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Post by Rowdy Dragon on Aug 20, 2017 0:55:33 GMT
If I think the Old Witch 1 is great, then Malakov 2 is freakin' Phenomenal! Love the guy, and love his entire kit. The only "Wants" would be a slightly longer range for some of his Battle Plans, but sans that, the guy is divine in my mind.
One of the best defensive feats in the game in my opinion, and really he plays in a way the rest of the faction doesn't.
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Post by Cryptix on Aug 20, 2017 3:41:11 GMT
If you want to troll everyone who ever lived, take 6 Devestators, min unit of assassins + UA, and two min units of batmechs.
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Post by Netherby on Aug 20, 2017 4:41:55 GMT
Mmm, I'm not so sold on him. He wants to run infantry for his Battle Plans, but then his feat only helps warjacks... So he wants to run a big battle group. But in JotW the infantry he can take isn't super synergistic. The Backstab plan on Eliminators being the only really good combo.
I mean he's not bad, but I just feel like he's not sure what he's doing..
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kaos
Junior Strategist
Posts: 268
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Post by kaos on Aug 20, 2017 6:27:36 GMT
If you want to troll everyone who ever lived, take 6 Devestators, min unit of assassins + UA, and two min units of batmechs. explain good sir.
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Post by welshhoppo on Aug 20, 2017 10:08:11 GMT
If you want to troll everyone who ever lived, take 6 Devestators, min unit of assassins + UA, and two min units of batmechs. explain good sir. You need a good attack to break down a clam. Malakov makes that not work by letting th move away after being hit.
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Post by borderprince on Aug 20, 2017 10:39:40 GMT
You need a good attack to break down a clam. Malakov makes that not work by letting th move away after being hit. Although you also need a good attack to break down a basic Juggernaut chassis jack too. And they can actually do damage in melee.
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Post by Soul Samurai on Aug 20, 2017 12:11:39 GMT
You need a BETTER attack to hurt a clam. Also you can knock down a Juggernaut so it can't walk away. The same cannot be said of a clam. Plus of course stuff like dragging a Juggernaut out of Malakovs contral range so it doesn't benefit from the feat: doesn't work on a clam (barring Haley 2 I suppose, but then she's always the exception).
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Post by borderprince on Aug 20, 2017 12:34:51 GMT
I don't disagree with any of that, but one of the most useful features of his feat is that it is also a means to get jacks into threatening positions for the next turn. But clams are much less threatening than Juggernauts or Marauders.
The best solution might be a mixed battlegroup.
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Post by Soul Samurai on Aug 20, 2017 12:50:59 GMT
I don't disagree with any of that, but one of the most useful features of his feat is that it is also a means to get jacks into threatening positions for the next turn. But clams are much less threatening than Juggernauts or Marauders. The best solution might be a mixed battlegroup. My interpretation of Cryptix's comment that "if you want to troll everyone" was that the list he was suggesting was not designed to be a good list, or a balanced list, or a solution to anything, but just be really annoying because it's so hard to kill anything in the list. Clamjacks are significantly harder to kill than Juggernauts, and are immune to some tech that can be used to deal with Malakov's feat.
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Post by Soul Samurai on Aug 20, 2017 13:25:24 GMT
Ooh, that's got me thinking: clams can't be slammed or pushed, but they can be thrown, right? But they can't be knocked down, so does that mean that if they're sitting in a zone and someone throws them out, they can use Malakov's feat to walk back in? Back in MkII I had a pretty good grasp of the throw/slam/knockdown rules, but now not so much.
Also, just checked Malakov's feat, and models in his battlegroup and control range can't be knocked anyway, so nevermind what I said about "knocking down a Juggernaut so it can't walk away". My bad on that one.
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Post by welshhoppo on Aug 20, 2017 13:34:01 GMT
I was going to point out your failure to note the no knockdown. It appears that my psychic powers are growing!
As for the knockdown, I think its okay because it is out of activation. It would be hilarious.
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Post by Blargaliscious on Aug 20, 2017 15:15:40 GMT
Over at Privateer Press Headquarters...
Smithers: Mr. Burns, it appears our "independent thought" problem is growing bigger.
Mr. Burns: What do you mean Smithers?
Smithers: Well, first there was talk about Sorscha2 possibly being a viable caster.
Mr. Burns: Yes, by that ne'er-do-well Sand20go, right?
Smithers: Yes sir. But remember, conventional thought crushed that one.
Mr. Burns: Excellent...
Smithers: Now it seems the person talking up Old Witch1 is now talking up another rarely mentioned warcaster.
Mr. Burns: Who is that forumite?
Smithers: It's that troublemaker Rowdy Dragon in sector 7-G.
Mr. Burns: Rowdy Dragon, eh? I thought I told you to release the hounds against him.
Smithers: I did sir, but they were apparently exhausted by constantly going after the "serious fun gamers."
Mr. Burns: Ugh! Steam Roller. Tom Kirby was right, that was a bad idea.
Smithers: Sir, the financials have been increasing ever since we started Steam Roller.
Mr. Burns: Oh! Well, then I love Steam Roller! What the hell does Tom Kirby know anyway?
Smithers: Not much, sir, but he did enjoy the fruit basket you sent him.
Mr. Burns: Good. So, what warcaster has this rabble-rouser Rowdy Dragon been been blathering about now?
Smithers: Kommander Andrei Malakov, sometimes known as "Malakov2."
Mr. Burns: Andrei Malakov... That name sounds familiar.
Smithers: He is the young Khadoran that graduated from the Montgomery Burns Leadership Academy as class valedictorian.
Mr. Burns: Oh yes! I liked the cut of his jib! That boy is going places. (Waves a hand through the air in a big, flat arc) #Battleplans!
Smithers: My shoulder still gets stiff on cold days after he demonstrated his "Sucker" technique using me like a Winter Guard.
Mr. Burns: That'll be enough, you ninny!
Smithers: Yes sir.
Mr. Burns: Let the hounds rest, Smithers. I want them working on more theme armies anyway. September is fast approaching...
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Post by thebuoyancyofwater on Aug 20, 2017 16:57:37 GMT
Yep, Malakov2 is good But you really need to get some table time with him in several games to actually see what he can do. Theorymachine doesn't really pan out very well with him I don't think. Cheers, Dave
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Post by smoothcriminal on Aug 20, 2017 23:40:05 GMT
I like his kit a lot, but haven't been able to make a list with him that I'd consider good.
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Post by Hoc Est Bellum on Aug 21, 2017 9:25:10 GMT
Mmm, I'm not so sold on him. He wants to run infantry for his Battle Plans, but then his feat only helps warjacks... So he wants to run a big battle group. But in JotW the infantry he can take isn't super synergistic. The Backstab plan on Eliminators being the only really good combo. I mean he's not bad, but I just feel like he's not sure what he's doing.. He honestly works better with JotW than any other theme. Backstab-Eliminators is great, VoM-Killstroke-Kayazy is great, Fighting Dirty Eliminators to set up the Behemoth bombards or anything else, Tac Sup-WMMM-WMs for high mobility shooting, Forge Seers for Focus, mechanics + UA are our best value sucker targets... Almost everything he wants is in JotW. You don't need a lot of infantry, as he can only use one Plan per turn anyway
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