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Post by scorp on Apr 1, 2017 2:28:13 GMT
I bring cetrati with Mordikaar and reviving them in shieldwall is a pain for your opponent.
I love it !!!!
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Post by debilitate on Apr 1, 2017 3:03:31 GMT
Yesssssssss! That value is so hard to beat
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granor
Junior Strategist
Posts: 353
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Post by granor on Apr 7, 2017 18:47:25 GMT
Well I played mordicaar again I was too aggressive with my archidons again so I need to work on that. I ran with ferox Here is a pic on my feat turn drive.google.com/file/d/0BwDLR6YQge4TMUNPRmRHOXg0SjA/view?usp=sharingHere the pic shows how my opponent was able to deal with the feat drive.google.com/file/d/0BwDLR6YQge4TQVlFYVJHN1pndzA/view?usp=sharingAnd here is my turn after the feat turn drive.google.com/file/d/0BwDLR6YQge4TNXJkSkFzVjgtYlU/view?usp=sharingThings didn't go great but it was not a complete failure of a game. One of my void spirits killed 3 daughter cav all by itself that was pretty impressive. I still think Mordicaar can be a competitive caster off the backs of the void spirits alone. Despoiler did a good job in the game of making void spirits and killing a heavy when the time came. He did die pretty easy the next turn but there was some confusion on how much damage was on him, the card had gotten wiped off, and we are not sure how easy a kill it should have been. Reviving the cats was not impressive at all I am going to try cetrattii next game. Def 17 archidons are not that hard to kill I need to be much more careful with them. There are a bunch of mat fixers that just come in the game now and a high def just isn't great. Star-crossed may push this feat over the edge I am running into. The Zaadesh with glad package is a waste in this list I am going to take it out. I am very interested in seeing if zaadesh can be a melee threat under mac2 with stay death and a bug for sac pawn but that is a different list. I didn't roll a crit pitch all game. I committed one archidon and his attacks failed which caused me to try to recover and I ended up feating a turn earlier than I wanted to. I was just too short sighted over some dice fails on the void spirits and the archidon attack. I did play Mordicaar pretty agressivly and I was impressed with his survivability.
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Post by scorp on Apr 8, 2017 3:21:52 GMT
I to have that Zaadesh with Gladiator in this list is a waste. I would rather have Gladiator in Mordikaar's battlegroup.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 8, 2017 18:23:14 GMT
Archidons see a lot of play because they are a type of weapon Skorne isn't used to having. However, if you compare them to other factions you'll find them highly lacking. They ARE good for early engagement, but don't expect them to keep an enemy from advancing up the table. A single unit of trooper models can take aim, combine shoot, and put him out of his misery. If you start them off slow they can make a good flanking model, but our kitties and blood runners are the best at handling that roll.
I did notice that the speed of your units were all dangerously high, an effective way to claim the field, but there are other ways to use speed than taking the objectives first. The more experienced your opponent is the more warry they are of assassinations, making just having blood runners on the field put them on high alert. You can use some of our slower or more numerous units to push forward while leaving the enemy spread thin by simply having a hunting pack with a large threat range barely endangering their more important models. It's fun to watch how worried they get by just measuring how far it is from your bloodrunners to a model that they just ended its movement phase. Unlike chess where you can see 10 steps ahead, just 1 round of warmahordes is like playing 10 back and forth moves while the average human brain can only handle 7; everyone is constantly asking themselves questions and are always in stages of doubt until the turn is over. By simply increasing their awareness you can force them to make more mistakes.
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granor
Junior Strategist
Posts: 353
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Post by granor on Apr 14, 2017 16:06:54 GMT
conflictchamber.com/#b91b4t6U6UcQfC6L6x6xbF5P6K5U2NSkorne Army - 75 / 75 points (Mordikaar 1) Void Seer Mordikaar [+29] - Archidon [10] - Archidon [10] - Despoiler [19] Hutchuck, Ogrun Bounty Hunter [6] Paingiver Task Master [3] Void Spirit [4] Void Spirit [4] Wrong Eye [17] Cataphract Cetrati (max) [18] - Tyrant Vorkesh [6] Paingiver Beast Handlers (min) [5] Swamp Gobbers Bellows Crew [2] Top1 drive.google.com/open?id=0BwDLR6YQge4TdzYyVjhhLTJtZVkGoing first I set up to get SnapJaw between the cetrati. Maybe put him in the pond in front of him. The pond is going to become a problem for my cetrati. Start of Bottom 1 drive.google.com/open?id=0BwDLR6YQge4Tb1Bna0NTdjZlMG8I have run everything. The cetrati were not able to get as close together as I wanted them to. I try to use the forest on the left side to hide my void spirit and archidon. Top2 drive.google.com/open?id=0BwDLR6YQge4TeU15aWVhaDlKY2sHaley advanced slowly. Trenchers drop smoke and use the forest so my archidon and void spirit can not see them. Haley only has 3 models in her control range so she doesn’t feat this turn. Bottom 2 drive.google.com/open?id=0BwDLR6YQge4Td0JuMzRkVVFjVVkI am at a bit of a loss here. My Archidon can’t see the trenchers so I try to run him up into the trench. The void spirit on the left also can’t see anyone so he just runs forward to try to threaten the trenchers even though they are tough and that causes issues. After moving the blue archidon I purposefully move the brown one into my brick to try to play it less aggressive. I give scutter to the Gobbers so they advance up drop and cloud then reposition back. The cetrati shield wall up into the cloud and the pond gets in the way of the rest of them and they get pretty stuck in the back. Wrong eye drops star crossed and snap jaw shuffles up next to the cloud to block line of sight. The despoiler is just trying to stay safe but relevant. Hutchuck comes in off the side but misses the 4 to knock down the jack. We go back and move the void spirit next to the wall after the pic is taken. Top 3 drive.google.com/open?id=0BwDLR6YQge4TS1A2REM2dHpHT3MSo everyone charges my archidon and the jack finally kills it off. The trencher charges needed 8s and actually were not that bad but the Jack just killed it dead. Thunderhead walks up and pulses catching my gobbers killing them dead. Nothing else takes much damage then he shoots the cetrati and kills him (I roll one tough check this game). Stormwall tries to shoot the archidon but fails to kill it and is not able to kill any of the cetrati. Haley feats Bottom 3 drive.google.com/open?id=0BwDLR6YQge4TeEdLZ3VjdkRFamcSo breaking news Haley’s feat is still really good. Everyone just kind of shifts around. Void spirits move toward haley because I can not make them corporal this turn so no free strikes so tying stuff up doesn’t help. Mordicaar feats because I can’t take 2 alphas from Haley. He also revives a cetrati in the way. Archidon moves in line with stormwall hoping to survive under feat and Starcrossed. Cetrati shield wall and try to get in the way by spreading out this opens up the UA to be attacks I am hoping he survives. Hutchuck moves toward hayle as nothing was in his stand and toss range. Top 4 drive.google.com/open?id=0BwDLR6YQge4TX3ZSd3lFOENuMDQOk the pic was taken after I had moved a few thing on my turn so ignore the knockdown token as hutchuck and voidspirit have taken their turns. So the trenchers CRA up and kill the rest of the archidon. Stormwall moves up and suffers under star crossed and misses a bunch of attacks and is only able to kill 1 cetrati. Thunderhead kills the cetrati UA and one other guy. Haley kills the void spirit and is starting to get nervous about the models in the back area. Bottom 4 drive.google.com/open?id=0BwDLR6YQge4TYXJMWFBmakZDaGsI have to kill Stormwall this turn. Hutchuck moves and knocks down Thunderhead. The void spirit charges the mechanic but fails to kill him. Wrongye gets scutter charges thunderhead and moves to the other side of the flag casting starcrossed. Cetrati move out of the way shield wall and stab stormwall a few times. Despoiler moves into stormwall hitting him for a bunch but I leave one fury free so I can transfer to him. Snapjaw them comes in and finishes stormwall off. Mordicaar moves off the hill and revives a bunch of cetrati trying to tie up the trenchers and get in the way of the charge lane to despoiler (the proxybase) Triple ones for the loss drive.google.com/open?id=0BwDLR6YQge4TUE1xR0hCdjRpM00Haley charges the Void spirit and rolls trip 1s on her attack (under starcrossed). This causes her to be pushed back 3” and now she can not see the Jack to TK it out of engagement with the cetrati. With the void spirit alive now Haley is looking pretty dead. Top5 drive.google.com/open?id=0BwDLR6YQge4TUFZ6LVFVQ21kZDAHaley tries to recover the turn. The trenchers clear up the charge lane but can’t cra onto despoiler because by pure luck he is engaged with thunderhead. Thunderhead just punches the cetrati in front of him now that he wasn’t TKed. The jack charges into despoiler and leaves him on 2 boxes for some really bad luck. X gona give it to you drive.google.com/open?id=0BwDLR6YQge4TMG8zWnpoMmYxM2sSnap jaw kills the jack under Dark Shroud. PGBH heal up despoiler. Despoiler then moves and kills Thunderhead. Wrongeye gets scutter charges the mechanic kills him and moves back to the flag. Hutchuck and void spirit engage Rick and Summer impersonations. Hutchuck charges into haley’s back arch rolling the hard eight and hits her for a bunch through the overcharged field. Void spirit does the same and kills her off. Great stuff Despoiler once again proves he is the best beast with mordicaar. Scutter on wrongeye is seriously awesome. Stuff wasn’t great The cetrati got jammed up pretty good and not having pathfinder hurts a bunch. Because they are med bases they do not stop guns from reaching my beasts in the back Scutter on the gobbers was fun at least Hutchuck is a bunch of points for what he did this game. Archidon’s def is not protecting them very well. Weaknesses of the list CRA guns are a real problem. As are guns in general. I got lucky with despoiler living through the charge if he had not armor cracking can become an issue I really want to try Ferox again with wrongeye having scutter to keep up Please let me know if you can not get to the links
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Mordikaar
Apr 15, 2017 6:23:11 GMT
via mobile
Post by debilitate on Apr 15, 2017 6:23:11 GMT
Great brep, thanks!!
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granor
Junior Strategist
Posts: 353
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Post by granor on Apr 23, 2017 22:20:14 GMT
Mordicaar 4/20/17 conflictchamber.com/#b91b4t6U6ScQ6w6L6y6x6xbF5U67Skorne Army - 75 / 75 points (Mordikaar 1) Void Seer Mordikaar [+29] - Archidon [10] - Cyclops Raider [9] - Despoiler [19] Paingiver Bloodrunner Master Tormentor [4] Paingiver Task Master [3] Tyrant Rhadeim [9] Void Spirit [4] Void Spirit [4] Wrong Eye [17] Paingiver Beast Handlers (min) [5] Praetorian Ferox (max) [20] Start drive.google.com/open?id=0BwDLR6YQge4TVndBYXJKV0UtUzASet up a new SR2017 scenario. The terrain looks pretty easy for my list to deal with but staring down 6 jacks is going to be a problem Top1 drive.google.com/open?id=0BwDLR6YQge4TVU1KdTdkZU80emMI move everything up and cast starcrossed. The line of Cats is not as central as I would like but I am fine with how everything ended up. The void spirits and PGMT have not good targets so they try to run down the flank to get into the back field eventually. The PGMT was going to be a willbreaker until I realized the skornergy of hollow making the cats undead so they can not be toughed. I guess skornery doesn’t exist it is options, so you have the option of playing a better caster that allows you to use the willbreakers flesh hardening action.(spoilers) Bot1 drive.google.com/open?id=0BwDLR6YQge4TY3A1OU50VHc2WmcOpponent steps up and feats taking out a cat (rfp) getting one to 1 box and taking the dragoon down to 2 boxes. Not a great start but the feat could have been far worse. All the jacks move up and have a focus on them so they can ignore a damage roll. Also the surviving cats are on fire. Top2 drive.google.com/open?id=0BwDLR6YQge4TQWNkd3pCU1JINWsFire doesn’t go out and dismounts the dragoon. The hazzard is really in my way. So I need to decide if I push in all the cats with all his jacks being able to ignore one damage roll or hold back and hope for a better feat turn opportunity. I hold back get starcrossed up the board with scutter. I get snapjaw up the board because I want my opponent to spend effort killing him instead of finding a way to just kill wrongeye later in the game. I revive one cat but can’t not revive the other one because he was RFPed. Despoiler just moves around aimlessly because of the hazzard and the fact that sevy can give his jacks the ability to ignore the forest in the center of the table. The void spirit and PGMT continue on their extreme flanking maneuver. The raider kills a choir member because I have no way of giving it magic weapons. Bot2 drive.google.com/open?id=0BwDLR6YQge4TZTVYVmRXTnZXQ3MYeap Guns are still a problem. So menoth steps up and 2 shots the archidon off the table doing dice damage 2 times. The other reckoner kills the cat in the forest understarcrossed and the last jack charges the newly revived cat and puts him back into the dirt. Top3 drive.google.com/open?id=0BwDLR6YQge4TbmxGcGVKU0poT2cOk now is the time to strike back. Wrongeye gets scutter to get way up the board. Dropping starscorssed and submerging himself in the trench. Snapjaw goes into the jack taking more than ½ its grid. The cats advance and jump trying to finish stuff off and fail to do much damage. Mordicaar gets into the zone forgetting that the objectives contest and feats. I should have used his gun to shoot the objective but I forget about it. PGMT is able to reach a choir member and sprint to tie up the rest. THe void spirit moves into the trench. The right hand void spirit knows he isn’t going to do anything to the jack and the right and just moves into the forest. This turn didn’t go well and I am worried about all the jacks. Bot3 drive.google.com/open?id=0BwDLR6YQge4TeEY2S0x6NmdwWmcThe jack headbutts wrongeye taking him to the ground under starcrossed and him and his buddy proceed to kill him. The book moves over catching wrongeye in his no spells bubble. The three man unit kills off the PGMT and one of the cats. Sevy tries to kill the voidspirit on the right that is outside of feat and misses him getting pushed back 3”. The jack over on that side then moves into the charge lane. The reckoners get to see through the forest and under feat and a shot under starcrossed shoot ½ the despoilers health away and set him on fire. Top4 drive.google.com/open?id=0BwDLR6YQge4TTndlSEk2WUxKbG8So now I am in panic mode. I got 5 jacks staring at me with little to no damage on them I got one void spirit by the caster and I need to clean up the backfield. So I start with the void spirit on the left charging one of the honor guard. I need a 12 on 4 dice to kill his 5 boxes. And no go. So next I decide to get in on the caster see how much damage I can do. The 6 inch walk doesn’t get me into the back arch so I decide to charge the Vassal needing an 8 on 4 dice to kill him and my dice say how about a 6? Despoiler gets enraged and tramples through the forest and puts up dark shroud on the 2 jacks closes to him. Pays some attacks but doesn’t get any crits. Does ok damage. The Raider who hasn’t been allowed to shoot much this game also gets enraged and charges into a jack. The pow 15 charge is negated and the rest of the punching does a little damage. The 3 Cats go next cmas with the cat in front (pow 16) kill the rightmost jack and put more damage to the jack to the left and finally wrongeye gets stronger from the Pgtm and finishes the jack off. But he can not cast starcrossed because the book is too close. Bot4 drive.google.com/open?id=1XAdCnt2ICSYkrPbZ83ijzFqeb899KoEwkR5nBQb1NlMMenoth goes kill despoiler and all the cats but one. I reve the fury off of despoiler (mistake). THe void spirits are killed off and menoth is ready to clean up next turn. Top5 Raider frenzies because I could only take 2 fury off of him hits and kills my last cat. I concede. Final thoughts: Mordicaar’s void spirits are awesome. When the dice and your opponents list goes your way they do great things. They only have a few weaknesses. Anything with 5 boxes really stresses their ability to kill. If it is the first thing they charge things go ok but if they are a killing spree target it gets far more difficult. Any non-living infantry is of course an issue for them. Anything with tough is a problem or any other kind of damage mitigation or redirecting. Magic weapons in your opponent's force makes their 9.5” charge range a huge issue. Jacks of course make them next to worthless but they still do good damage to beasts. The lists I have been able to put together (please see above) have weaknesses to Jacks and Guns. What does that mean they are good against? To be honest I am not sure. I know is seems like he should be great against infantry but because the void spirits have to hit and kill every model even in the 80% to hit and with an auto kill you only have a 51% of getting 3 successful attacks off. This makes the void spirits activation risky in most games and you are relying on it going well. Revive is a very expensive spell. It costs you 2 fury if the model is in your hollow unit. That model then needs to survive to the next turn. This means most likely they will get attacked at least once and will need to be able to roll tough. With the interaction of hollow this really means the best unit for mordicaar to bring given my experience above is cetrati. The main weakness of this is they do not stop guns from getting to your beasts in the back lines. Manifest void does nearly nothing to warmachine armies and while I have very little hordes in my meta I would assume it would be much more useful there. It doesn’t stop solos from casting spells and most of the time I found catching my opponent's caster in the bubble to be impractical. Host of shadows is an odd spell as it seems like mordicaar should be able to run without a Gladiator. The threat range you lose when not bringing a gladiator is a big deal when trying to rely on this spell. The spell seems made for archidons but because mordicaar doesn’t fix any of their survivability, fury limit, or hitting power, they do not perform well in using this spell. Hollow is a fine spell but the lack of tough attached to it makes the units you want to bring very limited in my experience. Mordicaars feat is nice but there are so many ways an opponent can work around it that I found the question of can you hit def 16-17 isn’t very strong. Most of my opponents had an out for it. This includes boosting, cav units charging, autohitting range attacks, electroleaps, knowckdowns and backstrikes and of course casters that bring a to hit fixer in any form. Far strike is cool with mordicaar’s great gun but the raider is still not worth the 9 points. I am dropping mordicaar from my store bag not because of what he is weak against gun lines or jack heavy lists but because I can not find what he is good against.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 24, 2017 2:25:07 GMT
infantry spams, cryx, soul dependent lists, etc.
The real issue in your game is that you were playing against Menoth, who specialize in lighting things on fire, magical damage, blessed weapons, and nullification. Menoth is practically the bane of Skorne. Menoth and Cygnar are probably the two factions that hit us the hardest, Menoth because they are a mirror of us with a more functional crew, and cygnar because they can dance outside of our range and murder us. When facing against either, you should be using our heaviest and fastest units, which is why Mak2 kitty and Zaal2 Exhalted really got started. You can take on Cygnar gun spams with Mordi by using Aradus, the Glad, and Krea. Make the despoiler a low profile unit, rush everything you can up there, and remove the gunlines with annihilator while the despoiler is well guarded and as far back as possible while still spawning new spirits. Menoth... well using Mordi against Menoth is like trying to put out an oil fire by using gasoline.
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granor
Junior Strategist
Posts: 353
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Mordikaar
Apr 24, 2017 3:36:46 GMT
via mobile
Post by granor on Apr 24, 2017 3:36:46 GMT
infantry spams, cryx, soul dependent lists, etc. which is why Mak2 kitty and Zaal2 Exhalted really got started. You can take on Cygnar gun spams with Mordi by using Aradus, the Glad, and Krea. Everyone keeps telling me to bring the krea but when I do she does nothing. Electroleaps are not ranged attacks neither is thunderheads pulse and his sustained attack means the kreas def means nothing. How does her animus help with against cygnar again? What does mordicaar do for the bugs? And while I agree host of shadows is not a great spell are you saying to bring a glad because it is useless? Also if the list I played against April 7 isn't an infantry swarm I am not sure what you mean. The list did descent in that match but not great
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 24, 2017 6:16:09 GMT
I'm just going to start this by saying Cygnar = ranged weapons up the ass. They do not completely depend on them, but they definitely have the largest assortment and most dangerous ranged attacks. With that said...
Bugs have similar stats to titans, but they also have the carapace ability, which makes them practically impervious to range attacks while they are also under the krea's animus as well. It's true that electro-leap is a big killer, but if they get engaged first you won't have to worry about it much. Electro-leap actually has a few flaws that the nemo list fixes the biggest one.
The largest flaw is that it's POW 10 with 2 dice. This means, on average it'll have 16-17 damage per leap. However, if what it's leaping into has 17+ armor *gasp* it's negated. Nemo3, I believe it is, gives +1 di to electric attacks, increasing the average to 19, meaning they still aren't doing jack to our beasts.
Another flaw is that you need to hit your first target in order to start the chain. With the krea aura up along with Mordi's feat, the only chance they'll have to electro-leap is if it's bouncing it off their own units (shortening the leaps by 1), or by getting into melee and triggering it off that. Since the cav are the only melee unit that can use it and it only jumps 1 time from them, their tactic of auto-hitting your units instead of charging into them is negated... when the first thing they are running into is going to either be a titan or an Aradus (both armor 19), and you can't target incorporeal models on turns they have not used their combat action on ^-^ (auto miss for non-magical attacks)
The final flaw is that it automatically jumps to the closest model to the last model hit. This means THEY cannot choose where it arcs too but, to some degree, YOU can. Let heavily armored units crowd in front of their e-leaps and watch as they auto jump and deal zero damage... except under nemo where they can nickel and dime you. The key here is to make the bugs the targets. The sentinels will toss poison at the enemy and rip through their paper thin armor with their additional di on all living models, and the soldier can hold his own against even the toughest jacks. If you can get them there unharmed (what the krea is for) their damage potential and effect skyrockets.
As for the gladiator... I'm going to guess there aren't many Skorne players in your area and Skorne isn't your main army. Gladiator gives Rush... it gives RUSH!!! It allows your freak'n lock to cast rush. It even allows the Cyclops Shaman to cast rush! 2 inches of additional threat AND pathfinder!? It fixes the Aradus 3 movement issue AND the titan 4 movement issue.
After that, well, make sure to keep your Despoiler alive and exactly 4.1 inches behind the front line (less e-leaps that way). If even 1 void spirit can get to their gun lines you'll learn to abso-freak'n-lutely fall in love with annihilator all over again. Cygnar infantry has average defense and paper thin armor. Their tarpit generally consists of models that you just need to be in melee to kill.
As for your April 7th game, you should have had your void spirits targeting his more fluffy models, like temple flameguard after they attack. He's MAT 6 which means you're rolling an average of def 12, unfortunately, but your P+S 12 with an auto 3 dice, upping the average damage you do to 21! On the charge you'd be an average 24! And that's way overkill on Menoth infantry. Walk into their back arc for the bonus and start the chain kills. With your despoiler making more, even if 1 void only kills 1 or 2, the others can finish off the job he started, just be careful of Menoth's magical weapons... which they have a lot of... all over the place.
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granor
Junior Strategist
Posts: 353
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Post by granor on Apr 24, 2017 16:32:18 GMT
I'm just going to start this by saying Cygnar = ranged weapons up the ass. They do not completely depend on them, but they definitely have the largest assortment and most dangerous ranged attacks. With that said... Bugs have similar stats to titans, but they also have the carapace ability, which makes them practically impervious to range attacks while they are also under the krea's animus as well. It's true that electro-leap is a big killer, but if they get engaged first you won't have to worry about it much. Electro-leap actually has a few flaws that the nemo list fixes the biggest one. The largest flaw is that it's POW 10 with 2 dice. This means, on average it'll have 16-17 damage per leap. However, if what it's leaping into has 17+ armor *gasp* it's negated. Nemo3, I believe it is, gives +1 di to electric attacks, increasing the average to 19, meaning they still aren't doing jack to our beasts. The electro-leaps also can get +2 pow from the Firefly if it can get close enough. My point wasn’t that skorne has nothing to bring against electro-leaps my point is the krea doesn’t help here. Another flaw is that you need to hit your first target in order to start the chain. With the krea aura up along with Mordi's feat, the only chance they'll have to electro-leap is if it's bouncing it off their own units (shortening the leaps by 1), or by getting into melee and triggering it off that. Since the cav are the only melee unit that can use it and it only jumps 1 time from them, their tactic of auto-hitting your units instead of charging into them is negated... when the first thing they are running into is going to either be a titan or an Aradus (both armor 19), The cygnar players in my meta when given ferox under a krea bubble parked one stromlance in front of the ferox and shot him in the back with everyone else. This very effectively killed ferox through 6 stay deaths. I do not see how mordicaar’s feat improves this situation. Again I agree that an Aradus could be an effective counter to stormlances but I am not sure why if this is your plan you are bringing mordicaar as your caster. and you can't target incorporeal models on turns they have not used their combat action on ^-^ (auto miss for non-magical attacks) Just for the new players this is not correct. Incorporeal models can be targeted and hit by non-magical attacks. Non-magical damage is reduced to 0 and they are immune to continuous effects. Demonic’s point of eletro-leaps not killing your void spirits stands I just wanted to clear up the rules. The final flaw is that it automatically jumps to the closest model to the last model hit. This means THEY cannot choose where it arcs too but, to some degree, YOU can. Let heavily armored units crowd in front of their e-leaps and watch as they auto jump and deal zero damage... except under nemo where they can nickel and dime you. The key here is to make the bugs the targets. I once again agree my point is the krea doesn’t help here. The sentinels will toss poison at the enemy and rip through their paper thin armor with their additional di on all living models, and the soldier can hold his own against even the toughest jacks. If you can get them there unharmed (what the krea is for) their damage potential and effect skyrockets. The only thing I would disagree with here is the paper thin armor part. Anytime you are creating a list to fight cygnar you need a way to kill arm 20 stormlances. To be honest most of the infantry I see coming from Cygnar in my meta is stormlances. So the krea doesn’t help vs stormlances it doesn’t help vs thunderhead but sure anything else your opponent brings. It is just in my meta those are what my opponent brings. As for the gladiator... I'm going to guess there aren't many Skorne players in your area and Skorne isn't your main army. Gladiator gives Rush... it gives RUSH!!! It allows your freak'n lock to cast rush. It even allows the Cyclops Shaman to cast rush! 2 inches of additional threat AND pathfinder!? It fixes the Aradus 3 movement issue AND the titan 4 movement issue. I do main skorne. I am not saying the gladiator is a bad model. New players please do not misunderstand me here. Go here for my thoughts on glads outside of mordicaar lormahordes.freeforums.net/post/11687My point here is under mordicaar it feels like because of Host of Shadows he is supposed to run without a glad. Running despoiler and some archidons but then again I have not found success here so I could be wrong. By bringing both bugs and a gladiator it seems as though Host of Shadows will never be cast. This may not be a bad idea but when I start seeing my list doesn't need spells from my caster I start to wonder if this is the correct caster to pick in the first place. After that, well, make sure to keep your Despoiler alive and exactly 4.1 inches behind the front line (less e-leaps that way). If even 1 void spirit can get to their gun lines you'll learn to abso-freak'n-lutely fall in love with annihilator all over again. Cygnar infantry has average defense and paper thin armor. Their tarpit generally consists of models that you just need to be in melee to kill. Looks like your cygnar meta is different from mine as the infantry I see is stomlances, not that void spirits can not kill them for sure, it is just that I don’t see much other infantry being put on the table. As for your April 7th game, you should have had your void spirits targeting his more fluffy models, like temple flameguard after they attack. He's MAT 6 which means you're rolling an average of def 12, unfortunately, but your P+S 12 with an auto 3 dice, upping the average damage you do to 21! On the charge you'd be an average 24! And that's way overkill on Menoth infantry. Walk into their back arc for the bonus and start the chain kills. With your despoiler making more, even if 1 void only kills 1 or 2, the others can finish off the job he started, just be careful of Menoth's magical weapons... which they have a lot of... all over the place. Yea the battle report wasn’t super clear sorry about that. I put 3 void spirits into his flameguard. One had a dice fail one needed to kill a few daughters first and the last one ended up cleaning up the ambushing daughters. So they were reasonably effective. I was also able to use Mordicaar’s gun to blow up a rack (targeted a guy next to it boosted the blast damage) and that killed a bunch of the temple flameguard guys but that isn’t in the pics. The full battle reports take a while and I didn’t have time to do it on that one. I was just trying to show my growing concern that archidons under feat are not as hard to kill as I originally thought. Another rules note for new players the void spirits get an additional dice for both melee attack and melee damage rolls. This brings their average to hit roll to 16-17 not the 12 stated above. I would encourage you to get your voidspirts into back arcs nonetheless. EDIT: Sorry guys just noticed this. Void spirit average damage roll is 12+3d6 = 22 (I usually round down) non charges and 12+4d6 = 26 charges. Though if you read my battle report you will know 4d6 = 6 I guess overall because the krea doesn’t help vs stormlances I find her inclusion in my anti-gun lists to be only somewhat useful and I try to find other ways to spend the points. When I am looking at bringing bugs I find my motivation to bring mordicaar as my caster is greatly reduced.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 24, 2017 18:57:56 GMT
wow... the only infantry your Cygnar people use are stormlances... yeah, that makes things MUCH easier. Put a Titan Sentry into your list, a rhinodon will work as well. Float him in the middle of nowhere, but still in the way of the stormlances. If your meta knows how to play stormlances, they'll be used like flanking models that come in at an angle; both the sentry and the rhinodon are too strong of a model to just take free strikes from. While they are busy killing the Sentry/rhinodon, run across the other side and decimate them. If your Sentry/rhinodon is almost dead, instead of attempting to medicate, just use essence blast on all the stormlances. If your meta likes to play rather bold with their stormlances, cataphract celtari and tyrant commander & standard. Use the tyrant commander to give the celtari +2 spd and keep shield walling them every turn. When they manage to kill one, use Mordi to revive it. Since they are in b2b contact with each other, the e-leaps can only bounce between them. In shield wall they are arm 20, 5 box, and tough. With Vorkesh they are also steady and under spellward. Do not attack with them. Use your kitties and pounce the stormlances back arc. After that, well, in a straight melee Skorne wins, that's why Cygnar is suppose to load up on the guns and nickel and dime our beasts to death instead of attempting to stop us with their jacks.
Ferox are not stalling models against e-leaps x.O; ever. They are only used as stalling models when you need high defensive targets. You learned that lesson thanks to the Uranus e-leap trick. Imagine if your Ferox had 20 armor and tough... much more of a pain in the ass for e-leaps.
The krea still helps, though. Using the krea, the opponent is forced to engage in melee or take the risk of dealing no damage. This brings them in close and allows you to maul them with basic skorne tactics. The krea also becomes a target because of it, soaking up damage that would be going into your other models.
The issue I've had with playing Mordikaar is that his lists look SO different depending on who he's playing. You can't come to the table with 1 list planned out and think you're going to walk all over every faction that's placed in front of you. Depending on the faction and the caster/lock, you need completely different game plans with the only solid models being 2 void spirits, 1 despoiler, 1 gladiator x.x;
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granor
Junior Strategist
Posts: 353
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Post by granor on Apr 24, 2017 19:12:17 GMT
In my meta we come to game night with 2 lists and pick from them like a tournament. I do not tailor my lists to my specific opponent that evening.
I do enjoy modicaar as a caster and set him aside reluctantly so if you are able to post some battle reports please drop a link in here as I find it difficult to keep track of all the places the community posts things now.
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