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Post by mrfantastical on Apr 4, 2017 15:39:19 GMT
Ossurum bunny ranch... how do we deal with it.
Heavies get reposition 3
General Ossrum - WJ: +28 - Grundback Gunner - PC: 6 (Battlegroup Points Used: 6) - Grundback Gunner - PC: 6 (Battlegroup Points Used: 6) - Grundback Gunner - PC: 6 (Battlegroup Points Used: 6) - Grundback Gunner - PC: 6 (Battlegroup Points Used: 6) - Grundback Gunner - PC: 6 (Battlegroup Points Used: 4) - Grundback Gunner - PC: 6 - Grundback Blaster - PC: 6 - Grundback Blaster - PC: 6 - Grundback Blaster - PC: 6 - Ghordson Avalancher - PC: 17 - Wroughthammer Rockram - PC: 14 - Grundback Gunner - PC: 6 - Grundback Blaster - PC: 6 - Grundback Gunner - PC: 6
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didder
Junior Strategist
Posts: 166
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Post by didder on Apr 4, 2017 16:39:54 GMT
Venator Slingers are the natural predators for light warjack spam.
They lend themselves to a perfectly serviceable theme force in Winds of Death. Free wall and solos is nice.
They are cheap enough to be considered expendable, or cheap enough that overloading on them still leaves good amounts of room in your list.
Arcing Fire allows them to be screened, and they eat up high-arm single wound infantry.
Unfortunately, you'd have to run 3 max units of Slingers to counter this extreme of a skew. This many Slingers would be terrible against anything other than light jack spam and high-arm infantry spam. A warlock on the ADR roster would help mitigate this. Another drawback is that Slingers are very much waiting for the Dakar to come out. He is convention released, but not general released. The Dakar upping their Rat and being good on his own would let the Slingers be better against regular infantry instead of just high-arm infantry, as well as just being more efficient at what they're already good against.
I'd go with Rasheth to make the Slingers fantastically efficient at killing bunnies on feat turn. However, he is very weak to their boosted shots. Krea, Hydra, and multiple shield guards might be enough, might not. Xerxis2 also has a great feat for letting the Slingers just go wild for a turn killing bunnies. He does nothing else for them, though, and again he is very weak to skewy gunlines.
Rasheth Winds of Death Marketh 5 Free Hydra 37 Krea 7 Brute 8
Venator Dakar 4 Free Venator Dakar 4
Max Slingers 13 Max Slingers 13 Max Slingers 13 Min PGBH 5
You could heavily go anti ranged with Makeda1 and shield guarding scarabs. Kelts and Karax have good ranged defense as well with blade shield and girded.
Makeda 1 Scarab Pack 10 Krea 7 Molik Karn 19 Titan Gladiator 15 SHaman 8
Praetorian Kelterii 15 Praetorian Karax 11 min PGBH 5 Legendes of Halaak
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granor
Junior Strategist
Posts: 353
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Post by granor on Apr 4, 2017 18:09:57 GMT
I have not yet played against this list. How does it win? Does it shoot down titans? Does it deal with bugs at all? Are karax an issue for it? What have you played into it?
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on Apr 4, 2017 18:31:52 GMT
I've played into a less extreme version of this, but it wouldn't have changed anything. Arm21+ aren't bothered by bunnies at all. That's Titans + Krea. Xerxis is also their natural predator. Fast, hard hitting, armored. Put a Rhinodon in his list and he's more or less immune to Bunnies as long as he puts up Spiny Growth and keeps Krea around. Add Hydra or Tibbs to taste...
I'll disagree about slingers though. Their armor is too high to quickly kill them off and you'll lose more than a unit per turn while you'll be lucky to take off 2 in return.
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didder
Junior Strategist
Posts: 166
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Post by didder on Apr 4, 2017 18:43:28 GMT
The Ossrum bunny ranch in a nutshell:
1. All the gunners and blasters have powerful attack, so he breaks focus economy like no other. 2. All the gunners have Bulldoze, so he easily opens LoS to your caster or steals scenario points. 3. Energizer means the bunnies threat far and nonlinearly. 4. Feat means the bunnies threat even farther and have great ARM for a turn. Can jam you out often. 5. His models all move through and ignore each other for LoS. 6. Fire for Effect and Snipe means he can soften you up on the approach. 7. Theme force gives an extended deployment zone (now you're really jammed out) and reposition.
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granor
Junior Strategist
Posts: 353
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Post by granor on Apr 4, 2017 20:56:24 GMT
Everything gets reposition 3 Looks like only the heavies should get reposition. Unless my source is wrong I don't have merc warroom.
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Post by toconut on Apr 4, 2017 21:40:45 GMT
Only heavies get reposition.
If your opponent is bringing this exact same list bring few heavies or mammoth and it will win the game alone. The list posted lacks armor cracking potential, just play something arm 22+ (krea already taken into account) and it won't die.
Another good idea is makeda 2 with double ferox and krea, they shouldn't be able to pass stay death while you're under krea.then it's all attrition.
If you want to counter it very hard, play zaadesh2. Clouds, +2 arm and no push. A single unit of cetratii will break that list, just don't charge.
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on Apr 5, 2017 1:50:15 GMT
It's a much better list out of theme IMO. Aiyana & Holt, Rust Bombs, even Ragman help it climb over heavy armor. Pairs pretty well with the Artillery Corp too.
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Post by mrfantastical on Apr 5, 2017 16:41:11 GMT
Everything gets reposition 3 Looks like only the heavies should get reposition. Unless my source is wrong I don't have merc warroom. Ok. I have corrected.
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Post by Azuresun on Apr 7, 2017 16:10:06 GMT
In general, high armour will leave them without much to do, and any damage that gets through their armour will cripple something. They also really hate being jammed, as then they just have the mighty POW 6 shin kick. Yes, Ossrum can give them Bulldoze, but that's still a third of his focus, and it can be thwarted with immovable models, or by simply running a random Beast Handler behind the engaging model to wedge it in place.
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Post by perilsensitive on Apr 14, 2017 18:50:39 GMT
What I have most often seen with the bunnies is that Ossrum feats and casts the bulldoze spell, then some bunnies run 16" and push stuff around, exposing your caster. The Rockram/EB will KD, and the rest just shoot your caster to a pulp. Safeguard and triangle formations to stop 'dozing will most effectively neuter this. Otherwise just keep your Krea safe and have some Sentries and/or bugs mostly ignore their guns.
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Post by Cryptix on Apr 17, 2017 0:34:03 GMT
Xerxis2 with 2 Mammoths, a Krea, and Support. Done.
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Post by branflakes14 on Apr 19, 2017 23:28:24 GMT
Never ever resort to Slingers. 7 to hit then 3d6-8 for damage is completely awful. On his feat turn you won't even do anything, and their victim stats will turn them into blaster fodder. Bring a Krea and just shove your caster on a flag. They'll struggle to kill you, and bunnies are awful at contesting. If you try and play the game of kill your opponent's stuff, yeah you'll probably lose. Krea + Bellows Crew, DEF19 caster. Done.
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