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Post by koalafrog on Apr 12, 2017 12:57:30 GMT
Nobody's talking about Mag2 King maker with max trenchers for clouds and all the jacks behind them?
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Post by GijsB on Apr 12, 2017 13:16:52 GMT
I've seen it and although it can be nice, I want to run him more Jack heavy, rather than unit heavy. Kingmaker limits you in terms of support when you want to do this.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Apr 12, 2017 13:18:34 GMT
I mean, you can run kingmaker with a single unit of trenchers plus the ua and wa's as your only unit and get a lot of work done. I frequently run something like that along with Ossrum bunny ranch as my 2 list pairing.
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Post by GijsB on Apr 13, 2017 8:58:12 GMT
Yes, I agree the trenchers are awesome, but you lose a lot of utility otherwise in solos etc. That being said, I'll probably be running it sometime, but as of yet I don't own trenchers yet and have too much shinies to buy before.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Apr 13, 2017 13:55:38 GMT
I think part of the reason that Kingmaker has been so popular is because people have the belief (I'm not saying I disagree) that solos are generally overcosted in mk3. They aren't really worth paying for, so getting bonuses and access to one of the best infantry units in the game in exchange for only getting a couple good solos (Kell and Orin, mainly), is a pretty good trade.
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Post by GijsB on Apr 13, 2017 14:15:29 GMT
Point taken. Truthfully, I'm still waiting for the "take jacks and get solos free" theme for mercs 😊
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Post by Azuresun on Apr 16, 2017 10:59:31 GMT
Point taken. Truthfully, I'm still waiting for the "take jacks and get solos free" theme for mercs 😊 Same here. It's funny how despite getting the first two themes, we've actually fallen behind in that particular arms race. I'm toying with the idea of trying Magnus2 with triple Freebooters. The idea is that one of them gets Bullet Dodger, then after a Buccaneer or Renegade applies knockdown, it charges in with a threat of 13", and then at DEF 14 with Dodge and no knockdown, it's not going to be trivial to remove.
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Post by GijsB on Apr 16, 2017 11:15:23 GMT
It could work well against a lot of lists.
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Post by ComboSmiteNick on Apr 16, 2017 16:37:09 GMT
Point taken. Truthfully, I'm still waiting for the "take jacks and get solos free" theme for mercs 😊 When or If that happens Mags2 will be amaze-balls.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Apr 18, 2017 14:19:10 GMT
Point taken. Truthfully, I'm still waiting for the "take jacks and get solos free" theme for mercs 😊 Same here. It's funny how despite getting the first two themes, we've actually fallen behind in that particular arms race. I'm toying with the idea of trying Magnus2 with triple Freebooters. The idea is that one of them gets Bullet Dodger, then after a Buccaneer or Renegade applies knockdown, it charges in with a threat of 13", and then at DEF 14 with Dodge and no knockdown, it's not going to be trivial to remove. As someone who regularly runs double freebooters with the Magni (2 for unyielding and 1 for free upkeeps and knockdown on a stick), its a beautiful thing. You'll also be surprised how often you don't really care about the DEF and ARM of the freebooter when everything around you is having to spend focus to stand back up. If they load something up to kill the freebooter, that just means that they probably didn't camp enough to cope with his buddy next turn.
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Post by ComboSmiteNick on Apr 21, 2017 12:57:39 GMT
I played this Magnus2 list last night:
Mag2 (Kingmaker) *Maddy *Buccaneer *Renegade *Nomad x 2 *Mangler *Rover Max Trenchers + CA + 2 WAs Kell Orin
I have to say I think I like playing it out of theme better. Idrians > Trenchers and being able to take A&H is key for the pairing.
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Post by borderprince on Apr 21, 2017 16:59:30 GMT
I'm not convinced that the full Trencher unit is the right way to use them for Magnus2. He's obviously no Damiano when it comes to units. Unless you've got massive numbers of jacks, you might be able to keep them all hidden behind a min unit's smoke wall and use the points elsewhere.
I also think Magnus2 in Kingmaker probably wants at least min Boomhowlers. You can use the threat of Ambush and Cacophony to push casters who want to cast spells towards the centre of the table, where they are more likely to be caught in Magnus' feat.
I'd be more tempted by min Trenchers, Rangers (such a good unit, even ignoring Mark Target), min Boomhowlers and min Cutthroats. Gets the two key free solos (Orin and Kell) and has 63 points for jacks. Given the cost of merc jacks, that should be plenty of metal and lots of ADing/ambushing infantry to get an early advance on the table before using Magnus' feat to keep people out the zones.
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isotope
Junior Strategist
Posts: 634
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Post by isotope on May 10, 2017 11:45:00 GMT
I run 2 variants for Magnus2. Both are very similar. Kell and E1 is 9 pts of auto dmg a turn to a heavy or BE or hellmouths, a few solos to keep Magnus safer since he wants to get up the board. Gallant at DEF 15 with dodge is hilariously good. Versh for a free focus on him and some shots. Idrians because well, they're good.
There's the "Oh crap tons of ghost fleet" need magic weapons and serious armor cracking :
Magnus the Warlord - WJ: +28 - Gallant - PC: 17 (Battlegroup Points Used: 17) - Nomad - PC: 11 (Battlegroup Points Used: 11) - Nomad - PC: 11 - Renegade - PC: 10
Eiryss, Mage Hunter of Ios - PC: 7 Harlan Versh, Illuminated One - PC: 4 Kell Bailoch - PC: 5 Ogrun Bokur - PC: 5 Orin Midwinter, Rogue Inquisitor - PC: 5
Idrian Skirmishers - Leader & 9 Grunts: 15 - Idrian Skirmisher Chieftain & Guide - Chieftain & Guide: 5 Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 8
Then there's the "I want to be focus efficient" and have thresher :
Magnus the Warlord - WJ: +28 - Gallant - PC: 17 (Battlegroup Points Used: 17) - Renegade - PC: 10 (Battlegroup Points Used: 10) - Mangler - PC: 15 (Battlegroup Points Used: 1) - Mangler - PC: 15
Eiryss, Mage Hunter of Ios - PC: 7 Harlan Versh, Illuminated One - PC: 4 Kell Bailoch - PC: 5 Ogrun Bokur - PC: 5 Orin Midwinter, Rogue Inquisitor - PC: 5
Idrian Skirmishers - Leader & 9 Grunts: 15 - Idrian Skirmisher Chieftain & Guide - Chieftain & Guide: 5
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 10, 2017 13:40:11 GMT
Hmm, those are interesting. I haven't been finding places for Eiryss since mk3; for 1 pt less I get a buccaneer and for 2 more I get a freebooter. Plus, I've killed too many on the other side of the table with Anastasia to really get that worked up about it. Auto damage is nice, but I'm not seeing the ROI. For those same points you could be getting Alexia2, or Rhupert and Anastasia, or a HAC. What do you normally get out of her?
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isotope
Junior Strategist
Posts: 634
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Post by isotope on May 10, 2017 14:04:24 GMT
I try to run her and kell on a flank. As a pair you can either focus on a jack/beast or focus down a unit of high armor infantry. By keeping them on a flank you either force your oponent to invest in removing them or suffer losing a lot from them. If youre focusing a jack/beast its a good idea to have prey on it also. Heavy fire from idrians and auto points can take out systems. With feat keeping you relatively safe for a turn you should get 2 turns to kill something or soften something up before sending in your mangler. I ran a lot of gorman/E2 in mk2 with Caine2 so im used to positioning them in somewhat safe places. I have Magnus2 paired with Caine3 and he is mainly for playing into matchups where caine will die ( eleaps, knockdown, denny1, etc). Having high armor, some protective support and a control feat does a fair job at keeping him safe in those situations.
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