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Post by chaingun on Jan 2, 2018 21:49:22 GMT
OK, my MoW obsession is well documented but here is my latest idea. TL;DR 20 MoW, 1 Conquest.
The idea is simple: Men-O-War protect Conquest from melee attacks by providing a Shield Wall, Conquest uses Main Guns to blast stuff from afar, using Creeping Barrage to protect Men-O-War from infantry swarms. Additional synergies 1. Armored Korps give mechanics +1 on repair rolls (there will be a lot to repair) 2. Conquest is a perfect candidate for Fire for Effect.
Weaknesses/vulnerabilities 1. Stealth 2. Incorporeal models 3. Flanking
So, how would you crack this army?
Khador - Armored Corps Conquest
Theme: Armored Corps
3 / 3 Free Cards 75 / 75 Army
Supreme Kommandant Irusk - WJ: +27
- Conquest - PC: 37 (Battlegroup Points Used: 27)
Man-O-War Kovnik - PC: 0
Man-O-War Kovnik - PC: 0
Man-O-War Demolition Corps - Leader & 4 Grunts: 15
Man-O-War Demolition Corps - Leader & 4 Grunts: 15
Man-O-War Shocktroopers - Leader & 4 Grunts: 16
- Man-O-War Shocktrooper Officer - PC: 0
Man-O-War Shocktroopers - Leader & 4 Grunts: 16
Battle Mechaniks - Leader & 3 Grunts: 3
THEME: Armored Corps
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Post by lovehugs on Jan 3, 2018 0:23:04 GMT
Have you thought about Vlad2?
HoF Conq boosted to hit is 4D6 drop lowest, you'll be getting some crits this way. Devestating Crits.
Windblast to counter clouds. Arcane might + Feat on your Kovniks/Shocktoopers is scary. Mat 11 Rat9 Kovnik. (Or Drakhuns, SPD 10, P+S +17 weapon master buying extra attacks)
Grab a Reinholdt to counter stealth if you're worried about it.
If you want to know what I'd to to crack it. Haley2 would be the absolute worst match up for it.
Haley2 will probably eat this list. Domination on the Conq with no way of stopping it means your gonna lose something important to its ps23 fists.
Her feat will cripple the Conq, meaning no moving for range/aiming + getting your demo/shockies stuck.
Forcefield means bad news too.
MoW need CID, wait a bit, get them new models, and it'll be better.
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Post by tesoe on Jan 3, 2018 0:55:46 GMT
Probably Butcher1 gunline or Karchev with jacks.
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Post by borderprince on Jan 3, 2018 6:47:10 GMT
Irusk2 is your soft-squishy centre. So assassination is probably the biggest weakness. No matter how well you hide him, he's at risk.
Shadow Fire based assassinations are a possible issue (Cygnar especially - Caine3/Sloan). Arcing fire could also be a problem - I've been mulling Armored Korps with a couple of Destroyers and the MoW Bombardiers with spoiled UA. That could just about take down Irusk2 in a single round of shooting (even more so under Butcher1). Arcing fire is easier to protect against, but it is a vulnerability.
You could add Ghostly models to the possible threat from Incorporeal. Not so bad, but Ghostly would probably be enough to get to Irusk2 and there's more Ghostly around than Incorporeal.
Second Lovehugs on Haley2 (or 3 - she also has Domination). That could just be a miserable match-up, and the ST UA doesn't protect against Telekinesis opening up shieldwalls or charge lanes (or line of sight to Irusk2).
Debuff spells could be a problem. Something like Bane Riders backed up by Denny1 or Gaspy1 could still cut through the list (both the MoW and potentially Conquest) and aren't that vulnerable to covering fire. Similarly spells which can slow you down. When I think about Armored Korps lists, I often struggle to decide between Ragman (love getting STs to P+S16) or Orin for the protection from magic.
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Post by welshhoppo on Jan 3, 2018 8:29:22 GMT
Y'all people who are worrying about dominate should read pg67 of the rule book, colossals cannot be controlled by your opponent.
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Post by chaingun on Jan 3, 2018 10:13:44 GMT
Y'all people who are worrying about dominate should read pg67 of the rule book, colossals cannot be controlled by your opponent. Cool, I didn't know that (checked the rule book, you're correct). So my list is 2% more viable now...
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Post by 36cygnar24guy36 on Jan 3, 2018 11:52:18 GMT
I think the best Armoured Corp caster will be Strakhov 2, Quicken, Dauntless Resolve and his Feat are such good buffs for MoW. Arm 24, 8 boxes, Tough, Steady Shock Troopers on feat turn in Shield Wall... (and that's without Dauntless Resolve)
Just take cheap jacks like Maruaders in his battlegroup to put last stand on, who cares if they die, they are 10 friggin points, and you can trade up massively
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Post by Soul Samurai on Jan 3, 2018 12:01:34 GMT
Just take cheap jacks like Maruaders in his battlegroup to put last stand on, who cares if they die, they are 10 friggin points, and you can trade up massively Speaking in theoretical terms, I'm not sure about this? The way trading normally works (at the most basic level) is you send in one of your models to kill one of theirs, then they send in a model to kill the model you sent in, then you send in a model to kill the model they sent in etc. If you're sending in a model to kill one of theirs, but then it just keels over and dies on it's own without costing them any resources or activations, then it's not really the same thing; they now have activations and resources to spare on killing something else instead. Instead of sending in a model to kill the model you sent in, they can send in a model to kill the model you haven't sent in yet, meaning you're down two models instead of one. Like I said, that's just theory based on the general concept of trading pieces. I would like to hear from people with tabletop experience how it actually works out?
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Post by welshhoppo on Jan 3, 2018 12:08:44 GMT
It does work if the swing is great enough. Losing a 10 point marauder but taking down a 35+ point gargossal is probably worth it. But losing one to take down another marauder probably isn't.
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Post by 36cygnar24guy36 on Jan 3, 2018 12:10:34 GMT
Just take cheap jacks like Maruaders in his battlegroup to put last stand on, who cares if they die, they are 10 friggin points, and you can trade up massively Speaking in theoretical terms, I'm not sure about this? The way trading normally works (at the most basic level) is you send in one of your models to kill one of theirs, then they send in a model to kill the model you sent in, then you send in a model to kill the model they sent in etc. If you're sending in a model to kill one of theirs, but then it just keels over and dies on it's own without costing them any resources or activations, then it's not really the same thing; they now have activations and resources to spare on killing something else instead. Instead of sending in a model to kill the model you sent in, they can send in a model to kill the model you haven't sent in yet, meaning you're down two models instead of one. Like I said, that's just theory based on the general concept of trading pieces. I would like to hear from people with tabletop experience how it actually works out? Sorry I was writing in haste, I should have gone into a bit more detail. What I should have mentioned is that if you use your Heavies to take out the biggest threats to your MoW (Colossals, premium heavies), they you can just slowly grind them down as they will struggle to kill your MoW outright (which can be repaired). I admit Last Stand is a bit odd as it forgoes the usual trading dynamic, but Ancestral Guardians trading up massively and then dying was a thing I saw in Mk2 that worked, I don't see why it can't be repeated with Khadors dirt cheap heavies. Remember you don't have to use last stand, only when the trade up is good enough
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Post by Soul Samurai on Jan 3, 2018 12:57:22 GMT
It does work if the swing is great enough. Losing a 10 point marauder but taking down a 35+ point gargossal is probably worth it. But losing one to take down another marauder probably isn't. I was thinking that you probably don't see too many premium heavies in the game these days, I forgot to consider the fact that the Marauder is pretty much unfair against Colossals. Sorry I was writing in haste, I should have gone into a bit more detail. What I should have mentioned is that if you use your Heavies to take out the biggest threats to your MoW (Colossals, premium heavies), they you can just slowly grind them down as they will struggle to kill your MoW outright (which can be repaired). Ah, I see now. That makes sense.
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Post by lovehugs on Jan 3, 2018 13:23:49 GMT
Y'all people who are worrying about dominate should read pg67 of the rule book, colossals cannot be controlled by your opponent. Why's this game gotta have so many rules. We play this game loose and fast, all bets are cash and final.
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Post by chaingun on Jan 3, 2018 15:04:52 GMT
Orin for the protection from magic. Or Eilish Garrity for unlimited magic removal (as opposed to Orin's up to 3 Arcane Vortex per game).
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Post by 36cygnar24guy36 on Jan 3, 2018 15:11:09 GMT
Orin for the protection from magic. Or Eilish Garrity for unlimited magic removal (as opposed to Orin's up to 3 Arcane Vortex per game). Eilish is good, but he does not stop non-upkeeps, and by the time you remove offensive debuffs like Parasite the damage has probably already been done
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Post by smoothcriminal on Jan 4, 2018 1:40:23 GMT
I think Irusk1 is better here since he provides pathfinder for mows and his upkeep is very very good for colossal. Weakness is magic weapons. You can blast random solos with Irusk off the zones, but army with significant number of incorporeal will be a big problem. You don't want this anywhere near grymkin or cryx.
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