granor
Junior Strategist
Posts: 353
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Post by granor on Oct 15, 2017 8:24:40 GMT
Due to this, you have as many charge as possible, then make a full advance with the others, where the +2 speed from the tycom suddenly comes in handy, This is not legal. If a unit gets the press forward order to charge all members of the unit must run or charge you can not have some of the unit make a normal advance. Page 65
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Post by gobber on Oct 15, 2017 15:45:54 GMT
*cough* allow me to explain x.x; because 10 small bases makes quite a large ring, you generally leave a small gap and double up as much as possible. Unfortunately, this is not entirely possible with the swordsmen, as their range is only 1 inch, making it highly difficult to target inbetween bases and still have reach. Due to this, you have as many charge as possible, then make a full advance with the others, where the +2 speed from the tycom suddenly comes in handy, as they can navigate quite far with 9 inches of free movement (include the additional inch from Mak2). It takes awhile to get comfortable with, but with the Tycom, you should be able to get at least 6 on the charge and the rest a navigation spot where they can still deal some damage. You have to remember, my first estimate of 40 boxes was based on only 1 swing, it did not include their second swing. With the correct caster and support at their back, a full unit of swordsmen can take down just about any singular unit, especially if it's already injured. The issue is that, well, the amount of damage for my original calculation involved them being weaponmasters, as I mistook a few rules from the other faction I play (Menoth). However, it just forced me to combo attack instead of singular swing attacks, upping the average damage back up to somewhere around 40, that calculation being done on an armor 20 model. Now, per-say, the armor 20 model was hit with parasite, decreasing it's armor by 3, the total damage would increase by 3 per swordsmen... If it was under Xerxis1's feat turn, the same thing would happen. I only used Mak2 calculations, who increases the likelihood of the delivery system, not the damage output. Swordsmen are only not taken often because they have no staying power. With only 13 def, any model with above 6 mat or rat will shred them; they also lack the ability to withstand even mediocre blast damage. Karax, which are cheeper and can contest a zone longer, are an easy replacement to help with our costly solos and support models. Woah there's a lot wrong here... All models in a unit must charge or run. No advancing and attacking while others charge. Tycomm speed buff doesn't work on charges, only full advances. 9" walk doesn't work vs Dracodile (just relentless charge instead): You need pathfinder from the tycomm to overcome floodwaters when walking and can't stack battleplans. Caps at 7" walk for non charging combostrikes (2.5 each, 0.5 under agonizer)... Maybe useful if you need to plink the thing to death 1pt at a time with penetrating strike? Swordies' second swing has no bearing on your math if you're combostriking. That math is a bit unmoored after many hypotheticals: unbuffed charging combostrike under minifeat is 6 damage on arm20 for 66 damage from a full unit of 11.
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Post by elladan52 on Oct 16, 2017 19:27:00 GMT
You can't walk if you receive the charge order, only run or charge. So that doesn't really work.
Edit: that's what I get for not paying attention to time stamps!
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Oct 16, 2017 23:53:02 GMT
eh, it all became confusing after the endless number of hypotheticals. 10 small bases can fit around a huge base with relative ease. 1 inch reach allows them to sneak in 2 layers if necessary. All combo striking, extra dice, charge, pathfinder, and that should be enough -_- I haven't been playing hardcore for a couple months now so a few of the rules are escaping my head. I mean seriously, how many pages of rules are there again?
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Post by tasadarthemadbear on Oct 18, 2017 17:36:26 GMT
How about this as a drake spam lists using xekaar. I really want to find a way to make him work!
75pt Disciples of Agony Theme Force Xekaar1 (+31) Chiron (-19) Blind Walker (-10) Krea (-7) Shaman (-8) Shaman (-8) Battle Boar (-7) Brute (-8) Drake (-8) Drake (-8) Drake (-8) Max Beast Handlers (-7) Max Beast Handlers (-7) Gobber Chef (-1) Total: 106pts
I could drop the battle boar, chef, and 1 shaman for a wrastler, but I'm nit sure if thats better for this list.
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on Oct 19, 2017 3:16:41 GMT
I feel like your list has 1) no staying power with only 2 heavies and lights made of paper mache 2) you're trapped in a 12" control range when Xekaar dies easily if he plays forward.
My suggestion would be drop the brute, drop both shamans, min a unit of paingivers, grab another Blind Walker and Krea then add a unit of Shamblers for Sac Pawn and a free Task Master.
Tough shamblers are good contestors, you've got another heavy, shamblers are cheap enough for comfort food, you won't get auto shot off the table, another arc node, another Krea for taking down heavies.
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Post by gobber on Oct 19, 2017 5:07:01 GMT
Tough shamblers are good contestors, you've got another heavy, shamblers are cheap enough for comfort food, you won't get auto shot off the table, another arc node, another Krea for taking down heavies. For comfort food the beast has to be friendly faction with the warrior, so skorne beasts (including minion beasts under a skorne warlock) can't eat shamblers.
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on Oct 19, 2017 5:34:08 GMT
That's what happens when I respond from work on break and all I've got to go on is battlecollege....
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Post by killroundears on Oct 22, 2017 21:02:46 GMT
This is the version 1.0 of my list
(Morghoul 2) Lord Assassin Morghoul [+29] - Blind Walker [10] - Dracodile [37] - Swamp Horror [15] Paingiver Bloodrunner Master Tormentor [0(4)] Paingiver Task Master [0(3)] Boil Master & Spirit Cauldron [5] Farrow Brigands (max) [15] - Farrow Brigand Warlord [4] Gatorman Bokor & Bog Trog Swamp Shamblers [10] - Void Leech (1) [1] Paingiver Beast Handlers (max) [7]
would love thoughts. totally experimental as of now
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on Oct 23, 2017 19:19:01 GMT
I'd say totally experimental until those rules go live. They typically adopt the last CiD rules, but that's not a given.
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