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Post by ozvelpoon on Sept 22, 2017 0:22:48 GMT
So with more information coming out for Company of Iron now who will you be taking onto the field of battle?
Kayazy Eliminators have been highly valued, but I think I am leaning towards Iron Fangs. No knockdown and Sofya being annoying sounds fun.
Sofya Kovnic Min Black Dragons/Pikeman
What are you looking at for 20/25 points?
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Post by leotherat on Sept 22, 2017 0:32:15 GMT
Max Storm Troopers+UA what more would you need? For 25 just add a Kovnik.
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Post by smoothcriminal on Sept 22, 2017 0:41:19 GMT
Do we have a rule pdf or something? Can you take jacks? I though they said something about 1 model being a marshal.
From what I saw on stream I want a mixed force, probably with quantity over quality to get more activations.
Snipers, stealth+anatomic and other tough-negating stuff seems to be very strong.
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Post by ozvelpoon on Sept 22, 2017 0:53:11 GMT
No concrete rules beyond what they have started leaking out. Sadly Khador is out of luck on the jack front; no large bases so no jacks for khador (though we can still take the jack marshals!). Tough negating tech will negate the re-roll on disable that it provides in company of iron, so we go from a 1/9 chance to kill a tough model to a 1/3 chance; sounds good.
I also want to look at the full Winter Guard Boat; basically walk in, shoot, reposition until they present a good target for a spray charge. Joe Max Winter Guard Infantry UA -1 rocket
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Post by auraco on Sept 22, 2017 2:23:02 GMT
I was thinking of eliminators, widomakers and then fill in the rest with some melee stuff, and see how that works.
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Post by borderprince on Sept 22, 2017 5:56:47 GMT
I think they said no duplicates, which is annoying (I don't think I can claim male and female manhunters are that different). If you could have duplicates: Widowmakers Eliminators Marksman Manhunter Manhunter
If no duplicates, then I might try the Treewalker list: min Kossites Widowmakers (or maybe up the Kossites to max and add a Manhunter) Yuri Manhunter
If there are forests on the table, should all be good. No forests would make them sad. Kossites probably won't pull their weight, but might be able to get some aiming backstrikes from behind a forest. Yuri's thresher might be useful.
One thing to point out is that I've seen quite a few people in other factions mention marshalling jacks in their lists. So not having anything with P+S high enough to do reasonable damage to a light jack probably isn't a great idea. I know that I'm thinking of a merc list with Rutger Shaw marshalling a Talon, so ARM18 from the front.
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Post by izwald on Sept 22, 2017 6:38:19 GMT
It seems like it really depends on how different the rules are. For example, how would Shocktroopers get anything done in shieldwall if every model activates separately?
And, as already pointed out, how is it fair that Khador has no ability to bring a Jack?
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Post by smoothcriminal on Sept 22, 2017 12:16:59 GMT
So what are the rules on taking things? -you take a unit, not separate models, but they activate separately -no duplicates -no large bases -point costs are same Is this correct?
I think I want a base fodder unit of: - min wgi/wgrc with a rocket - min kommandos - min bombardiers - min shockies - widowmakers Kommandos look great, good arm, immunities, long threat with assault and no opposing heavies. Mow + mechanics may be very hard thing to beat.
Then for heavy hitters we have: - manhunter - yuri - elims - marksman - great bears - if kovnik - mow kovnik
Great bears seems to me the best melee we have available even without flank. Mow kovnik should be a royal pain to take down. Stealth seems hit or miss, if opponent have something like GMCA or models with assault/sprays he would kill all the stealth dudes for free. I wonder how commander rules work.
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Post by leotherat on Sept 22, 2017 13:53:38 GMT
A friend of mine who tested the game at GenCon said that there is a penalty associated with taking the "better" units. You get a handful of cards to play during your turn. However the number of cards can be altered by your troop choices. I believe he said you get 4 cards base but Eliminators are -2 cards to your hand. The rules in the box set will list all of the current choices with their card adjustment.
Take this as second hand news as for what it's worth.
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Post by ozvelpoon on Sept 22, 2017 22:05:25 GMT
There is a mechanic to balance out extremely self sufficient models (like eliminators) by reducing your hand, but as they have not release a full list so I just gloss over that for now. The problem with Shocktroopers as I see it is that Shieldwall will be hampered by individual activation. First guy walks up in sheildwall, but your opponent gets a models activation to try and kill him before you bring up the second shockey to give him the ARM benefit.
There are also a few rules that may color peoples model choices; ranged attacks beyond 8" suffer a -2 to hit; some cards in the players hands are "spyglass" so can remove stealth (dependent on drawing those cards but something to consider); CRA can only bring in models within 3" of the shooter; knocked down models (so 2/3 of the time when you destroy a model for the first time) gain cover.
The ranged nerfs are what made me like WG Infantry so much; at 8" RNG they wont incur the penalties and they have access to sprays for crowd control purposes.
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Post by smoothcriminal on Sept 23, 2017 1:41:44 GMT
How are UAs supposed to work? All models belonging to unit get bonuses?
Shockies are hard to kill even without shieldwall. The only thing that can oneshot them reliably is weaponmaster charge to face. Without desperate pace they will eat all the charges though. They could be good mission pieces if standing in place will matter.
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Post by ozvelpoon on Sept 23, 2017 2:10:41 GMT
From what i understand ua's are generally unaffected. Granted stuff only applies if the model is still in formation though.
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