bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Mar 9, 2018 9:58:30 GMT
Just cast Engine of Destruction as the first spell during your opponents turn
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Post by 36cygnar24guy36 on Mar 9, 2018 10:03:03 GMT
Just cast Engine of Destruction as the first spell during your opponents turn Herp de Derp!
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Post by tiberius on Mar 9, 2018 12:42:40 GMT
Redline in a faction full of mechanics...literally everything you guys have can repair...sounds pretty awesome to me. I think he looks pretty solid. I will have to see what our convergence player thinks of him.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Mar 9, 2018 17:45:23 GMT
Being able to cast Jackhammer at your Vector being attacked by another beast or jack, that then hits back with Precision Strike seems really good. However as Engine only lasts for a turn, they will be unboosted mat 5s, so not super reliable. But your first free spell cast can be Engine of Destruction. Yes, it last a turn, but it doesn't say you can't cast it during your opponent's turn with the feat. EDIT: Derp Derp, didn't keep looking for a second page. How is there no delete option?
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Mar 10, 2018 12:10:46 GMT
No other list ideas? I read several comments that "Locke might be too good in Convergence", but have'nt seen any broken lists. Yes the feat, field marshal and jachammer combo is very good on Collosi and the Inverter, but what about the rest of the jacks that don't have reach or hit particularly hard? I came up with this list: (Locke 1) Aurum Lucanum Athanor Locke [+29] - Conservator [12] - Conservator [12] - Corollary [6] - Inverter [15] - Inverter [15] - Prime Axiom [38] Algorithmic Dispersion Optifex [2] Attunement Servitors [0] Elimination Servitors [0] Elimination Servitors [0] Elimination Servitors [0] Optifex Directive [4] But it has no real target for Sentry, unless you don't put Redline on the Prime Axiom. Alternatively lose the Mechanics and upgrade a Conservator to an Assimilator and get 1 more free card.
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Hjard
Junior Strategist
Posts: 123
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Post by Hjard on Mar 12, 2018 7:06:09 GMT
I came up with this list: (Locke 1) Aurum Lucanum Athanor Locke [+29] - Conservator [12] - Conservator [12] - Corollary [6] - Inverter [15] - Inverter [15] - Prime Axiom [38] Algorithmic Dispersion Optifex [2] Attunement Servitors [0] Elimination Servitors [0] Elimination Servitors [0] Elimination Servitors [0] Optifex Directive [4] But it has no real target for Sentry, unless you don't put Redline on the Prime Axiom. Alternatively lose the Mechanics and upgrade a Conservator to an Assimilator and get 1 more free card. Losing Mechanics is rarely a good idea. Especially with Redline as a spell. Turn one of the Conservators into 2 Diffusers. Good targets for Sentry as they actually hit some stuff with unboosted shots. Now you have 3 chances on Hunters Mark / 3 decent shots not on the Axiom. As always: Change the Elimination Servitors for Reflex Servitors. They sound nice for Road to War but RNG 9, RAT 5 guns with no way to ignore defence against shooting don't hit anything with only 1 HP.
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Mar 12, 2018 17:27:17 GMT
Yeah, losing the mechanics is not preferable, but I've had many games were they don't do anything relevant. Is Redline really a problem? I have never had that spell, so have no experience with it. But on paper it's 2 damage a turn, which on Prime Axiom does'nt even break a system before the game is over, unless you are super unlucky and roll the correct collums every time. Yes yes, I get that it's free damage to your opponent that could potentially make a difference, I'm just not that scared of the damage. Besides, Locke can repair as well And keeping your caster behind the Collosus is often a good spot to hide. Sentry on a Diffuser is actually a good idea. The utility on the gun is very handy, the range acceptable and the re-roll somewhat makes up for the mediocre RAT. Good call. I hate to lose a heavy for that, but it might be worth it. Instead of the second Diffuser I would go for Eilish though. You won't hit 5th free card anyway, and a RAT5 harpoon-drag really needs a re-roll. I don't agree on the servitors. I played a lot with the Reflex ones and though their AOE/counter charge is nice, they don't threat very far, have same chance of hitting and once they die you lose faster on attrition. Both because your shield guards are gone, but also because your volume of attack is lower, and there are fewer models for your opponent to deal with. Elimination servitors threat longer, can aim to hit better, contest better, contribute a lot more imo. And in my experience there are more single wound units out there that rely on high arm than there are high def units that are not blast immune.
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Post by ziggyqubert on Mar 13, 2018 16:42:44 GMT
Yeah, losing the mechanics is not preferable, but I've had many games were they don't do anything relevant. Is Redline really a problem? I have never had that spell, so have no experience with it. But on paper it's 2 damage a turn, which on Prime Axiom does'nt even break a system before the game is over, unless you are super unlucky and roll the correct collums every time. Yes yes, I get that it's free damage to your opponent that could potentially make a difference, I'm just not that scared of the damage. Besides, Locke can repair as well And keeping your caster behind the Collosus is often a good spot to hide. Sentry on a Diffuser is actually a good idea. The utility on the gun is very handy, the range acceptable and the re-roll somewhat makes up for the mediocre RAT. Good call. I hate to lose a heavy for that, but it might be worth it. Instead of the second Diffuser I would go for Eilish though. You won't hit 5th free card anyway, and a RAT5 harpoon-drag really needs a re-roll. I don't agree on the servitors. I played a lot with the Reflex ones and though their AOE/counter charge is nice, they don't threat very far, have same chance of hitting and once they die you lose faster on attrition. Both because your shield guards are gone, but also because your volume of attack is lower, and there are fewer models for your opponent to deal with. Elimination servitors threat longer, can aim to hit better, contest better, contribute a lot more imo. And in my experience there are more single wound units out there that rely on high arm than there are high def units that are not blast immune. I think that a lot of the time the reflex servitors combat potential is a trap, however they do two things that I think make them amazing 1- they make your oponent think more, and attempt to play around counter charge more than thy want 2- dig in is actuly highly relevent, it makes it more difficult for your oponent to target them directly, and it makes them immunt to blast damage, in matchups where shield guard is relevent it can save you quite a lot, as it means your oponent has a harder time killing reflex servitors when they are in the way (due to the higher DEF) and you can more effectivly shield guard AOE's around which can realy be worth it. I do also like the elimination servitors though, so maby 2 of each or at least one set of reflex servitors
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Mar 13, 2018 19:25:58 GMT
1- that I can agree upon, that is very true. People allways ask about them, try to get rid of them or flat out avoid them - even in some cases where they do not pose a real threat. 2- also true. I had several games where 3 Reflex followed my caster around and just dug in the whole game, just to deter an assassination attempt.
But is that enough? I gradually did the change to Elimination ones and have'nt looked back but maybe a mix as you say might be a good idea. I sometimes make a Reflex with the Prime Axiom, as they do have some use from time to time.
Forgot to mention that Elimination also have gunfighter, so can even charge in and do work in melee as well if needed which otherwise would be an advantage with the Reflex ones. Contest, bind in melee also a useful tool they have.
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Post by ziggyqubert on Mar 13, 2018 19:38:11 GMT
ya I usualy try to go for a mix of all three, depending on caster and list obiviously. I always find that the elimination serviters always have trouble hitting things without any help though.
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Post by gobber on Mar 13, 2018 20:26:04 GMT
Wk2 Changes: Field marshal precision become melee only.
Feat changed to: Arcanodynamic Catalysis
Enemy upkeep spells and animi in Locke’s control range immediately expire. When an enemy model is casts a spell during its activation while in Locke’s’ control range, after the spell is resolved Locke gains one focus point and can immediately cast one spell without spending focus. Locke can boost attack and damage rolls on spells cast as a result of Arcanodynamic Catalysis. Arcanodynamic Catalysis lasts for one round.
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Mar 13, 2018 20:46:02 GMT
Field Marshal: That's fine. Convergence guns are'nt that impressive anyways. Feat: Expected, but way less useful (as a defensive feat) now. Did some math and thoughts about the feat before and actually did'nt think it was that insane. Your opponent can just not buy additional attacks, but only use initials. Or maybe buy 1 depending on which arm they take off with 2 or 3 attacks. Convergence Jacks only hit with P+S <17 which would take more than just 1/2 attacks to take out an aspect or system. All this ofcourse only possible if you do not have reach. The exception would be the Inverter that might knock you down if you did'nt kill the macropummeler first. Remember, it's only arm 19, most heavies love to hit targets that "soft". Only the Collosus'es were over the top with the feat. That was too good.
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Post by gobber on Mar 13, 2018 20:49:33 GMT
Field Marshal: That's fine. Convergence guns are'nt that impressive anyways. Feat: Expected, but way less useful (as a defensive feat) now. Did some math and thoughts about the feat before and actually did'nt think it was that insane. Your opponent can just not buy additional attacks, but only use initials. Or maybe buy 1 depending on which arm they take off with 2 or 3 attacks. Convergence Jacks only hit with P+S <17 which would take more than just 1/2 attacks to take out an aspect or system. All this ofcourse only possible if you do not have reach. The exception would be the Inverter that might knock you down if you did'nt kill the macropummeler first. Remember, it's only arm 19, most heavies love to hit targets that "soft". Only the Collosus'es were over the top with the feat. That was too good. I think they were also trying to tone down the weird assassination run usage of the feat during your own turn where each time the enemy caster/'lock overboosted or transferred damage it gave you two more focus.
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Mar 13, 2018 20:53:46 GMT
Haha, I did'nt even see that one. But sure, silly rules interaction that should not exist. But overcorrecting much? Interested to see what happens next week Is there any reports from her in Convergence on CID? (or notes from PP with this change)
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Hjard
Junior Strategist
Posts: 123
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Post by Hjard on Mar 14, 2018 7:02:55 GMT
Did some math and thoughts about the feat before and actually did'nt think it was that insane. Your opponent can just not buy additional attacks, but only use initials. Or maybe buy 1 depending on which arm they take off with 2 or 3 attacks. Convergence Jacks only hit with P+S <17 which would take more than just 1/2 attacks to take out an aspect or system. All this ofcourse only possible if you do not have reach. The exception would be the Inverter that might knock you down if you did'nt kill the macropummeler first. Remember, it's only arm 19, most heavies love to hit targets that "soft". Only the Collosus'es were over the top with the feat. That was too good. Cipher? A Cipher could "retaliate" with POW 18 hit. POW 18 does an average of 5 damage even to a Juggernaut. As soon as he get's to hit you two times, basically every warjack loses an arm, while it's hard to knock of both arms on the Cipher in the same time. But that's gone anyway so no reason to linger on that. Still: As I have already said. Take at least one Cipher with her. She fixes every problem the Jack has* and he makes great use of her abilities. On the feat: While it became really weak in Crucible Guard, it's still okay when you play her in CoC. She has a 16" control area, goods stats and an abundance of shield guards to stay close enough to the front. Should be enough to catch the enemy warcaster and get 1-2 free spells out of him, plus free "purification" can be enough for a feat. Plus all the random magic abilities everywhere nowadays... Empower? Magic Ability. Arlan? Magic Ability. Mist Speaker? Magic Ability. Sure all of these models should be able to stay out of her range but that would mean your enemy remembers that these count, too. *okay apart from having some inbuilt way to take a shot and still get to melee
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