|
Post by Gaston on Mar 6, 2018 11:48:08 GMT
A bit of caution, my opponent had included the Stormcallers specifically to pick on incorporeal models.
Gosh darn swans are learning...
|
|
|
Post by chocobsessed on Mar 6, 2018 16:19:38 GMT
Oh, wow, I've never seen stormcallers in mk3, they kind of ruin the gremlin swarm plan. Good to know.
As far as Maelok into Nemo3, the storm striders actually have a huge problem with concealment, so they can't really contribute a huge amount before the feat (hitting on 8s, dice -3, probably). You can usually predict when Nemo is going to feat (because they can't give you a round of melee without losing too much lightning, so they have to feat ASAP) so you just feat and run in on that turn. I minimized leaps by abusing friendly scenario objects (flags, objective) and using the buddy system (2 Gators base to base, 4" away from another pair) - since keeping 22 models 4" away from each other didn't fit in my control area. Once you're in melee it's really easy to kill storm striders and fireflies, and after Nemo's feat, they have very few efficient ways to kill Gators.
|
|
|
Post by apoc2148 on Mar 6, 2018 19:20:58 GMT
Oh, wow, I've never seen stormcallers in mk3, they kind of ruin the gremlin swarm plan. Good to know. As far as Maelok into Nemo3, the storm striders actually have a huge problem with concealment, so they can't really contribute a huge amount before the feat (hitting on 8s, dice -3, probably). Except that the Storm strider has probably advanced at least once so it will have the power tokens to boost to hit. . . I played Maelok triple posse into nemo3 and it went so-so. His feat turn I think I lost at least 6-8 posse members. I was able to get my dracodile into his jacks and eat them up pretty well, but I eventually lost on scenario because i had nothing on the one side that didn't die immediately to the Stormstrider/Centurion he had parked there.
|
|
|
Post by chocobsessed on Mar 6, 2018 20:19:36 GMT
Yes. I know that it can boost to hit, but it caps out at 3 tokens so each strider needs to get exceedingly lucky (roll a 3 on tokens, hit an unboosted 8) in order to kill two Gators.
|
|
|
Post by postindirty on Mar 6, 2018 23:01:59 GMT
heck i didn't even know stormcallers had magical weapons
|
|
|
Post by GYF on Mar 7, 2018 4:47:12 GMT
Realistically the Striders need 6's to hit Gators, because they're presumably within 10" in order to respect scenario obligations. That's still something, because the matchup is so dicey all around, but probably not quite a huge problem with Concealment. If the Striders aren't within 10" (in the early game) it's somewhat less important that they need to boost to hit because Maelok isn't making any inroads either, though his game does revolve around getting enough of his stuff there at once. I'd give the nod to Nemo as a favorite in the game overall, but it is, as I said, very dicey and not really awful for Maelok.
|
|
|
Post by Gaston on Mar 15, 2018 12:42:20 GMT
So finally everything is out and I was able to get around to some quick painting. I have been sitting on Carver since that game against The Child last winter waiting for all the goodies so that I could finish my list. Mission accomplished, now let’s get ready to rumble! Lord Carver, BMMD, Esq. III, WWFF -Gatorman Soul Slave -War Hog -War Hog -War Hog -Road Hog -Road Hog -Battle Boar -Battle Boar Orin Midwinter Lanyssa Ryssyll Gremlin Swarm Gremlin Swarm Kwaak and Gub Bone Shrine I think the new goodies open Carver wide open. He hasn’t changed much since 2010 when he released (8 years ago, yikes, I have been with Carver longer than with my wife). But Carver has always struggled to leverage his entire spell list. Now that he has some help, he can upkeep Quagmire for free, cast Mobility and Batten, pull a fury off the Shrine and camp one, and the Soul Slave can drop a fully boosted Rift. Not too damn shabby. I went up against my longtime nemesis Snarkie, and The Dreamer, because all I ever wish to do all day is play against Grymkin. The Dreamer, Dark Menagerie ---We All Fall Down ---Sacrifice ---The Shadow -Crabbit -Cage Rager -Cage Rager -Skin and Moans -Skin and Moans -Skin and Moans -Rattler Gremlin Swarm Gremlin Swarm Gremlin Swarm Gremlin Swarm Lady Karianna Rose Eilish Garrity Death Knell I won the roll, elected to go first. Carver Turn 1: Gremlin Swarms run up. Carver casts Mobility, advances, arcs Quagmire onto the left Gremlin Swarm. Everything else runs up to just a touch out of his max threat range. Dreamer Turn 1: Cage Ragers run up. Dreamer hits white War Hog with Abyssal Gate, turning it around backwards. Red War Hog gets Enfeebled. Otherwise he runs up and makes a helluva bunker behind a wall. Carver Turn 2: I look long and hard about feating and charging in this turn, but the time is not right. He has just positioned himself too well, so backing up time, woooot!!! White War Hog moves out of the way. Orin scoots up, zots left Cage Rager, the spell is cancelled. Carver casts Mobility, walks up and drifts a Rift over a Gremlin Swarm, boosts damage and kills it (leaving him nekkid in the middle of the table). Right Road Hog backs up and kills Crabbit. Kwaak Enlivens both Road Hogs. Left Road Hog sprays the Cage Rager for 6 damage or so. Gremlin Swarms move to contest his zone and flag. Super aggressive!!! There is actually quite a bit of thought that went into the positioning of the pieces. I am now very solidly in 3 zones and a flag, threatening to score 4 points a turn. He MUST come to me. Conversely, I situationally out threat him, the big question mark being Abyssal Gate. Orin did not boost, so the 3 War Hogs and Carver are covered by his anti-spell. I Enliven’d the 2 Road Hogs, so if he damages and places me 3”, I get to walk 5”. Dreamer Turn 2: Upkeep Enfeeble. Left Cage Rager scoots to contest his zone. Left Gremlin Swarm runs to contest my flag, right Gremlin Swarm runs to contest my zone. Rattler comes in to contest the center zone. Dreamer attempts to Abyssal Gate blue War Hog, CANCELLED. She puts Mirage on the right Skin and Moans. Eilish is out of range on my Gremlin Swarm this turn. The Skins reposition themselves to counter attack, now that I can score, I will be attacking and attempting to do so. CP: 0-0 Carver Turn 3: Carver goes, Batten, Mobility, feat, pull from Shrine, camp 1. Left Battle Boar Primals left Road Hog, it goes and takes all of its attacks to kill the Cage Rager. Lanyssa kills the Gremlin Swarm in the right zone. Kwaak attempts to kill the left Gremlin Swarm, hits but snake eyes the damage roll. Second spell is Enliven on blue War Hog. Blue boosts tusks on the Rattle, gets the crit KD, kills it with initial cleaver chops, overtakes back 1”. Right Battle Boar primals right Road Hog. It goes in and leaves the Cage Rager knocked down and on 2 health. Eeeeek. Orin moves to pop it with a boosted lightning, spell is cancelled. Soul Slave then hits it with a boosted Rift, dead. Quagmire Gremlin Swarm runs base to base with the back left Skin and Moans, tee hee. CP: 3-0 Dreamer Turn 3: Things are looking Grim...kin. Upkeep Enfeeble. The Death Knell is his only magical attack on the left side of the table, so it charges and kills my Gremlin Swarm, Dreamer drops a Daydream. Daydream runs up. Dreamer Abyssal Gates the Road Hog out of the left zone and into threat range of the Skin and Moans, casts Manifest Destiny. Middle Skin and Moans goes in on blue Road Hog, he takes the two swings and backs up with Enliven, nothing knocked out. Left Skin and Moans kills my poor Road Hog, makes a large base Daydream. Large Daydream bulldozes my War Hog backward. Eilish kills my Gremlin Swarm and ports to the flag. Right Skin and Moans actually leaves the Road Hog on 2 HP. CP 3-1 Carver Turn 4: Lanyssa walks to the Gremlin Swarm back arc, kills it. Kwaak walks to contest his zone, sprays the Gremlin Swarm in the back, kills it. Carver kills the large Daydream, casts Mobility. War Hog puts up Irresistible Force, Bulldozes the Skin and Moans out of the zone. CP: 6-1 Lessons Learned: I had a wee snafu with my deployment at the beginning of the game, where the Bone Shrine didn’t start in Carver’s control area. This fixed itself eventually, but was noteworthy for getting Quagmire out on a Gremlin Swarm. Otherwise, I am super pleased with the list. It felt very well tuned, everything single model performed its job and performed it well. One side consideration might actually be to substitute Rorsh in for a Road Hog. I had pulled them out because of Mobility and Batten, but Carver plays a very honest game. Rorsh doesn’t believe in honesty, and adds a layer of trickiness to an otherwise straightforward list. Hopefully this inspires folks to break out some Carver, he’s an oldie, but a goodie!
|
|
rainxtn
Baby's First Wargame
Posts: 4
|
Post by rainxtn on Mar 15, 2018 17:13:38 GMT
Absolutely stealing this Carver list and trying it out this weekend. Quagmire on a Gremlin Swarm is so dirty.
|
|
daveg
Light Addition
Posts: 67
|
Post by daveg on Mar 15, 2018 18:27:14 GMT
I've been playing Carver as my first list into Minions. It's an honest game but it's still a strong game. The depth is when to cast batten and mobility but finding a place to have Carver stay safe.
The bone shrine is a solid idea on how to have that extra fury.
Thanks for the reports!
|
|
|
Post by Azahul on Mar 16, 2018 1:26:15 GMT
Nice going man I wish this list didn't compete so completely with Arkadius, all but guarantees that I'll never touch it, but I am a big fan of my old mate Carver and the list looks very strong. Absolutely stealing this Carver list and trying it out this weekend. Quagmire on a Gremlin Swarm is so dirty. Quagmire on a Gremlin Swarm has been my favourite trick for all of Mark 3. Sadly, the Mist Speaker errata and the proliferation of Hordes locally largely ensures that I've had to put it on the back burner lately.
|
|
|
Post by Gaston on Mar 16, 2018 12:38:42 GMT
Yeah, he and Ark overlap pretty badly and the good Dr. just has me wrapped around his finger. Nice going man I wish this list didn't compete so completely with Arkadius, all but guarantees that I'll never touch it, but I am a big fan of my old mate Carver and the list looks very strong. Pfft, I never wanted to play your lists either anyway! Concept: Strongest current mono-pig pairing is Arkadius/Helga.
|
|
daveg
Light Addition
Posts: 67
|
Post by daveg on Mar 16, 2018 18:22:00 GMT
As a person that'll probably play mono-pigs. Why Helga specifically as a pair for Dr. A?
She's really interesting looking but haven't gotten her on the table yet?
|
|
|
Post by Gaston on Mar 16, 2018 18:58:45 GMT
As a person that'll probably play mono-pigs. Why Helga specifically as a pair for Dr. A? She's really interesting looking but haven't gotten her on the table yet? I should rephrase a bit, by mono-pigs I meant pig casters, I would run both in WWFF with gator solo support. I like Arkadius into a lot of stuff, but there are definitely a few boogeymen out there for him. Probably the most notable one is Cryx (or mass infantry skew in general). Breaking down the Cryx match up, you end up with a bit of list chicken--there is the Dark Host weaponmaster blob and there is the Gaspy3 style jack mess. I --think-- that Helga can cover both of these match ups and have been dojoing towards a build that I like. I want to leverage a few specific things that her kit brings together into that style of match up--Distraction and Gang. With the assistance of the fury support from models like the Bone Shrine and the Soul Slave, as well as the 10" buff to Distraction, it is fairly reliable to land that on two different units in a given turn, dropping Banes for example to Mat 4, Def 10. I have been running a beast loadout with her of 3 Road Hogs, 1 War Hog, and 1 Skarath. That can work out to 4 Spray 10s, needing 5's to hit. Even if it doesn't kill, you leave them on fire for next round, and care not about stealth. Additionally Sprint has been improved, so against an infantry blob it is easier to charge so that you engage 2 targets, thus can kill the initial with the spray and redirect to kill the backup target. With gang the same anti-infantry beasts can play a melee game into Cryx jacks. Gaspy Slayer spam is Def 13/Arm 19. With Primal and Gang you can need 3's to hit, straight dice. With some positioning that is impossible to predict with dojo really, you can leverage the feat to multi-slam to make that a Pow 19 WM. If you get lucky and kill one fast enough, Overtake on to the next, they tend to clump. TBH, I am not sure that it has the power to get through something like 9 Slayers, without playing the match up. It super depends on positioning. I think a Slayer is 28 boxes, so assuming you do get slam help at straight dice 14 damage on the charge, 2 more to kill. Leaves Overtake and 2-3 swings for the next one, assume no slam help, 14 to 21 damage. Slam help is 20 to 30 damage, this all depends on if you had to force to charge and/or for speed. Other things you can do to help yourself is I include Totem Hunter to hop over and slam forward. I shudder to mention River Raiders but they do exist. Those models help you to clump up your enemies. I also am trying to find a balance of Witch Doc Crocs (ghostly), Mist Speakers (anit-Wraith Engine), Valkyries (Gang and support approach), Feralgiests (incorporeal gang triggers), Orin, and Lanyssa. I think all the pieces exist, it is more a question of how to assemble them. And once you have a list that can cover Dark Host and Slayer Spam, there should be a decent amount of the rest of the meta it grabs too.
|
|
|
Post by Gaston on Mar 24, 2018 2:45:40 GMT
Update: Helga vs. Aurora video battle reportAlso I played a Vassal game for the first time in 3 years. Jaga vs. Locke. I can't exactly figure out premeasuring in Vassal, so Jaga might've wandered into straight up charge range of a Toro and unceremoniously died. Lessons Learned: Don't do that next time?
|
|
|
Post by eterenal on Mar 24, 2018 15:20:12 GMT
Vassal pre-measuring is super easy nowadays. You just use the bubble feature which measures increments of distance in an arc around whatever model you have selected.
|
|