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Post by logan007 on Mar 13, 2017 14:48:20 GMT
I'm having a surprisingly hard time making a list that I like with them. Even with Malekus, I feel like i'm taking away points necessary for support or other infantry.
Thoughts?
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Post by dicebedamned on Mar 14, 2017 13:06:27 GMT
I have them in a theory list with Kreoss1. The list is designed to play for zones, and here I think the pushback on the Gun Mages shines.
I also have them in a theory Mal list, but they are there mainly cons I like the models and need them to be in more than one potential list to justify buying them...
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Provengreil
Junior Strategist
Choir Kills: 12
Posts: 850
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Post by Provengreil on Mar 14, 2017 13:14:28 GMT
they're expensive for their fragility, so you have got to have a plan for keeping them alive. solve that, and you can fit them in. Since most way to keep them alive are buffs, you need a priest, making them cost even more.
Harbinger and Testament can probably do the most. Harbinger martyrs, Testament can give them stealth and resurrections (ashen veil plus prowl is stealth). At the end of the day though, if you don't have a plan for exactly what to try with them when your list is complete, take them back out and put in some tfg or whatever. They're way too expensive to just toss in.
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Post by W0lfBane on Mar 14, 2017 17:26:06 GMT
I think the gun mages are a unit you need to force yourself to put in a list. Like force yourself to put them in and see how much fun you have if any. Like on paper it seems like you have better things to put in but in practice they are really fun if fragile. Granted don't like put them in your tournament list and go to next steamroller. But try then out next friday night warmahordes. Trying then out will tell you wethet or not you likgme them.
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Hashmal
Junior Strategist
Posts: 557
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Post by Hashmal on Mar 14, 2017 18:16:34 GMT
The only 'caster I'm remotely considering for them is Kreoss1. I feel like they're too expensive for what they do. Plus, we don't bring enough tech to help out their RAT. A Reckoner is nice, but it's likely to shoot at something the Gun Mages aren't so interested in hitting.
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on Mar 15, 2017 5:11:58 GMT
I run 2 units with Mal, rarely regret it. In general I run them off to the sides, one unit on each side. They generally threat far enough they can either kill flanking solos, or move towards the center and tag important things with fire. Especially handy with Hand of Judgement, as anything they tag can then be charged for free (best on turns other than Mal's feat, as you probably want to be spraying with Hand on feat turn).
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Post by Spid3r on Mar 16, 2017 14:03:29 GMT
I think theory wise I would run them with rhupert. Between mists and tough it could help them get some work done.
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Post by logan007 on Mar 16, 2017 14:30:09 GMT
I played them yesterday (2 caster game against Mercs, I used Kreoss 3 and Reznik 2) and I think they held their own -- Rhupert giving them stealth via concealment definitely helped. I put them on a flank and they were blasting infantry apart and using double barrel into Steelhead Cavalry late game.
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Post by stonecrowe on Mar 17, 2017 14:10:06 GMT
I own them but I have yet to use them. All I can vouch for is they look cool as hell. Mostly want them for testing with Kreoss 1 and Malekus as others have said.
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xernal
Demo Gamer
Check yourself before you wrack yourself
Posts: 16
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Post by xernal on Mar 21, 2017 1:08:05 GMT
I use them with ToM, since he likes hard hitting, accurate troops. Which is severely lacking in our faction in regards to ranged troops.
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