Fire Step
Junior Strategist
Everyday I'm Wrastlin'
Posts: 334
|
Post by Fire Step on Nov 13, 2017 11:43:11 GMT
Morning all
Please can I see the successful lists people have used with Durst? I'm having a bit of trouble settling on a list and still in the "developing" phase i.e. not tried on table top yet.
I've currently got this one together;
War Room Army
Protectorate of Menoth - Anson Durst
Theme: The Creator's Might 2 / 2 Free Cards 75 / 75 Army
Anson Durst, Rock of the Faith - WJ: +28 - Hierophant - PC: 0 - Dervish - PC: 7 (Battlegroup Points Used: 7) - Dervish - PC: 7 (Battlegroup Points Used: 7) - Sanctifier - PC: 14 (Battlegroup Points Used: 14) - Devout - PC: 9 - Crusader - PC: 10 - Crusader - PC: 10 - Repenter - PC: 8 - Repenter - PC: 8
The Covenant of Menoth - PC: 0 Wrack - PC: 1 Wrack - PC: 1
Idrian Skirmishers - Leader & 9 Grunts: 15 - Idrian Skirmisher Chieftain & Guide - Chieftain & Guide: 5 Choir of Menoth - Leader & 3 Grunts: 4 Choir of Menoth - Leader & 3 Grunts: 4
THEME: The Creator's Might ---
GENERATED : 11/13/2017 11:42:55 BUILD ID : 2054.17-11-04
|
|
dziekan
Junior Strategist
Posts: 122
|
Post by dziekan on Nov 13, 2017 13:35:50 GMT
Hi! You need to consider Castigators. def 14 arm 21 vs shooting, spd 5 jack for 12 pts. I'm playing them now with Durst with a lot of success (which i describe soon)
|
|
|
Post by paradox on Nov 13, 2017 14:15:32 GMT
This is still in the early testing phase. My concerns were it would still not be durable enough, that it lacks volume of attacks, and it's too compact. So far, early testing shows it to be much more durable than it appears on paper, and less hampered by its compactness vis a vie scenario than feared. However, it does struggle with volume of attacks, and I would avoid dropping it into swarms. I DO truly miss having Retaliatory Strike on paladins though. That would have helped ease the numbers. As is, it takes alot of dedicated effort to kill models. And when that does happen, Righteous Vengeance (both through Vilmon's elite cadre and Hallowed Avenger) springs up everywhere and the jacks can easily get Hand of Vengeance. So far as I read it, the champs DO get Righteous Vengeance because they have both the "paladin" and "order of the wall" keys. See ruling RE Kreoss3 and Gravus. However, I forgotten to apply this in play. Sidenote: holy hell are champs melee tank monsters! Theme: The Faithful Masses Stockpile - Steamroller Objective Anson Durst, Rock of the Faith - WJ: +28 - Hierophant - PC: 3 - Reckoner - PC: 16 (Battlegroup Points Used: 16) - Reckoner - PC: 16 (Battlegroup Points Used: 12) - Templar - PC: 15 - Templar - PC: 15 High Paladin Dartan Vilmon - PC: 0 Paladin of the Order of the Wall - PC: 4 Paladin of the Order of the Wall - PC: 4 Paladin of the Order of the Wall - PC: 4 Champion of the Order of the Wall - PC: 8 - Champion of the Order of the Wall (Continued) Champion of the Order of the Wall - PC: 8 - Champion of the Order of the Wall (Continued) Vassal of Menoth - PC: 3 Vassal Mechanik - PC: 1 Wrack - PC: 1 Wrack - PC: 1 Choir of Menoth - Leader & 3 Grunts: 4
|
|
Fire Step
Junior Strategist
Everyday I'm Wrastlin'
Posts: 334
|
Post by Fire Step on Nov 13, 2017 16:38:18 GMT
This is still in the early testing phase. My concerns were it would still not be durable enough, that it lacks volume of attacks, and it's too compact. So far, early testing shows it to be much more durable than it appears on paper, and less hampered by its compactness vis a vie scenario than feared. However, it does struggle with volume of attacks, and I would avoid dropping it into swarms. I DO truly miss having Retaliatory Strike on paladins though. That would have helped ease the numbers. As is, it takes alot of dedicated effort to kill models. And when that does happen, Righteous Vengeance (both through Vilmon's elite cadre and Hallowed Avenger) springs up everywhere and the jacks can easily get Hand of Vengeance. So far as I read it, the champs DO get Righteous Vengeance because they have both the "paladin" and "order of the wall" keys. See ruling RE Kreoss3 and Gravus. However, I forgotten to apply this in play. Sidenote: holy hell are champs melee tank monsters! Theme: The Faithful Masses Stockpile - Steamroller Objective Anson Durst, Rock of the Faith - WJ: +28 - Hierophant - PC: 3 - Reckoner - PC: 16 (Battlegroup Points Used: 16) - Reckoner - PC: 16 (Battlegroup Points Used: 12) - Templar - PC: 15 - Templar - PC: 15 High Paladin Dartan Vilmon - PC: 0 Paladin of the Order of the Wall - PC: 4 Paladin of the Order of the Wall - PC: 4 Paladin of the Order of the Wall - PC: 4 Champion of the Order of the Wall - PC: 8 - Champion of the Order of the Wall (Continued) Champion of the Order of the Wall - PC: 8 - Champion of the Order of the Wall (Continued) Vassal of Menoth - PC: 3 Vassal Mechanik - PC: 1 Wrack - PC: 1 Wrack - PC: 1 Choir of Menoth - Leader & 3 Grunts: 4 I can see why you'd be wary of low output, there's barely anything in the list! 😲 Unfortunately I've got a tournament in a few weeks and the champion isn't out yet or I'd give this some testing 😟
|
|
|
Post by macdaddy on Nov 13, 2017 16:45:35 GMT
This is still in the early testing phase. My concerns were it would still not be durable enough, that it lacks volume of attacks, and it's too compact. So far, early testing shows it to be much more durable than it appears on paper, and less hampered by its compactness vis a vie scenario than feared. However, it does struggle with volume of attacks, and I would avoid dropping it into swarms. I DO truly miss having Retaliatory Strike on paladins though. That would have helped ease the numbers. As is, it takes alot of dedicated effort to kill models. And when that does happen, Righteous Vengeance (both through Vilmon's elite cadre and Hallowed Avenger) springs up everywhere and the jacks can easily get Hand of Vengeance. So far as I read it, the champs DO get Righteous Vengeance because they have both the "paladin" and "order of the wall" keys. See ruling RE Kreoss3 and Gravus. However, I forgotten to apply this in play. Sidenote: holy hell are champs melee tank monsters! Theme: The Faithful Masses Stockpile - Steamroller Objective Anson Durst, Rock of the Faith - WJ: +28 - Hierophant - PC: 3 - Reckoner - PC: 16 (Battlegroup Points Used: 16) - Reckoner - PC: 16 (Battlegroup Points Used: 12) - Templar - PC: 15 - Templar - PC: 15 High Paladin Dartan Vilmon - PC: 0 Paladin of the Order of the Wall - PC: 4 Paladin of the Order of the Wall - PC: 4 Paladin of the Order of the Wall - PC: 4 Champion of the Order of the Wall - PC: 8 - Champion of the Order of the Wall (Continued) Champion of the Order of the Wall - PC: 8 - Champion of the Order of the Wall (Continued) Vassal of Menoth - PC: 3 Vassal Mechanik - PC: 1 Wrack - PC: 1 Wrack - PC: 1 Choir of Menoth - Leader & 3 Grunts: 4 I guess my issue is...what happens when your opponent starts ti kill things? How do you bunker up? Why not punch monks over regular pallies? Just for righteous vengeance? This list gives me so many questions You should start a bat rep thread for it!
|
|
|
Post by paradox on Nov 13, 2017 17:02:36 GMT
The paladins have died pretty fast in games so far. They do it by stopping ear;ly charges on jacks. They end up handing out HoV and RV to pretty much everything, and Durst plays BC-bot most of the game. I had 2 dervishes in place of the champs, but did two games with them so far. They take it like pros, and have HUGE threats with BC. Even better with RV kicking. Basically, if i go 1st, I run turn 1 to threat any zones/flags/objectives. If I go 2nd it depends on opponent positioning. Either way, the jacks threat at least 11" and up to 15" with HA+BC. Paladins threat 12" with BC and 15" with RV+BC. Champs threat 15" with BC and 18" with RV+BC. I can usually hold teh feat to turn 3-4, where paladins are moving in and dying, followed by surviving paladins and champs, followed by feated jacks. By then, Durst is close enough to deliver. I'm able to get HoV on key turns so far. And with 13/23 vs shooting/magic, it's very durable vs most ranged lists.
Durst can BC up to 4 targets, but so far it looks like 2-3 is enough per turn. The thing is you cannot let paladins and champs live once they hit lines. It's too easy a lane opens to a caster to allow charges. And angling the charges into high-value targets works best, because it means when Durst arrives any swarms are hard-put to hurt him.
But vs a real swarm that'd be hard. That's why I'm thinking to pair Feora1.
|
|
|
Post by kuririnad on Nov 17, 2017 0:29:32 GMT
That's why I'm thinking to pair Feora1. Paradox, your the best 😋
|
|
|
Post by paradox on Nov 17, 2017 14:45:26 GMT
For reals.
|
|
|
Post by paradox on Nov 17, 2017 14:48:43 GMT
So that Durst with:
Theme: Guardians of the Temple 1 / 1 Free Cards 75 / 75 Army
Feora, Priestess of the Flame - WJ: +31 - Hand of Judgment - PC: 18 - Vigilant - PC: 9 - Devout - PC: 9 - Judicator - PC: 36 (Battlegroup Points Used: 31)
Wrack - PC: 1 Wrack - PC: 1 Nicia, Tear of Vengeance - PC: 0 Vassal Mechanik - PC: 1
Choir of Menoth - Leader & 3 Grunts: 4 Daughters of the Flame - Leader & 5 Grunts: 10 Flame Bringers - Leader & 4 Grunts: 17
|
|
|
Post by streetpizza on Nov 17, 2017 16:08:30 GMT
You misspelled Revelator
|
|
|
Post by paradox on Nov 17, 2017 16:26:46 GMT
Nah, MAT6 Rev makes me sad. Bosting after when punching is great.
|
|
daveg
Light Addition
Posts: 67
|
Post by daveg on Nov 19, 2017 14:44:39 GMT
Feora1 and Durst is my first try at a pair after the ATC. Excited to see what you do
|
|
|
Post by macdaddy on Nov 19, 2017 17:10:56 GMT
Nah, MAT6 Rev makes me sad. Bosting after when punching is great. Basically from your posts you only take the Judi for future sigh right?
|
|
|
Post by paradox on Nov 19, 2017 19:39:49 GMT
Nah, MAT6 Rev makes me sad. Bosting after when punching is great. Basically from your posts you only take the Judi for future sigh right? The fists and sprays in mid o late game. The aoes can help threaten softer troops or support early though. I also faced a few trencher blockhouses during CID, and I expect Structures might become a think. Opposing colossals are also low enough to directly hit.
|
|
Fire Step
Junior Strategist
Everyday I'm Wrastlin'
Posts: 334
|
Post by Fire Step on Nov 21, 2017 18:41:19 GMT
I've played a couple of games with the big man now.
I feel he's overshadowed by Amon a bit honestly, much how I feel about a lot of our jack casters.
Durst's abilities rely on Def boosts by being base to base (encouraging lights and discouraging heavies who don't benefit) alongside a feat that pumps up arm (which discourages lights and encourages heavies). This is cool, and quite thematic, but I feel like I'd prefer if it was just a flat ARM skew rather than (a bit confusingly) adding in def as well; so instead it'd be +2 ARM while B2B and then on feat an additional +4 arm on top.
He has a bit of efficiency and speed boost from boundless charge, but it's more expensive than mobility over all (a flat speed boost on battle group is overall better than 2 (maybe 3), and no way to improve output (except for an extra attack thanks to a free charge I guess?).
|
|