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Post by benjamini on Aug 23, 2017 13:21:03 GMT
Sometimes it's hard to think of things like that in the midst of a game... I tend to think of them as I am trying to go to sleep when I go home after the game >_>
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Post by GumbaFish on Aug 23, 2017 13:21:09 GMT
I also find the destroyer the more attractive choice. Partly because, as others have mentioned, a forge seer with behemoth on him becomes a very tempting target for your opponent to remove. The other reason is that with the introduction of themes I find that if I am running jaws then that probably means I am using a jack caster which has some battle group benefit that I want behemoth to get.
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Post by leotherat on Aug 23, 2017 13:26:36 GMT
Benjamini- Have you considered dropping Butch2 for Irusk2? He stops those bothersome knockdowns and you don't have to worry about blast damage either.
Battle Group: Irusk 2 Behemoth Destroyer
Put your extra 2 points into the Mechs. Put the Devastator on 1 Seer and leave the destroyer on the other. Put FFE on the marshalled destroyer. The seers can then use his empower wherever it's needed (like double empower on the Dev).
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Post by Soul Samurai on Aug 23, 2017 13:26:41 GMT
Sometimes it's hard to think of things like that in the midst of a game... I tend to think of them as I am trying to go to sleep when I go home after the game >_> Exactly. Plus until you've seen it through and you understand how the game plays out and why it's necessary, stuff like killing your own models or giving up on your most expensive, hardest hitting piece is not something you're going to want to do mid-game. My point was simply that you do have ways to mitigate the issues that come from not being able to shake, if you can see them coming, so don't completely write off marshaling Behemoth out of fear of the occasional bad situation.
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Post by benjamini on Aug 23, 2017 13:37:04 GMT
Benjamini- Have you considered dropping Butch2 for Irusk2? He stops those bothersome knockdowns and you don't have to worry about blast damage either. Battle Group: Irusk 2 Behemoth Destroyer Put your extra 2 points into the Mechs. Put the Devastator on 1 Seer and leave the destroyer on the other. Put FFE on the marshalled destroyer. The seers can then use his empower wherever it's needed (like double empower on the Dev). I like your rationale, however I'm not sure Irusk 2 is necessarily the solution here. I'm not sure the rest of the list can make the most efficient use of his toolbox without a major rework. Though I hear he can be pretty awesome in Jaws. (I also am not hot on marshalling a melee only jack outside of maybe marauders, but that is another story). One of the reasons Butcher 2 was attractive to me was because he has boundless charge, which allows for having marshalled destroyers do some silly things via crush and focus from one or both forge seers added if they need to get some work done in melee. That being said, OTHER casters in Khador have boundless charge or access to non-battlegroup free charges. I've been meaning to give a modified version of this a whirl with Vlad 1... and probably Old Witch 2 when she comes out... but then again I will be trying EVERYTHING with Old Witch 2 when she comes out... which isn't soon enough for my liking . (Oh well, patience is a virtue I suppose)
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Post by Cryptix on Aug 23, 2017 13:39:30 GMT
Damn, now I want to take Irusk2 with Connie, Malakov1 with Behemoth, and double Seers with Destroyers.
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Post by benjamini on Aug 23, 2017 13:41:49 GMT
Damn, now I want to take Irusk2 with Connie, Malakov1 with Behemoth, and double Seers with Destroyers. DO IT! NOTHING CAN GO WRONG! (It'd probably actually go okay, creeping barrage can protect some of the other shooty bits from... some... weapon master charges etc).
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Post by Cryptix on Aug 23, 2017 13:48:09 GMT
...Well if I do some apparently I have to go out of theme because I just realized Malakov1 isn't allowed in Jaws of the Wolf.
As in, not even on the list of allowed models...
...WTF PP?!
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Post by benjamini on Aug 23, 2017 14:04:19 GMT
I'm not sure Malakov is in any of the themes as of yet?
I assume he's going to end up folded into the MOW theme and maybe added to the winter guard one? Assuming they stick with the "Every model in a theme by christmas" pledge
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Post by welshhoppo on Aug 23, 2017 14:09:46 GMT
This is why PP should bring in a rule allowing models to swap control of warjacks without killing the model controlling it.
Easy peasy, use the same rules for reactivating autonomous warjacks.
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Post by steeltitan on Aug 24, 2017 5:41:13 GMT
I have close to zero experience with either option (played the big B option once).
In my Harkevich list, there isnt a huge reason to include big B in my battle group and the two seers can provide the focus he needs, even for melee.
If i were to swap out this package for 2x FS+Destroyer (marshalled), it becomes less appealing to not include them in my BG. The seers can only provide the one focus per Destroyer, which is fine for boosting attack roles early game (shooting) but once they make it into melee (late game), the one focus becomes less impressive and id rather have them in my BG.
Thoughts?
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Post by thebuoyancyofwater on Aug 24, 2017 7:20:13 GMT
I'm not sure Malakov is in any of the themes as of yet? He's in Winter Guard Kommand. Cheers, Dave
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Post by benjamini on Aug 24, 2017 12:40:42 GMT
I'm not sure Malakov is in any of the themes as of yet? He's in Winter Guard Kommand. Cheers, Dave My Winter Guard Kommand lists thus far have mostly included two gun carriages... shows how much attention I've been paying >_>
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zeffid
Junior Strategist
Posts: 163
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Post by zeffid on Aug 24, 2017 12:46:25 GMT
Kill the Forgeseer marshaling him, have your caster take him into your battlegroup. Do that first turn of the game if you know you can't stop him from getting shot. I mean, in your next game, now that you have the benefit of hindsight. I like this very much! In my perspective will do this trick anytime I see no use for Blessed. I'm fine not having a +2 dmg option.
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Post by benjamini on Aug 24, 2017 12:50:30 GMT
Kill the Forgeseer marshaling him, have your caster take him into your battlegroup. Do that first turn of the game if you know you can't stop him from getting shot. I mean, in your next game, now that you have the benefit of hindsight. I like this very much! In my perspective will do this trick anytime I see no use for Blessed. I'm fine not having a +2 dmg option. Exactly, he's just a dude... a dude that you probably got for free anyway! no need to put yourself at a disadvantage on his account.
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