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Post by darkangeldentist on Oct 25, 2017 16:40:30 GMT
After the changes came through I was quite pleased with what happened to this theme force, enough to get off my high horse and field a list using the theme. (I loath theme forces in principle because of how PP have gone about them but that's another discussion.)
I've only had the one game, which had plenty of ups and downs due to dice but it certainly gave me a great impression for the theme. The game was Caine2 vs Kreuger2 with circle being played out of theme.
I fielded the following:
Caine2 Squire (free) Centurion Ace
Gun mages with CA Marshalled charger Black 13th Journeyman warcaster (free) Hunter Gun mage captain adept (free) Max tempest blazers Min field mechanics Arcane tempest rifleman Arlan Strangewayes
His list was approximately:
Kreuger2 Megalith Wold warden 2x wild argus Shadowhorn satyr 2x Sentry stones Shifting stones Druids with CA Bog trog trawler Blackclad wayfarer 2 Gallows groves
Scenario was the Pit and I ended up going first after my opponent won the roll off. The most significant terrain was a 5" forest smack in the centre of the table, each side also had a conveniently positioned wall. The left hand zone was bordered by another forest.
My opponent went for a very strong scenario game which I underestimated by failing to commit strongly enough through fear of the sentry stones killing off my fragile infantry. However my opponent struggled to contain and protect against my ranged threat which lead to the early death of his sentry stones and both wild argus. With fire for effect and a focus from Arlan the charger did quite a lot of work over the course of the game and my opponent never really got to focus any attention to it or the gun mage officer. Although my opponent managed to go 3/0 up on scenario at the end of his second turn he couldn't clear the zones in the following turn and conceded after Kreuger committed to clearing the centre zone and was left within 12" of Caine without Windwall up.
Despite being quite a short game (the number of turns at least) I got to see the gun mages and theme force rules work quite well on the table. The pistoleer rule is quite amazing on the Black 13th who can one-round something like a Cygnar heavy if they survive long enough to get in there. Similarly the regular gun mage pistoleers were pleasantly impactful and I remembered to make use of swift hunter which made them and the Black 13th that little bit more mobile.
I am a bit disappointed that the free upkeeps only apply to arcane tempest models/units and even more frustrated that the pistoleer rule only applies to the regular gun mages and B13th. (Would it have been that broken for the blazers and adept to have it too?) However even with that narrow application it does make them a lot better up close for damage output.
This is a theme I will come back to and with different casters, especially once Bastion Falk is out but for a first impression I was quite satisfied with how it played. Has anyone else here used the theme, if so then would you mind sharing your thoughts and experiences?
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juhat
Baby's First Wargame
Posts: 5
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Post by juhat on Oct 27, 2017 8:33:19 GMT
Thanks for the read, I too think it sounds like a "fun" theme list to try out. I also think that it has some pretty neat scenario-prescence/denial tools that I want to try out. I'm actually going to field Haley1 in my SotT-list next week.
Haley1 - Squire - Hammersmith - Hammersmith - Thorn
Arlan GMCA Gun Mages - UA - Hunter Gun Mages B13 Tempest Blazers
Arcane Shield on either the Blazers to not make them autodie to everything or one of the Hammersmiths if I want to commit it early. Temporal Barrier with squire makes for quite a large bubble of -def that everyone likes, the Gun Mages can even hit stuff in melee should the need arise (I certainly hope not). I'm hoping the feat + Deadeye + Temporal Barrier are effective enough to push stuff out of scenario zones. Plus her feat and pistoleer makes the B13 able to throw out a pretty decent punch, should they survive long enough to get into combat with anything.
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Post by 36cygnar24guy36 on Oct 27, 2017 9:00:02 GMT
I have been playing this list a fair bit recently
Caine 1 - Squire (free) - Ace - Centurion - Charger
Arlan (free) Ragman GMCA (free) GMCA (free) Rifleman Rifleman
Black 13th Max Blazers Gun Mages - UA Gun Mages
With Ragman, Pistoleer and Deadeye to trigger crit Brutals it can hit surprisingly hard, and having Snipe as a spell and 2 units of Gun Mages lets you do a lot of board control with thunderbolts
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Post by pvtjoker on Oct 28, 2017 13:40:57 GMT
Sons of the Tempest seems like it could be fun into dudespam, but dudespam armies tend to want to flood the field for scenario which means the gun mages are hanging back to not get charged and thereby helping your opponent win scenario. Against jack/beast heavy armies they have some control elements but need help doing damage. Maybe I am off on this since I can't play as often as I want, but it feels like we are back to needing Mercs to make this them work. Or my view could be skewed by my only two SoT games being into Satyrix armies.
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Post by cygnarstronk on Oct 29, 2017 13:05:06 GMT
If you don't go BG heavy with SoT a single armor buffed colossal makes your whole list crumble. So well, I suppose the only way to play it is to get a couple free solo and spend the rest on warjacks, maybe get ragman for extra melee power too.
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Post by darkangeldentist on Oct 29, 2017 16:33:29 GMT
The volume of shots Sons puts out isn't that great so I'm not sure how well it does into dudespam unless you are very good with target prioritisation and have a caster who supports them well. Haley1 will probably do quite well when/if the Officer changes to get True sight as a mini-feat but any of the Caines certainly help out against infantry.
A couple of damage buffs from the likes of Ragman or Aiyana & Holt with Murdoch and when he releases Falk make me believe that cracking a single armour buffed heavy isn't going as hard for the list as you might fear. Ragman and Falk's damage buffs applied to the same target mean that the Black13th can one-round a khador heavy if they get into gunfighter range of it. (Keeping them all alive is the hard part but the point is their damage output due to pistoleer is amazing.) Riflemen are probably going to be amongst the most valuable solos you can add to the list because of their auto-damage. Being able to snipe out systems and aspects really helps the list out a lot.
I like your Caine1 list 36cygnar24guy36 for how much it takes advantage of the theme benefits. The pair of rifleman appeal to me a lot.
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juhat
Baby's First Wargame
Posts: 5
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Post by juhat on Oct 30, 2017 13:55:45 GMT
Went up against Denny3 Dark Industries today with the list I have mentioned above. We played the Pit. I thought it was a horrible match-up considering Carapace on his heavy jacks so even pistoleer counts for nothing.
However, between beat back on the Hammersmiths, thunder strikes from the GM's and Haley's feat, temporal barrier and a well place Scramble I managed to lock down, actually kill some things and then push enough stuff out of zones to go three vp up during my 3rd turn, most likely getting two more during my next turn. So he went for a failed assassination run with Denny. It was actually a lot of fun to play. A buffed colossal would probably have screwed me over totally though, but I really enjoyed the list and hope to try it out again.
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Post by 36cygnar24guy36 on Oct 30, 2017 14:33:19 GMT
The volume of shots Sons puts out isn't that great so I'm not sure how well it does into dudespam unless you are very good with target prioritisation and have a caster who supports them well. Haley1 will probably do quite well when/if the Officer changes to get True sight as a mini-feat but any of the Caines certainly help out against infantry. A couple of damage buffs from the likes of Ragman or Aiyana & Holt with Murdoch and when he releases Falk make me believe that cracking a single armour buffed heavy isn't going as hard for the list as you might fear. Ragman and Falk's damage buffs applied to the same target mean that the Black13th can one-round a khador heavy if they get into gunfighter range of it. (Keeping them all alive is the hard part but the point is their damage output due to pistoleer is amazing.) Riflemen are probably going to be amongst the most valuable solos you can add to the list because of their auto-damage. Being able to snipe out systems and aspects really helps the list out a lot. I like your Caine1 list 36cygnar24guy36 for how much it takes advantage of the theme benefits. The pair of rifleman appeal to me a lot. Yeah the Rifleman are ok, having Arcane Precision is nice for a bit more counter stealth, and Deadly Shot is ok for softening things up. however Falk will replace one of them when he comes out (the list is a point down), and if the Gun Mages get their mini-feat True Sight then the other one will become another Gun Mage UA. Having lots of solos to score flags though is nice
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Post by bluebarren on Nov 11, 2017 15:34:34 GMT
War Room Army
Cygnar - sot 1.1
Theme: Sons of the Tempest 2 / 2 Free Cards 74 / 75 Army
Captain Victoria Haley - WJ: +27 - Squire - PC: 0 - Thorn - PC: 13 (Battlegroup Points Used: 13) - Stormclad - PC: 18 (Battlegroup Points Used: 14) - Stormclad - PC: 18 - Charger - PC: 9
Lieutenant Bastian Falk - PC: 0 Gun Mage Captain Adept - PC: 5
Black 13th Strike Force - Lynch, Ryan, & Watts: 10 Arcane Tempest Gun Mages - Leader & 5 Grunts: 11 - Arcane Tempest Gun Mage Officer - PC: 4 - Cyclone - PC: 13
THEME: Sons of the Tempest ---
GENERATED : 11/10/2017 16:34:26 BUILD ID : 2054.17-11-04
I want to give this list a go. I haven't played unmounted gunmages since mkiii dropped so I'm not super confident that It'll work out great, but there's a ton of anti-stealth, it should be pretty OK into infantry spam, and the double stormclads and b13 should actually be able to deal with armor fairly well.
I'm not really sold on the cyclone, possibly just trying to live some mkii glory days. Though 2xd3 rat 10 (aim+strike true)shots is legit, as is 2d3 rat 8 pow 14 shots...so worth a try. I could upgrade the charger to a hunter for some extra oopmh, but I'll try it out as is first.
I sorta almost want to squeez in arlan to get another magical weapon for falk to try and buff but I'm not sold on it yet.
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Post by pvtjoker on Nov 11, 2017 20:37:31 GMT
I'm curious about how easy it will be to get that marshalled Cyclone to POW 16 under Take Aim and Falk. Even unboosted it could chip away at a heavy, if it works well.
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Post by bluebarren on Nov 12, 2017 3:34:30 GMT
I didn't get to play that haley1 list because i got pulled in by the Kraye monster. Kraye Squire Centurion Avenger 2x defender Falk Gmca Arlan B13 Max blazers
It was a lot of fun, i rolled hot and the avenger, falk, and b13 one rounded a conquest. Which was bonkers. Opponent had irusk1, conquest and a bunch of man o war. I couldn't really deal with the shock troopers once we crunched but i was able to pick the rest of the list apart and win on scenario. Overall i had fun for my first SoT game, dunno how good it is necessarily but i do think that the B-13 changes made it at least viable with kraye.
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Post by redbaron89 on Nov 23, 2017 14:12:34 GMT
Played sons into issyria shadows the other day. My haley 1 list was double gun mage, double blazers, hurricane. Feat turn did alot of work. Shot a unit of strike force and infiltraters. off board with minifeat deadeyed gun mages. Turn after hemera blinding lighted a unit of blazers and mages. Nuetralizing half my army. Cylena and nyss hunters killed a unit of gun mages and blazers on issyrias feat turn. Two mage hunters charged 16 inches across the board dealing 26 damage and 18 damage to the hurricane. Two sirens moved up and put boosted shots in hurricane taking him down to a few boxes (like 3ish). I healed the hurricane to where it functioned and a few bad dice rolls later i conceded. Blinding light op!
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Post by potato on Nov 24, 2017 14:24:05 GMT
Here is a list shamelessly ripped from Simon Hall's twitter: conflictchamber.com/#c1201b_-0o919EicakfMfManagagaj9Ejz9u9K9L9MCygnar Army - 74 / 75 points [Theme] Sons of the Tempest !!! Your army contains a pre-release entry. (Brisbane 1) Major Markus "Siege" Brisbane [+28] - Defender [16] - Triumph [18] - Squire [0(5)] Arcane Tempest Rifleman [4] Arcane Tempest Rifleman [4] Captain Arlan Strangewayes [0(4)] Gun Mage Captain Adept [5] Gun Mage Captain Adept [5] Journeyman Warcaster [0(4)] - Defender [16] Lieutenant Bastian Falk [5] Ragman [4] Arcane Tempest Gun Mages [11] - Arcane Tempest Gun Mage Officer [4] Black 13th Strike Force [10] In my opinion this list has a lot of game into Warmachine moreso than Hordes, and I think it pairs really well with a Gravediggers list. While the focus is of course on ranged output, Ragman helps seal the deal once the lines have clashed. You don't really care about stealth or incorporeal, and you threaten assassination for days. Additionally, Explosivo is a great spell to use in the current meta - consider that an Arcane Tempest Rifleman can gank a Revenant Crew leader from 24" away. Falk has also been a beast as Rune-Marked works for the damage rolls resulting from his spray. Gunfighter has also been fantastic at extending his threat range by charging into the fray to sometimes net a couple of kills and also debuffing an enemy heavy. My games with it to date have been vs Vlad1 rockets and Harbinger with multiple shield guards + Vigilant, and both ended with the casters dying under a hail of Defender fire. In MKII Siege1 was always a very flexible "tech" caster in the sense that he answered a lot of Cygnar's boogeymen, and I think this is still true in MKIII. Sons of the Tempest happens to be the best way to get mileage out of him at this time.
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Post by potato on Dec 15, 2017 13:49:15 GMT
I got a few more games in with the above Siege1 list in a tournament setting, paired with Siege2 in Gravediggers. The pair feels super well-rounded and it exerts a lot of list selection pressure.
I've also had the chance to try out Kraye in SotT:
Kraye Hammersmith x3 Centurion Squire
ATGM + CA B13 Min Mechs
Jr Sentinel (Could be a Minuteman or Charger)
Falk Ragman Arlan
Falk has been a madman so far, and he really excels at applying Kraye's feat given how hard it is to interact with enemy sprays. The list put out a good amount of scenario pressure because of all the speedy pushes and slams. I also have to say it feels absolutely great to play a bunch of heavies with pathfinder.
The biggest issue has been the fragility of Hammersmiths and I'm glad I had this amount of repair in the list because guns very often tear an arm off. Although the list has a floating point I'm tempted to stick with the Sentinel as it helps keep Kraye safe from shooting as well as watching over the heavies.
I also want to test Haley2 in Sons with the following:
Haley2 Stormwall Thorn Squire
B13 ATGM + CA
Falk Ragman Arlan
Jr Hunter
I'd really like to be able to fit in a GMCA for the stealth removal, but I can't currently make it fit without dropping Ragman or Arlan which feels really bad.
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Post by pvtjoker on Jan 14, 2018 20:24:13 GMT
I've been able to play a couple of SotT games in the past week. Similar list to the Siege 1 list above except Jr. had a Sentinel (second Shield Guard for squishy solos) and ATGM officer had a marshalled Cyclone.
First game was against Maelok + Dracodile + 3x Posse in Blindwater theme. Highlights were Triumph killing a Thrullg stealthed in forest bottom of 1, and an Arcane Reinforced Defender going into a Rune Marked Dracodile leaving it on six boxes and then finishing it off with Deadly Shots. It had also been shot on Sieges prior Feat turn. It was a lot of boxes to chew through, but I was actually in a good place attrition-wise. If I had if I had contested the left zone better (Recon II) I would have had it. Held back too much because of a gunline mentality.
Second game was into a Denny1 Dark Host. Too many dudes. Covering fire templates slowed him down and the Sentinel saved Triumph with a shield guard, but her Feat meant my Feat was far less effective. He won because a large obstruction blocked my access to most of the center zone (Barbell) and was able to box me out, but he felt that he was in a rough spot if we had to grind it out. Had shot down a unit of Bane Knights, a unit of Thralls, some solos, arc node, and Nightmare
Third game I switches to Haley1 and switches some stuff around. Jr. had a Hunter and ATGM officer got the Sentinel (just to have a shield guard). Played against Jalaam in Winds of Death in the Outlast scenario. He Feated first, I counter Feated. B13 charged a Rune Marked derp turtle and put it down with damage to spare. I think Ryan even had an extra shot to kill an artillery crew. Haley1 cast TB, Adept Shadowfired a Cannoneer and rolled a 5 on one die to flare Jalaam. Four Defender shots (and a transfer) later it was over. I also had two Riflemen standing by to take four shots needing 2's to hit so I felt pretty comfortable with the assassination run.
So overall, it has been fun and charging the B13 into heavy targets has been very rewarding. It will still take some getting used to regarding playing ranged troops more aggressively. Really wondering if adding some Steelhead would help with presence.
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