|
Post by insyderznf on Mar 29, 2017 18:20:25 GMT
Im going to try exclusively for a few weeks. Questions i had were
1) What upkeeps are people using and why? He seems to really struggle with focus issues and getting his upkeeps out there.
2) There are no strange issues with his feat and the Commodore cannon, correct? His feat would allow the Commodore to move and to still fire?
3) I'm going to run freebooter heavy (4 or 5 of them) then a pirate boat of sea dogs, hawk, walls and paymaster, anything else missing in there that has to be in there?
4)I have no source of pathfinder other than his cloud and kind of his feat. Will this be enough?
If i had all models in mercs, what should i pair this with? Im seeing collossals as a real problem since i cant knock them down to get the damage buff to kill them.
|
|
|
Post by koku0ryu on Mar 30, 2017 10:34:33 GMT
When i run Shae, I usually forgo the freebooter spam(I run 1 and a Buc or 2) and instead play the pirate boat. Shae's the only one that takes the sea dogs feel worth it, as press gangers are usually better, but with feat, Coup de Main, and Walls' mini-feat, sea dogs threaten 16.5" with a (potentially) weaponmaster charge and follow-up point-blank. Add in payday from Rocky for boosted attacks and overtake, and they can trash infantry pretty well. If you're worried about Pathfinder: walls gives it on minifeat to his unit, and Rupert gives it out. As a bonus, Rupert can give tough to sea dogs on a turn that you need rocky to give the cannon a buff. Press gangers are a great second wave(actually, they're usually better than the sea dogs where other casters are concerned). And remember, they can Shanghai into either the sea dogs or themselves. You can daisy-chain your gang+Shanghai bonuses too: charge the PG's into an enemy unit, spreading them out so only 1 pair gets gang. Kill, then place the new press gangers so it gives gang to the next one that charged, and so on.
|
|
|
Post by Azuresun on Mar 30, 2017 11:14:39 GMT
I think Shae's a dark horse, and got a lot better in Mk3, with access to non-pirates, and getting a cost drop for Veil of Mists, and Coup de Main no longer being restricted to charges.
1: Storm Rager has a lot of good targets--Acosta, Bradigan, the Mutineers, the Underboss, Hawk and Shae himself, for example. Veil of Mists is more an as-and-when thing, if LOS needs blocking to something. Phantasm depends if there's a big ranged threat (and it's Mk3, so there usually is), and can be really nasty on Kayazy Assassins. I also want to try him with the Cutthroats, hoping the feat move will actually let them get into back arcs before they all die.
2: No, it can be moved with the feat, and then fire.
3: Freebooters are amazing with Shae. With the feat and Coup de Main, they have a threat of 16" each (or 13" walking) and when they die, eh, they were 9 points. You probably want some knockdown on the field as well so they can actually hurt things, I'm experimenting with Gastone with a Buccaneer (net threat can be up to 24"). I did try running him with double Pressgangers and Doc + Bosun, but I've finally given into the edition of infantry hate, and this is the list I'll try next:
(Shae 1) Captain Phinneus Shae [+28] - Freebooter [9] - Freebooter [9] - Freebooter [9] - Nomad [11] - Nomad [11] Kayazy Assassins (max) [15] - Kayazy Assassin Underboss [4] The Commodore Cannon & Crew [7] The Devil's Shadow Mutineers [8] Gastone Crosse [4] - Buccaneer [6] Lord Rockbottom [4] Savio Montero Acosta [6]
|
|
|
Post by koku0ryu on Mar 31, 2017 7:38:56 GMT
Also worth noting that feat is the only thing that moves the cannon at all now(other than the crew). Cannon got stealth-nerfed with the power-attack errata
One of the few factions that still has access to these shenanigans, and it's on the model that wants it. Unfortunately, the cannon can't slam shot itself.
|
|
|
Post by insyderznf on Mar 31, 2017 17:54:59 GMT
So ive been arm chair quarterbacking the list. Am i understanding sea dogs right? So with mr walls they have ad and mini feat. With paymaster they get boosted attack rolls. With point blank thier gun becomes a melee weapon for all intensive purposes.
So adding this all up Pirates AD to the 13" Pirates are base move 6 Mr walls adds 2 plus pathfinder Shae adds 3 from feat, 2 from coup de main 3 more from charge Lockbottom gives boosted attack rolls and overtake Add this all up and thier threat range is 6 + 2 + 3+ 2 + 3 + .5 = 16.5. On turn 2 they can be 29.5 inches up the board. If they hit something they can move up to another 2 inches.
They are also swinging with a mat 7 (with gang) boosted attack roll weapon master pow 10 if hawk is close enough and gang and a pow 12 mat 8 boosted attack roll non weapon master attack. Am i missing anything?
|
|
|
Post by insyderznf on Mar 31, 2017 17:55:57 GMT
(Sorry errant post)
|
|
shoe
Junior Strategist
Posts: 706
|
Post by shoe on Mar 31, 2017 21:49:40 GMT
i ran him two days ago! i tried out an assassination list with 3 mariners, dougal, double pirates with three rifles. 27" threat guns on feat turn! i played it into vyros2 tier where everything is a shield guard.
IT DOES NOT WORK!
waiting for pirate theme...
|
|
|
Post by Bronze warjack on Apr 1, 2017 7:47:21 GMT
Ever since the Agents of Jhord list came out in mkii I have wanted to play it, though it wasn't till after the change that I actually owned the models to play it. I'm gonna be giving this list a go. I have no doubt it will be terrible but it is something I have wanted to play at least once
Shea -freebooter -freebooter -freebooter
Commodore HH artillery Thor -avalancher
Min forgeguard Min forgeguard Max high shields -USA
|
|
|
Post by koku0ryu on Apr 9, 2017 23:57:46 GMT
So ive been arm chair quarterbacking the list. Am i understanding sea dogs right? So with mr walls they have ad and mini feat. With paymaster they get boosted attack rolls. With point blank thier gun becomes a melee weapon for all intensive purposes. So adding this all up Pirates AD to the 13" Pirates are base move 6 Mr walls adds 2 plus pathfinder Shae adds 3 from feat, 2 from coup de main 3 more from charge Lockbottom gives boosted attack rolls and overtake Add this all up and thier threat range is 6 + 2 + 3+ 2 + 3 + .5 = 16.5. On turn 2 they can be 29.5 inches up the board. If they hit something they can move up to another 2 inches. They are also swinging with a mat 7 (with gang) boosted attack roll weapon master pow 10 if hawk is close enough and gang and a pow 12 mat 8 boosted attack roll non weapon master attack. Am i missing anything? Only that the weaponmaster swing can also be a charge attack, and it's only weaponmaster vs warriors.
|
|
|
Post by koku0ryu on Apr 10, 2017 0:19:23 GMT
I've been running an entirely different style Shae the last couple of weeks, forgoing the synergy with pirates and instead looking at another spell on his list(yeah, shae has more than 2 spells on his list. I swear, he actually does!)
Fuel Cache objective Shae Corbeau Galleon Anastasia Ragman Savio Rhupert Gorman Colbie Rockbottom Commodore Cannon Tactical Arcanist Corps (yes, you're reading that right) Thorn Gun Mages Thorn Gun Mages
It still needs some tweaking, but it's working decently. If there's an objective, then on feat turn the army hides behind 2x 4", 4x3", and a colossal base cloud wall. Savio is the standard Rager target. one unit of thorns hide out in the veil of mists, the other gets dirge of mists from rhupert. Rocky buffs the cannon. If the enemy gets close enough for the cannon to use its awesome spray, then the Tac get to be useful target fixers. Otherwise, I'm playing in a way to draw the enemy closer, so they actually have a chance to do something, and at the very least, after providing the feat-turn cloud wall, they can die for Savio.
|
|
|
Post by sgregorbmmd on Apr 26, 2017 18:37:48 GMT
He does a great job protecting lesser Warlocks while extending their threat ranges. I run him with 3 freebooters and the occasional buccaneer, though there is a staggering amount of no KD tech these days.
Give this a spin: War Room Army
Mercenary - Shae Anti Hordes
Theme: No Theme Selected 75 / 75 Army
Effigy of Valor - Steamroller Objective
Captain Phinneus Shae - WJ: +28 - Freebooter - PC: 9 (Battlegroup Points Used: 9) - Freebooter - PC: 9 (Battlegroup Points Used: 9) - Freebooter - PC: 9 (Battlegroup Points Used: 9)
Dahlia Hallyr - Hallyr & Skarath: 17 - Skarath Wrong Eye - Wrong Eye & Snapjaw: 17 - Snapjaw Rorsh - Rorsh & Brine: 15 - Brine Alten Ashley - PC: 6 Kell Bailoch - PC: 5 Anastasia di Bray - PC: 3
The Commodore Cannon & Crew - Commodore & 3 Crewmen: 7 Kayazy Eliminators - Leader & Grunt: 5
---
GENERATED : 04/26/2017 13:36:50 BUILD ID : 2038.17-03-15
I always take Kell and Alten, but still don't quite have my mind made up on the last 15 points.
|
|
|
Post by lamoron on Apr 27, 2017 9:14:32 GMT
Battle Boar on Rorsh, for that sweet Primal on the warbeasts. Ragman maybe?
|
|
Xintas
Junior Strategist
Posts: 824
|
Post by Xintas on Jun 15, 2017 13:32:16 GMT
So I actually just got Shae and really enjoyed my first game with him. I did a little bit of thinking and research and came here to see what lists people were playing. No Dirty Meg? Seems kinda like a no-brainer since +2 hit across the board is insanely useful for Freebooters and she's somehow a privateer.
|
|
|
Post by koku0ryu on Jun 17, 2017 1:46:33 GMT
So I actually just got Shae and really enjoyed my first game with him. I did a little bit of thinking and research and came here to see what lists people were playing. No Dirty Meg? Seems kinda like a no-brainer since +2 hit across the board is insanely useful for Freebooters and she's somehow a privateer. If you mean a marshalled freebooter then: 1. +2 damage and a free swing is better than +2 to hit 2: you're paying for a jack that doesn't get focus, and can't charge if it gets +2 to damage 3: drive: Pathfinder and repo 3 aren't that great on an arm 17 jack that wants to smash face. If you're going to marshal a freebooter, look at drive: shield guard for some lash comedy. Meg's not bad, but if she's gonna marshal, it should be something like a talon or a buccaneer, or maybe a Mariner or mangler
|
|
|
Post by carey on Jun 21, 2017 21:57:24 GMT
At the risk of being misquoted as supporting a freebooter on Meg, since this is a Shae thread I'll just point out that coup gives free charges to marshaled privateer jacks.
Also the +2 to hit is extremely useful if you're trying to trigger grab and smash for the free throw to put the target on the ground in front of a freebooter you can load with focus.
With pathfinder I see this as the main role for Meg's jack - get out front with pathfinder and coup to throw a target back. Effectively it's one way of trading a 9 point heavy for whatever you can send towards your lines.
I don't think it's an ideal option, but Shae/Meg/freebooter has some tactical choices.
|
|