|
Post by wolfchild on Dec 28, 2017 15:23:07 GMT
Ok, so I bought Loki and Sentry Stones and now really wanna put them on the table, (but as I don’t own Tanith, have any table time with her, no reeves either) so I need to go out of theme.
Here’s what I wanna try:
Kaya the Wildheart - Feral Warpwolf - Loki - Pureblood Warpwolf - Warpwolf Stalker - Scarsfell Griffon
Blackclad Wayfarer Blackclad Wayfarer
Sentry Stone & Mannikins Sentry Stone & Mannikins Shifting Stones
Please let me know what u think it’s strengths and weaknesses will be.
Any obvious pit falls and suggestions for improvement greatly appreciated too.
|
|
|
Post by jisidro on Dec 28, 2017 15:34:23 GMT
I really like your list and would be a great list if this was not the Age of Themes@. As it is you have a rally solid model lineup but no theme benefits and free models.
You should do well against anything not a skew and probably ok against a low ARM infantry skew. If an ARM skew gives you the possibility of easy synergy then you should wreck them as well.
Improvement is putting it in Call but that costs you Loki and Sentry Stones.
|
|
|
Post by macdaddy on Dec 28, 2017 16:14:34 GMT
If you can somehow put more lights in the list I think it would be better.
You are going to have a hard time leveraging synergy with that low model count.
You could drop the feral for a gorax and another Scarsfells.
|
|
|
Post by wolfchild on Dec 28, 2017 23:33:38 GMT
macdaddy I think maybe I need to learn to not get hung up on ugly models. I have a Gorax and a razorwing (proxy option for Scarsfell#2), but a Gorax is still hideous and I’m already proxying wolfriders champ as Kaya3 (cos it’s not gonna get used as anything else). jisidro Thanks, I’d been running a Kaya3 CoW list for my last 5 games, but as u say, if I want to use Loki or sentries I need to lose theme and therefor freebies. I had forgotten about higher beast count for getting Synergy up in CoW. I think getting enough beasts will compromise everything else this list can do. Maybe Kaya3 isn’t the best caster for it..... perhaps I’ll revert back to my ol fav Kromac1, or try Kreuger2 for a change (my only 2 casters I actually own models for. I don’t include Kaya1, cos well, why would you).
|
|
demonic
Junior Strategist
Posts: 649
|
Post by demonic on Dec 30, 2017 3:37:31 GMT
proxy tanith if you want to use Loki... also, your current list will greatly benefit from a wild argus (regular argus). Unfortunately, if you want to take full advantage of things like berserk or synergies, you'll need to actually hit first. Unlike factions like Skorne who have beasts with 7 or 8 mat, circle is stuck at 6 unless you get into the character jacks. Before your alpha or even an assassination run, blitz up and cast dopplar bark first. It's not only an auto hit (It is an automatic effect, not a collateral, blast, or even an attack or debuff, it's just an effect), but it will make every hit that you don't roll double 1s on an auto hit; I'm pretty sure it's the reason we don't have any artillery as it makes even the nastiest of targets easily hittable, even at 1 rat.
|
|
|
Post by kuririnad on Dec 30, 2017 16:15:24 GMT
Feral has mat 7 and 3 initials. He can maul things from downtown with hunters mark and warp speed.
|
|
|
Post by macdaddy on Dec 30, 2017 18:46:44 GMT
Feral has mat 7 and 3 initials. He can maul things from downtown with hunters mark and warp speed. Yeah with Primal and max synergy he is Mat 12 P+S 20/19/19 And threats 14” with Hunters Mark. No pathfinder is sad but that’s a bonkers threat range. Average damage to the average Heavy is about 50-60 Damage depending on spikes and such. If you don’t need warp speed and warp strength he can Easily Kill 2 heavies in one activation
|
|
|
Post by wolfchild on Dec 31, 2017 11:41:28 GMT
proxy tanith if you want to use Loki... also, your current list will greatly benefit from a wild argus (regular argus). Unfortunately, if you want to take full advantage of things like berserk or synergies, you'll need to actually hit first. Unlike factions like Skorne who have beasts with 7 or 8 mat, circle is stuck at 6 unless you get into the character jacks. Before your alpha or even an assassination run, blitz up and cast dopplar bark first. It's not only an auto hit (It is an automatic effect, not a collateral, blast, or even an attack or debuff, it's just an effect), but it will make every hit that you don't roll double 1s on an auto hit; I'm pretty sure it's the reason we don't have any artillery as it makes even the nastiest of targets easily hittable, even at 1 rat. Unfortunately the threat of a Wild Argus’ bark is 8” (unless it can charge something inside 9.5”, which brings it to just 11”) without a Warpath trigger or something else. Hunter’s mark is far from reliable against 13+ DEF. This is why unless I’m playing CoW theme, the Argus doesn’t get a look in. To keep it alive we need to keep it back, (with only SPD 6 and DEF 14, it’s that much easier to kill w a couple of decent CRAs or a jack’s cannon), but to make it useful it needs to be up front, ahead of the pack. As macdaddy says, the threat of our warpwolves is just better. With Kromac1’s Wild Aggression we can fairly reliably mash up most jacks w almost any Warpwolf but the pureblood. Im not quite sure why there’s so much MAT creep in the game as it destabilises the 2d6 mechanic. All these jacks and character jacks upto MAT 7 and 8 is bad for the game. There’s now a need to boost DEF scores or other unit/beast/solos’ etc DEF to compensate ...... or we reset to where things should be, before DEF 18+ becomes a thing. Circle had an impressive number of DEF 14 options in the past which WAS hard to hit, this is why so much of our game has changed as 14 is now the old 13 and as our units stats have remained average, several other forces effective DEF and ARM stats have increased to compensate for the shift. Now our rare Prey or Gang is needed, not the bonus it once was. Getting into a rant, maybe this should be brought to CID or at least feature somewhere in general discussion. MAT Creep IS a problem.
|
|
|
Post by macdaddy on Dec 31, 2017 12:42:33 GMT
I highly agree wolfchild and the main culprits are the higher performing warmachine factions. I play into so much Mat 7 or 8 that Def 14 becomes an unreliable stat at best, a meaningless one at worst. Combined with a pitiful arm stat on our warpwolf heavies and they die really easily in the current game. You have to skew to Def 16+ to reach a level of defensive reliability. It’s honestly almost always better to just skew Arm. Def 14 has moments of being relevant, but then your opponent applies liberal use of some Mat fixer and it’s back into uselessness. I have only successfully relied on Def 14 a handful of times and it’s always into Hordes beast bricks. Khador (the worst offender) retribution, Cryx, And Cygnar, have a solid selection of budget heavies with Mat 7. Meanwhile Hordes is relegated to mat 6. I’m assuming this is due to a poor assumption on the devs part that jacks need Mat 7 to be worthwhile and a result of bad playtesting (is any playtesting at all. When you pay 10-12 points and get a Mat 7 Heavy with solid Pow, 2-3 initials and other abilities it feels like a slap in the face to Hordes players. The maurader is a perfect example, Mat 7, Pow 16 with combo smite, Siege Weapons, Arm 20 with 34 Boxes. All for a rock bottom 10 points... the speed is irrelevant because every game I have played into Khador they can somehow increase thier jacks threat range by a significant amount. It’s just very bad game design.
|
|