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Post by zerosequence on Aug 31, 2017 11:46:09 GMT
Depends on the scenario and caster I am using, but a few general pointers: -You are NOT playing these things in a vacuum. No piece in the game plays in a vacuum, ever. Lists I field them in usually have some way of dealing with their issues, either a speed buff or a damage buff (both if possible). -They are great for anchoring zones, and can be spaced reasonably far apart if you place the UA well. -Assume they are going to be jammed if the opponents list has a tool capable of doing that, figure out what will likely do it, and have a game plan for dealing with it (some of this can be answered in list construction, I find something with sprays nearby is really helpful, but by far not the only solution). -I also tend to position a squad of 6 them in two triangular formations with the "point" of each triangle facing the most likely thing or group of things to charge them (very hard for a non-2" reach heavy to kill more than two of them this way) -If I suspect a heavy is likely to charge them, position a juggy (or whatever heavy you have) nearby to threaten a piece trade. It's usually pretty easy to predict where things will end up. -Build the army so that you have things that are happy hanging out on the flanks and causing trouble. -High Damage Gunlines (ala Sloan/Various legion dealies) are probably not a good drop, if you're in a 2-3 list format make sure one of your other lists can cover those threats. TK is something to worry about, but again, MOW are probably not your entire list... if Haley wants to spend her focus pulling apart 3-4 MOW... let her? It means she's not doing something else with it, and some of them will probably live anyway. MOW are just one part of your army. -Always remember when you are feeling negative about something that the same can be said for lot of things. Iron fangs for example, die to snipers, corrosion, anatomical precision, fire, boosted blasts, non-weapon master charges often. Lots of things that MOW can shrug off. Not trying to say shockies are better than Iron Fangs, just that everything has a pro and a con. Might be helpful to know how you have been using them? It's possible you're asking them to do things that they really can't do, or you may be playing into a very different meta than I am. Thanks for the tips. I'll give this a run once the MoW theme drops.
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Post by Blargaliscious on Aug 31, 2017 12:29:11 GMT
...since her prior versions have been generally regarded as the most mobile casters in faction Fixed that for you (Sorscha 1&2 can move 17" in a turn, Strakhov 1 can potentially move 24" in a single turn). Fixed that for you. Sorscha 1 & 2 will typically move 12" to 15" every turn while Strakhov will typically move 6" every turn except for feat turn. I don't know about other people, but I always Wind Rush Sorscha1 for the DEF bonus and to keep the opponent wary of her, and when I play Sorscha2 I will Cyclone her to keep the opponent wary. When I think of Strakhov, I don't think of him moving the quickest, I think of everyone moving quick - on his feat turn. 13" of your 25" is for Strakhov being able to get a full charge of 9" + the 4" for the feat. The problem is that if he is to get his feat bonus movement the charge target has to be within his control range, which is 12". If Strakhov charges a target 13" away he'll fail his charge since he won't get the extra 4" since the charge target is outside of his control range. 6" of that 25" of movement is his Sprint move, so if he actually charges someone - and kills the target in melee - he'll have had a 15" non-feat turn. Possible, but he's not going to do that every turn. That, and if you're using the Overrun movement on him and not one of his warjacks, I think you're doing it wrong. Assuming that you are moving him forwards, and not from one side to the other, if you felt the need to use the Overrun movement on him either you are bringing him up from too far back (where he couldn't support his army) or you are putting him too far forward. So, yes, Strakhov can have a 24" turn, but I put that in the "highly unlikely" category while Sorscha will commonly move more than Strakhov on a turn to turn basis. But hey, that's just my opinion, I could be wrong.
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wendan
Junior Strategist
Posts: 785
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Post by wendan on Aug 31, 2017 12:40:24 GMT
Think of it more like... I have faith that I'm going to love the caster! I love Man o War, and I love Sorscha!
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fanguad
Junior Strategist
Posts: 210
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Post by fanguad on Aug 31, 2017 12:58:31 GMT
I think a good niche would be for Warscha to be the speed caster that speeds everyone else up. So she might not be flying around the battlefield herself like before, but she could have easy access to +Mov/+Spd abilities.
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Post by Rowdy Dragon on Aug 31, 2017 13:00:37 GMT
Honestly, I wouldn't mind if she was Brute Force Speed.
Like nothing says that this Strength Enhancing Suit couldn't also speed her up as well. So she has like a Speed of 7 but no spells or something like that.
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Post by sand20go on Aug 31, 2017 13:10:01 GMT
Ok this is getting really bad now. It is over a year now that they keep dropping spoilers for the Man-O-War theme and update. They show cased it in Lock and Load, have told us they are going to make MoW "playable" since Mark II. When are we going to see these changes? Showing us pretty pictures and telling us to wait our turn is getting really old. We now have our MoW warcaster, Large based MoW, MoW "battle engine" (is a large gun on a pair of wheels really a battle engine?), and a new solo/Attachment. I swear the only reason we are seeing the art in the first place is when they drop the theme lists in September they did not want to hear the roar from the Khadoran players asking what the hell is going on. I like the majority of us, started playing Khador because of the guys in stompy robot armor and the bigger stompy robots, well I want to play them, not wait another six or eighteen months to use the models we should have been able to play YEARS ago. <RANT OFF> I am sorry to vent on you all, but this is really burning me up, I really can't stand the distain Privateer Press has for Khador as a whole. Its like the only factions that matter are Cygnar and Cryx. Does the rest of the Iron Kingdoms not matter at all? They are really going to need to do something really right or Ebay is going to see an influx of Warmachine models really soon. Just my 2cp, -Da Muppet I agree with you. I tried MoW once in MK2 lol. Then again in MK3 lol lol. They just aren't playable currently. PP has to know this by sales figures and also that nobody ever freaking uses them. I just don't get why PP is always so timid with Khador design. It seems like they lack any direction. Compare Fyanna2 to Malakov2 and hello darkness my old friend... Wrong. Check out my "I played Loud Chris's Vlad2 list" thread. They are UBER in that list. I mean really really REALLY good because they offer, of all the things you could put vlad2's superserum on, a ton of flexibility. Bring eliminators as well if your oppoent obliges (though the shocks out threat the eliminators cause of kovnik and reach). I have lost 2 matches with that list. I think I am up to 11 wins.
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Post by smoothcriminal on Aug 31, 2017 14:11:22 GMT
Yeah, mow shockies are probably the best available models in the whole faction for V2 to put feat+hof on. One shockie can whoop almost half a heavy on a charge. Since both ranged and melee buffs work with them they're the best at interacting with force multipliers.
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Post by Soul Samurai on Aug 31, 2017 14:54:27 GMT
13" of your 25" is for Strakhov being able to get a full charge of 9" + the 4" for the feat. The problem is that if he is to get his feat bonus movement the charge target has to be within his control range, which is 12". I am aware of this. Just because the target is in his control range doesn't mean he can't move 13" and still have his target in his melee range; imagine charging to the side of a colossal when the colossal is only just in his control range. So he can, potentially, move 25" in a single turn. I don't think he ever will IN THE HISTORY OF THE GAME, but the potential is there.
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Post by sand20go on Aug 31, 2017 17:40:36 GMT
Yeah, mow shockies are probably the best available models in the whole faction for V2 to put feat+hof on. One shockie can whoop almost half a heavy on a charge. Since both ranged and melee buffs work with them they're the best at interacting with force multipliers. +1. Assault, HandofFat and Feat tokens for the win. That is simply TOO danger a unit to leave on the table and finding ways to take it OFF the table in that list is pretty hard. Jamming works. I also found it difficult to compete with how far the new reworked Cygnar Jeramiah Kaine on a horse (always forget his name) can threat. But generally, very hard to out threat them and they wreck things.
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Post by Rowdy Dragon on Aug 31, 2017 18:50:24 GMT
Plus we get to CID her.
Do not trust PP, Trust the Player that Plays the Game that Trusts the PP!
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Post by Hopeforthebest on Aug 31, 2017 19:13:36 GMT
Spd5 Str9 Mat7 Rat6 Def14 Arm 18 Cmd9 Focus 6 Dmg17
Frost Fang- Rng2 Pow7 P+S16
Leadership [Man-O-Wars]- Friendly Man-O-Wars beginning their activations in this model's command range gain Relentless Charge that activation.
~Fury ~Razor Wind ~SpellPiercer ~Shatter Storm ~Tactical Supremacy
Feat: When an enemy model makes a damage roll against a friendly Faction Warrior model in Sorscha's control range, the enemy model rolls one less die. Friendly Faction Warrior models gain Retaliatory Strike and Vengeance.
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benkei
Junior Strategist
Posts: 244
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Post by benkei on Aug 31, 2017 19:29:54 GMT
So the cannon does nothing?
Strange she has zero mobility and she seems really boring, another Khador caster that just caves heads in.
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Post by Rowdy Dragon on Aug 31, 2017 19:39:26 GMT
Spd5 Str9 Mat7 Rat6 Def14 Arm 18 Cmd9 Focus 6 Dmg17 Frost Fang- Rng2 Pow7 P+S16 Leadership [Man-O-Wars]- Friendly Man-O-Wars beginning their activations in this model's command range gain Relentless Charge that activation. ~Fury ~Razor Wind ~SpellPiercer ~Shatter Storm ~Tactical Supremacy Feat: When an enemy model makes a damage roll against a friendly Faction Warrior model in Sorscha's control range, the enemy model rolls one less die. Friendly Faction Warrior models gain Retaliatory Strike and Vengeance. Just a guess?
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Post by Hopeforthebest on Aug 31, 2017 19:45:31 GMT
more or less, forgot the cannon, range 10 pow 12 aoe3 critical freeze cold damage.
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Post by Rowdy Dragon on Aug 31, 2017 19:52:44 GMT
more or less, forgot the cannon, range 10 pow 12 aoe3 critical freeze cold damage. Please post that its just a guess next time as that misleads people.
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