|
Post by sentinel on Mar 13, 2017 8:28:46 GMT
So past weekend i lost against Nemo3 with my pZaal list. 30 Karax and 4 heavies (3 of them arm 21) wasn't enought to stop him - with decent rolls and without critical mistakes from both sides he won attrition pretty trivially. So i ask community - whats your Nemo3 drop and plan for a game?
|
|
zich
Junior Strategist
Posts: 690
|
Post by zich on Mar 13, 2017 8:37:42 GMT
I just drop Zaadesh2 into everything. Clump up behind the clouds, if he runs a Firefly in, countercharge it to get to DEF ridiculous. Then alpha him with Molik and an Archidon or two.
Should work even better in ADR when I can swap out the Agonizer for something useful.
|
|
|
Post by sentinel on Mar 13, 2017 9:07:38 GMT
I think Zaadesh2 could work. Just some questions: 1. How many clouds you put? 2. Upkeeping 2 you have fury for 2 clouds, which isnt enought for even most beast heavy list to hide without some nasty forests to help with los blocking. 3. After that, you stay with no transfers in danger of being killed with 4d6 damage chain lightning and eLeaps. 4. If sentry countercharge into firefly, he would get alpha from assaulting stormlances. Each stormlance does 10 damage to sentry on charge (pow 16 boosted shot - 5.5 damage, pow 15 pike - 4.5 damage) and also do 2 pow 12 boosted eLeaps to near target. That mean that 3 assaulting stormlances will kill a sentry on average dices. 5. Whats the list?
To clarify, i'm talking about this Nemo3 list:
Nemo3 Squire Dynamo Firefly Firefly Firefly Lancer Journeyman + Firefly 5 Stromlances 5 Stromlances Laddermore
|
|
zich
Junior Strategist
Posts: 690
|
Post by zich on Mar 13, 2017 9:49:28 GMT
Ah, the "all the Lances" variant. I want to play against that but narrowly "dodged" it yesterday because Haley2 is probably better into Skorne. So I only played into the version with one unit of Lances and more heavies. 1+2. With Despoiler in the list you can often get 3 clouds out, which should be enough, depending on terrain. Having a forest or obstruction really helps. If I can go first, I'll cast both upkeeps and just drop the one I need least on turn two. Going second requires a bit more foresight and probably surrendering a few scenario points. 3. I'm not afraid of that. Getting leaps onto the caster is really hard when I can just put 3 heavies next to each other and within 3" of Zaadesh. 4. That depends a lot on positioning. Can I countercharge in such a way that he can't get (enough) melee attacks onto the Sentry? If he can't get (enough) Lances into melee the Sentry honestly doesn't care. Lance shots won't hit reliably at DEF14 (potentially 16 with the cloud) unless they get into melee and Eleaps don't really hurt ARM21 outside of his feat turn. But what if he can get enough in on the Sentry to kill it? In the scenario you detailed it takes a Firefly, 3 Lances and a feat to kill the Sentry. I'll take that trade any time. 5. I've been using the following list for some time now and there's very little it can't deal with. So far Amon and Denny1 have totally wrecked it, but that's it. And I think those were mostly due to my poor play (or my opponents' superior play). conflictchamber.com/#b91bgO6r5G5J6AcQ6U6U5V2NSkorne Army - 75 / 75 points (Zaadesh 2) Lord Tyrant Zaadesh [+28] - Agonizer [6] - Titan Gladiator [15] - Molik Karn [19] - Titan Sentry [15] - Despoiler [19] - Archidon [10] - Archidon [10] Paingiver Beast Handlers (max) [7] Swamp Gobbers Bellows Crew [2] Into Nemo3 specifically: He has one feat turn and it will hurt. How badly it will hurt is a matter of positioning. You have to position extremely carefully to deny LoS and charge lanes while he has to position equally carefully to play around Countercharge. Once that turn is over, I don't see him cracking enough armor. The Archidons can harass the Lances and even run-to-engage to speed bump them for a turn or two. Both threat the same distance and if he commits his Lances to killing your Archidons that's a win for you. Killing an Archidon should take at least 3 Lances which you can kill in return. It's even better when he undercommits and you can heal the Archidon and have it kill a Lance per turn.
|
|
|
Post by sentinel on Mar 14, 2017 6:31:39 GMT
Thanks for help. That gives me basic thoughts of things that might work. Now i have 2 lists i'm gonna try: conflictchamber.com/#b91b3_6A6A6A5G4x67fs5UcvSkorne Army - 75 / 75 points (Makeda 1) Archdomina Makeda [+29] - Titan Sentry [15] - Titan Sentry [15] - Titan Sentry [15] - Titan Gladiator [15] - Basilisk Krea [7] Praetorian Ferox (max) [20] Legends of Halaak [8] Paingiver Beast Handlers (min) [5] Mortitheurge Willbreaker [4] Arm 23 against shooting heavies, resilent kitties. List is well-rounded overall, but im not sure about fury management. conflictchamber.com/#b91bgOgl5G6A6U6U4x5VfFSkorne Army - 75 / 75 points (Zaadesh 2) Lord Tyrant Zaadesh [+28] - Desert Hydra [38] - Titan Gladiator [15] - Titan Sentry [15] - Archidon [10] - Archidon [10] - Basilisk Krea [7] Paingiver Beast Handlers (max) [7] Swamp Gobber Chef [1] Here are a lot of anti-shooting techs - hydra and krea animuses should help, as well as clouds. Resolve would go on hydra making her resilent anchor beast.
|
|
|
Post by fragpalm on Mar 14, 2017 21:06:57 GMT
In my pairing I have a Cygnar drop, and that is Xerxis2. Obviously he doesn't directly add a defense or armour buff, but what he does give us is a universal speed buff for battlegroups, and that's where things get anti-Cygnar for me.
Xerxis2 Agonizer Gladiator Sentry Sentry Soldier Soldier Archidon
Handlers (min) Handlers (min)
The most apparent anti-Cygnar tech are the Shield Guards and the Carapace bugs, as well as the lightning-immune Archidon, but the list has shone in terms of threat against Cygnar. The Sentries threat 13" and the Soldiers 12", while the Archidon threats 15". Even going as second player, you can dictate a lot of the battlefield with this sort of threat, and though some Cygnar casters can ramp up the speed on their jacks, it's never widespread like this, and typically it isn't as far-reaching. I have devastated Cygnar with this list, be it Caine2, Stryker2, Haley2 or Nemo3, some in tournament settings. The Archidon has acted as a deterrent to lances, while Soldiers have trampled to kill Centurions with Polarity Shield and Arcane Shield (this has actually happened twice--feat + Ignite makes a lot possible).
The nice part about this list is that with its huge tramples, pulls, pitches, slams and throws, it is typically brutal against a lot of factions. I've played it with huge success vs Menoth, Circle, CoC and Minions. And though my Khador games are few and far between, I have a lot of confidence with this list against most of their armies.
The one thing I have had trouble with are dudespam lists (though it has done well against a few of those that couldn't break the armour of so many beasts). That's where the pairing comes in.
|
|