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Post by gdead909 on Oct 26, 2017 10:07:39 GMT
Hey guys, our first gargantuan is war room. How are we planning on using him? Rask seems like an optimal choice. Has anyone had any luck with him yet?
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flogger
Junior Strategist
Posts: 296
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Post by flogger on Oct 26, 2017 20:18:22 GMT
I ran it with JagaJaga, 2 wrastlers and 2 Swamp horrors in WWFF. Its wicked good.
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Post by postindirty on Oct 26, 2017 21:00:03 GMT
I liked reading people's reports who ran it with Barnabus in the swamp pit *juicy*
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Post by gobber on Oct 27, 2017 0:10:20 GMT
Not necessarily optimal, but I've definitely been enjoying my variations on this jank. Polarity+floodwaters is great: Sturm und Drang WWFF -Road Hog -Battle Boar -Battle Boar (or 2x razors) Dahlia Hallyr & Skarath Wrong Eye & Snapjaw -Dracodile Gobber Chef Swamp Gobber Bellows Crew (scoring unit/food) -Targ or Soul Slave (free)+3 more free solos (totem hunter, longchops, hutchuck, orin, or lanyssa)
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Post by thegreatgavu on Oct 27, 2017 11:18:48 GMT
Wrong Eye & Snapjaw -Dracodile How well does he run with Wrongeye? Are you using Star-Crossed or just staying behind and casting Submerge? What does Snapjaw do? A Cryx player in my meta is eyeing up the Wrongeye & Dracodile combo because of his faction's tendancy to debuff their opponents rather than buffing their own (in-faction) models, so I'm curious about how much we might see our own tech used against us.
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dagowit
Junior Strategist
Posts: 171
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Post by dagowit on Oct 27, 2017 11:56:09 GMT
I have only played against the Dracodile in a Jags-Jaga list. Will Work for Food + Battle Host means it gets very far up the board first turn, so you can trample and use the Animus if you want to limit enemy charges. I didn't have much Pathfinder so I see how the Dracodile can be deceptively resilient - although high-POW shooting is a problem.
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Post by Gaston on Oct 27, 2017 12:37:48 GMT
Not necessarily optimal, but I've definitely been enjoying my variations on this jank. Polarity+floodwaters is great: Sturm und Drang WWFF -Road Hog -Battle Boar -Battle Boar (or 2x razors) Dahlia Hallyr & Skarath Wrong Eye & Snapjaw -Dracodile Gobber Chef Swamp Gobber Bellows Crew (scoring unit/food) -Targ or Soul Slave (free)+3 more free solos (totem hunter, longchops, hutchuck, orin, or lanyssa) Moment I get mine painting, some version of this is going on video. Screw gators, pigs4lyfe.
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Post by gobber on Oct 27, 2017 19:39:56 GMT
thegreatgavuYeah cryx is definitely one of the other places I want to try it. Gaspy1 in particular since spectral leech can help manage its fury. Star-crossed is kinda secondary to managing the Dracodile's fury, but it's often the best thing to do with excess fury as wrongeye usually wants to be running empty to keep the battlegroup under control. Wrongeye with Submerge and Vision is pretty safe even without transfers. Keeping the gobber chef around to help manage fury can be really important if both beasts are doing things. Keeping snapjaw in control can be an issue so you really don't want him to be your initial trading piece. I initally tried out a list with a meat thresher and snapjaw as the only real heavy. I was able to make it work decently by TK'ing wrongeye around for the extra control area but it wasn't ideal, hence the new version with road hog and skarath. It's much easier to manage control range if snapjaw responds to threats that killed a roadie/Skary or that failed to kill the dracodile on feat turn rather than trying to project threat like Brine or a Roadie can. You also want snapjaw alive for a couple turns so you can keep using Submerge. I did have one game where a hellmouth yanked Snapjaw *way* out of control, but the ability to charge without forcing kept him useful for two more turns. Sturm and Drang provide pretty absurd protection against shooting, particularly if you're able to fit in a couple Razor Boars. +2 arm and multiple shield guards mean the Dracodile just doesn't die to shooting and many armies can't hope to approach it through the polaritywaters. It's definitely entertaining how much of the pathfinder in this game is reliant on charging. Polaritied Dracodile gives relentless charge infantry fits. The dracodile can often just plop itself a hair out of enemies' walk-threat and guarantee itself the alpha the next turn. Once the enemy does get something heavy through, you've got the feat to prevent them from 1-rounding it. Without offensive buffs I did find myself primaling the dracodile more often than I'd hoped, but if you're able to slow the game down enough to only do so when it's going to die anyway it works out. Bringing Hutchuck for a damage buff against warjacks is highly recommended. Other thoughts on the list: Targ vs Soul Slave: I'm still undecided here Soul slave provides obvious value of free upkeep and an extra TK every turn. Spends most of the time following Wrongeye around. Targ: I've found the Dracodile pretty vulnerable to being jammed up with infantry, preventing it from getting the assault spray. The extra out of activation spray can be useful so that the dracodile isn't just stuck snacking on a few infantry (though it can heal quite a bit). With polarity/floodwaters/extreme resilience to shooting the dracodile wants to play a slow game and the ranged attack really helps there. Clearing a path for the dracodile is also the reason for including the roadie/skarysnake.
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