Post by 36cygnar24guy36 on Aug 21, 2017 10:27:38 GMT
So I know there has been some negativity regarding the final rules for Siege 2, with some people immediately dismissing him as terrible. However I love the Trencher aesthetic and fluff, so I have played my first couple of games using Siege 2 in Gravediggers, and not only was it a ton of fun, I think he is actually pretty strong.
the list I was using was:
Siege 2
- Hammersmith
- Hammersmith
- Grenadier
Trencher Junior
- Grendier
Anson Hitch
Patrol Pupper
Finn (free)
Buster (free)
Buster (free)
Max Infantry
- CA
Max Commandoes
- CA
- 3 x WA
Express Team
I played against Calaban in the Blindwater Theme and Witch Coven Dark Host, in both my games I ended up clocking (out of practice with infantry it seems, guess playing just Heavy Metal for 7 months will do that), In the Calaban game we carried on and I won in the end, in the Coven game I still potentially had a shot when I clocked, but the game state probably favoured the Coven more.
I CBA give detailed battle reports, so will just highlight a few things I particularly liked about Siege 2 and Gravediggers
With +1 to the starting role and the majority of Trenchers having AD, you can push very aggressively turn 1 to claim board space (Important in SR17), Siege 2 helps this by using Desperate pace.
An out of activation 3” move for all your infantry and Siege allows for great tactical flexibility, and allows you to solve tricky order of activation issues.
Tactician on Anson Hitch is just pure money.
At Def 14 arm 18 with a couple of Shield Guards, Siege 2 can position pretty aggressively, and that is before you take into account High Ground and Clouds, his 15” non-linear assassination is not to be sniffed at, and can be used to bully the enemy caster.
Jump Back and Rocket Pack let him contribute his sweet maul while staying safe from reprisal, also just lets him just get past friendly models screening him easily.
A combination of Fury, Mission Objective, native Pathfinder, Quick-work and Repo [3] make commandoes an unholy terror, mat 10 rat 9 with Finn hanging around, P&S 14 charges, pow 12 Carbines, pow 14 Scatterguns, pretty tasty.
A combination of Dig-in, Tough, Feign Death, Rise, Cloud Walls, Stealth and Elevation spread among various units is just a nightmare for some gun lines
With the emergence of infantry lists again (i.e.BanesBanesBanes) Razor Wall is fantastic.
Hallowed Avenger is great, either you don’t trigger it, which is great as my stuff in that area does not die, or you do and I get 3” threat extension, either way I win. Also as it happens in the Maintenance Phase you can just drop it in the Control Phase after you move.
I am going to change my list up slightly, the Hammersmiths are just a bit too slow and I want Triumph for the Magical Gun, and a longer threating jack, so am going to try the following next:
Siege 2
- Triumph
- Stormclad
Anson Hitch
Patrol Pupper
Master Gunner
Finn (free)
Buster
Buster
Cannon Crew (free)
Cannon Crew (free)
Max Commandoes
- CA
- 3 x WA
Max Infantry
- CA
the list I was using was:
Siege 2
- Hammersmith
- Hammersmith
- Grenadier
Trencher Junior
- Grendier
Anson Hitch
Patrol Pupper
Finn (free)
Buster (free)
Buster (free)
Max Infantry
- CA
Max Commandoes
- CA
- 3 x WA
Express Team
I played against Calaban in the Blindwater Theme and Witch Coven Dark Host, in both my games I ended up clocking (out of practice with infantry it seems, guess playing just Heavy Metal for 7 months will do that), In the Calaban game we carried on and I won in the end, in the Coven game I still potentially had a shot when I clocked, but the game state probably favoured the Coven more.
I CBA give detailed battle reports, so will just highlight a few things I particularly liked about Siege 2 and Gravediggers
With +1 to the starting role and the majority of Trenchers having AD, you can push very aggressively turn 1 to claim board space (Important in SR17), Siege 2 helps this by using Desperate pace.
An out of activation 3” move for all your infantry and Siege allows for great tactical flexibility, and allows you to solve tricky order of activation issues.
Tactician on Anson Hitch is just pure money.
At Def 14 arm 18 with a couple of Shield Guards, Siege 2 can position pretty aggressively, and that is before you take into account High Ground and Clouds, his 15” non-linear assassination is not to be sniffed at, and can be used to bully the enemy caster.
Jump Back and Rocket Pack let him contribute his sweet maul while staying safe from reprisal, also just lets him just get past friendly models screening him easily.
A combination of Fury, Mission Objective, native Pathfinder, Quick-work and Repo [3] make commandoes an unholy terror, mat 10 rat 9 with Finn hanging around, P&S 14 charges, pow 12 Carbines, pow 14 Scatterguns, pretty tasty.
A combination of Dig-in, Tough, Feign Death, Rise, Cloud Walls, Stealth and Elevation spread among various units is just a nightmare for some gun lines
With the emergence of infantry lists again (i.e.BanesBanesBanes) Razor Wall is fantastic.
Hallowed Avenger is great, either you don’t trigger it, which is great as my stuff in that area does not die, or you do and I get 3” threat extension, either way I win. Also as it happens in the Maintenance Phase you can just drop it in the Control Phase after you move.
I am going to change my list up slightly, the Hammersmiths are just a bit too slow and I want Triumph for the Magical Gun, and a longer threating jack, so am going to try the following next:
Siege 2
- Triumph
- Stormclad
Anson Hitch
Patrol Pupper
Master Gunner
Finn (free)
Buster
Buster
Cannon Crew (free)
Cannon Crew (free)
Max Commandoes
- CA
- 3 x WA
Max Infantry
- CA