Drakes instead. Flanking Kreas go well with Morghoul1, Xerxis2, Rasheth and ofcourse Naaresh, who can all make them swing great damage. 21pts worth of models who potentially hit like PS16 weapon masters (PS18 if you get them to Zaadesh1 battlegroup and get them tag teaming), provide help against ranged AND can offer three paralyzes for living models from afar to help against high def targets and sometimes even with assasination. That is lots of potential for free!
I have read some critique about this theme and how it does not have infantry to score zones, but frankly theme puts so much pressure to opponents side that it might not be needed even. I have liked Rhinodons for speed enhancing casters (Makeda1, Morghoul1 and Xerxis2 mainly) for long time now and with this theme it can push pressure even further. With extended deployment zone, Rushed rhinodons can run up to 21" from the table edge (7" zone +2" from theme +10" run +2 rush) and threat 14" from there which leaves opponent around 3" worth of manouvering space unless he wants to give your models alpha strike. And with Xerxis2 Rhinodons would be even closer to enemy lines, so with all the aggression and threshers infantry has hard time against this list and this does not even count hyper aggressive trait yet.
So far I have focused testing theme only with Morghoul1 and Xekaar and I want to have atleast 10 games with both before moving to other casters so I get to test them properly. New ideas pop out all the time and just a little while ago I spotted great idea on Skorne facebook group where Eric had discovered nice Mordikaar synergy with theme. Theme has some problems on contesting several zones and scoring points, but Despoiler can help out there by creating Void spirits for that. Hyper aggressive Archidons and perhaps Cyclops also offer nice assasination potential with essence blasts.
So long story short, this looks like really intresting theme and actually has great Skorne feeling on it! Someone said well, that this is like chain gang v.2, heh.
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granor
Junior Strategist
Posts: 353
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Post by granor on Aug 19, 2017 12:41:36 GMT
Start drive.google.com/open?id=0BwDLR6YQge4Tb3k1akJpVTY2VEkI go second taking the water away from the earthborn. I put my turtles on the side of the water to grab my close zone and put zaadesh on the other side to take the flag. Top1 Opponent runs forward. He keeps most of his stuff out of range of the SA. The bomber is a mauler for the game. Bot1 drive.google.com/open?id=0BwDLR6YQge4TSUFvdnJ3aUJfMzAI move the SAs forward shoot some beasts at dice -5, tag janissa 2 times and she toughs. PGBH move up give the SA rage tokens. The shaman attached to Zaadesh gives himself snipe and shoots a beast. The raider gives himself snipe but I miss his shot by not boosting it trying to only produce 4 fury for zaadesh. At dice -8 it doesn’t do much and I didn’t want to produce too much fury so I don’t have any other shaman on my caster shoot. Mac1 gives karn quicken moves up and feats covering both SA. Karn and the glad just move forward. One aggy crys -2 str and runs forward while the other on crys no spells and does the same. I put the first one in range of beasts hoping the trolls will spend attacks on him. Top2 drive.google.com/open?id=0BwDLR6YQge4TOHJTeDhablBQUmMMy opponent wants to jam me up with a bunch of arm 20 beasts. He first gives the earthborn rush. He charges my right most SA then casts his earth’s blessing animus to gain steady then attacks the SA. The retaliatory strike hits but does not knock down the earthborn. The earthborn leaves the SA on 10 boxes. (the defensive stats of these guys continues to impress me). One mauler gets rush and kills of my most forward aggy. The other one runs in to help jam my army. Roc runs in to threaten mac1 and lock karn in place. Bot2 SKORNE SMASH! drive.google.com/open?id=0BwDLR6YQge4TTmVvVnZyTWJtNlESo I have 4 arm 20 heavies in my grill. My opponent is hoping I can only kill one or two of them. Mac1 goes casting carnage and jack hammering karn on the beast in front of him 3 times doing about 1/2 damage. The left most turtle then gets healed my PGBH (I actually pin him in a little too much I need to make the PGBH get base to base while at the same time leaving room for the turtle to maneuver) but he gets healed for around 12. The other PGBH can not enrage karn because he is too far away and instead heals the other turtle for 3. The turtle can not move to the left much and instead kills the earthborn and puts some shots into the stone. He also stabs a welp because wow there are a bunch of those little guys EVERYWHERE. Next I have a glad slam one mauler into the other one follow up and put a bunch of damage on him but do not kill him. (one mistake here I should have done the next turtle first because). Next my second turtle goes gets an odd charge lane moving 3” impacting Roc and the welp but I miss the welp. The green turtle then puts all its initials into Roc then shoots the stone finishing it off then kills Roc with rage tokens. So I should have done this first because shooting the stone is very important to shrink or drop the armor aura. The shaman and raider go shooting the knock downed mauler with karn activating to finish him of. Zaadesh takes the flag. I wish I could have used his flanking but I need the points right now. The aggy cries no spells and runs up to the building. I score 2 points Top3 drive.google.com/open?id=0BwDLR6YQge4TdlNSNkc2UnRCZWcSo trolls lost 3 heavies, not one, and is in bad shape. Mulg wants to kill both turtles but needs rage for enough damage to do that while also needing rush to walk around the green turtle’s melee to not get a free strike and be in melee with the purple turtle. My opponent decides to give Mulg rush walk around the freestrike and kill the turtles. Mulg is able to kill off the wounded turtle but can not finish the green one off. Sending in the axer also does not finish the job. There was some bad dice in there. Jannisa takes the flag the stones UA contests the left zone while a welp contests the right zone and another welp contests my flag. Because of all my fury on the table my opponent decides to run his beast back toward his caster instead of trying to kill off my glad. Bot3 Mulg has to die drive.google.com/open?id=0BwDLR6YQge4TMjRiR3RFQ2FEQXMMy glad frenzies putting 10 damage on Karn taking out his body. Mac1 cast carnage and promptly forgets to heal Karn. The green turtle turns and kills mulg off and shoots janissa. I forget to repo out of the way so karn can get to the axer. PgbH move up, can not reach the contesting whelp and heal the turtle. One shaman shots the UA contesting the far zone. One walks up and kills both troll moses and the whelp contesting the flag(a little lucky should have shot the whelp first). The raider shots the beast by the troll caster and karn tries to get to the axer, finds he has no room, and just wanders around. Trolls concede. Conclusions. I really love the SA. The defensive feat was super helpful. Having a defensive feat or spell could be key to getting the most out of these guys in this list. Carnage was also very helpful this game as I wasn’t able to have the turtles charge much. Zaadesh helped the fury problem of the list and putting two shooting beasts on him worked well. The shaman are great in the list and really help pressure random solos or pieces important to your opponent. Two sets of min PGBH are probably necessary for this list as my PGBH were out of position to help my beasts. The turtles needed healing every turn so it really didn't matter but bringing two min units will also give the turtles the ability to deploy on opposite sides of the table. Going second with the turtles may be the right call most of the time. The extended deployment zone and trampling then shooting threatens most of the board. Our other skorne player also played this theme Thrusday and he got swarmed by cryx. Some kind of anti infantry swarm ability may be needed for the list but he also only has one SA.
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Post by scorp on Aug 20, 2017 0:23:25 GMT
Can the aggies cry and then run?
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zich
Junior Strategist
Posts: 690
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Post by zich on Aug 20, 2017 0:31:05 GMT
Yes
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granor
Junior Strategist
Posts: 353
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Post by granor on Aug 20, 2017 2:10:38 GMT
Because the aggys cry is once anytime during its activation it can run after crying
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Post by TopperBottoms on Aug 20, 2017 15:00:05 GMT
This worked pretty well for me. I knew I wanted to have 2 full units of beast handlers (14 points). That would bring the total army list down to 61 points; so to get a full 90 points of beasts into the package, the warlock would need to have at least 29 warbeast points to reach full value. That leaves Makeda 1, Xekaar, Morghoul 1 & 2, Naaresh, Mordikaar, and Zaal 2.
This is the list I went with:
Master Ascetic Naaresh +32
Bronzeback Titan -18 Bronzeback Titan -18 Titan Gladiator -15 Titan Cannoneer -17 Titan Sentry -15 Archidon -10
Agonizer -0 Agonizer -0 Basilisk Krea -0
Paingiver Beast Handlers (full) -7 Paingiver Beast Handlers (full) -7
I chose Naaresh for his feat and to use the Pain Response field marshal to further alleviate fury issues. Set up as a brick with the Gladiator, Sentry, and Cannoneer in the middle with the Bronzebacks on each side. The leadership rule on the Bronzebacks can then be "double dipped" to remove a total of 6 fury from the other 3 titans. I placed the Archidon on a flank with blur to pick off opposing scenario scorers and had Naaresh, the Krea and 2 agonizers behind my main line. Naaresh was at 17/17 with the Krea animus and a shield guard from the Sentry making him pretty safe from shooting and a wall of beef in front of him.
Turn 1, I whipped each beast with the handlers for one damage each to activate Pain Response and between the field marshal, conditioning and the Bronzebacks leadership, I had no issues with fury the entire game. I ended up winning two games with the list, both by assassination. The goal was to not get too far behind on scenario by the time my titan brick was able to shove down the opponents throat. Nothing could really compete with 5 enraged titans under Naaresh's feat with free tramples/charges. Both times, at least 2 of the titans had clear shots at the caster/lock after the others tore down interveining models.
I'm going to keep working with it, I think it might be a decent pair with a list that can counter infantry spam.
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Post by labyrinth on Aug 21, 2017 3:09:58 GMT
Going to try your list Topper, looks really solid man.
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