|
Post by Trollock on Mar 9, 2018 14:54:58 GMT
I write this mainly for myself. I cant play games until more than a week from now, so until then ill have to focus on building lists. It takes me a lot of though to get my head around a faction. in the MK 3 transition it took me maybe 100 games before i felt like i had a good enough grasp on Trolls to start giving valuable advice to new players (and i had played trolls for years before the transition...). I want to think through "all" of the possible interactions before i make any real decisions. Before that it is mostly throwing stuff at the wall and see what sticks. Anyway, i figured id write some things down for memory, and i might as well share the process if any one is interested Ill go through one caster at a time, and we will start with Syvestro. When i saw his rules spoiled that pushed me over the edge to at least try CG out in the CID. He is sort of the definition of the "jack of all trades" caster imo. He has a LOT of different options, and he wont be able to use them all at once. At a glance i can see him running in either theme. He has some nifty infantry support and some nifty jack support. Ill just go through all models and mention the ones i think are interesting options and why. Lets see how it works out LiberatorArc Node is not super strong, but not bad either. Transmute can be used offensively, and it might be the right choice some times. Other than that, he can be made SPD 8 with Pathfinder and DEF 17 against living models. Transmute is probably better used on other targets, but he could definitely be part of the front line and be incredibly annoying. Seems more legit now when i write it down than i first thought. ToroSolid base line jack. Admonition is good on him, since he is one of the most valuable targets you can put it on. If you give it Transmute it has a 13/20 stat line and that is legit. POW 20 with SPD 7 and 2" reach is also sweet. Over all, this "bland" jack can go to a really solid piece with the support he has access to. VanguardJust as the Liberator, this guy can be made fast and durable. Very good front line jack. Giving Shield Guard(s) to nearby things allow you to play in to some match ups that were otherwise not wise to get in to. Having a pretty good gun is nice, but i think the Liberator might be the better choice in general. VulcanHaving a colossal run 16" on turn 1 is a thing. If that colossal also happens to shoot a LOT it can really dictate the board state. He can roll a lot of dice in a turn, so Syvestros feat is super powerful. I think that is you run this guy, you probably want Prospero in the list. getting +1 MAT/RAT is an incredible buff, even if you do not put him on Prospero for Guided Fire. Aurum Ominus Alyce MarcSyvestro wants more focus to play with, so Alyce is probably a good idea. An out for magical weapons will be needed in "all" lists too. Not super fancy, but she will often be included i think. Crucible Guard MechanikNothing special here, so i just want to complain a bit. This dude might be seen as a 2 point filler, but he seems weak for 2 points. Handing out pathfinder to a jack B2B is very restrictive... Gorman di Wulfe, Rogue AlchemistCan hide in Syvestros cloud in a pinch Prospero Could hide BEHIND Syvestros cloud and give +1 MAT/RAT to nearby jacks. I think Syvestro wants as many jacks as possible (if he brings many) on himself though to give them +2 SPD, so i would not bring Prospero with a big BG. He is still a very good option. Tossing out focus to jack under Syvestro in dire situations could be strong. TrancerI do not get this model. Is he only meant to be used to slam your own models over enemy stuff? Crucible Guard Assault TroopersThey take Transmute REALLY well. They can be revived which is nifty. Key thing is that in Prima Materia, you can have a maxed unit and still get 3 free things. They are slow though, and Syvestro doesnt help with that. You have to bring something else to be the front line to allow them to get a charge. Crucible Guard RocketmenBecome really gross for a turn with Transmute and mini feat. I can totally see these guys being thrown at the enemy to allow the Assault troopers to get a charge. Dragon's Breath RocketWill probably be in every list, but i do not see any special synergy here. Railless InterceptorGetting help with dice from the feat will be significant here. If you play Prima Materia you might not want to place all your army directly on Syvestro, and even if they do not have much specific synergy with each other i think they will be common together if PM turns out to be viable for Syvestro. Mercenary UnitsI think CG have some very strong merc options. Syvestro can give +2 STR and that combines with the +2 STR of Morley, and with the -2 ARM you can probably give to pretty much anything with your army. Things like Steelhead Halbardiers, Forgeguard and Boomhowlers all start punching WELL above their weight class. +2 DEF is also sweet on those options, as is pathfinder. I think Syvestro might end up building a list where everything wants Transmute, but only one thing can get it. Watch out for that so you do not end up with a list where 3 units wont work as you want since only the fourth unit can have Transmute. Still, just playing "Super Halbs" for 14 points looks pretty sweet, even without Transmute. So, that is the first caster. I listed every interaction that i could come up with that was interesting. This will help me at least in list building. I think Sylvestro will be totally playable in both themes and that is something i really like about a caster. There will be a bunch of distinct builds with him that will be playable, and that is super important in a limited faction imo.
|
|
Haight
Junior Strategist
Posts: 396
|
Post by Haight on Mar 9, 2018 22:15:52 GMT
Magnum Opus. Morely with Foreguard with Lukas. Lukas protects them on approach with Burning Ash, augments their hitting up to PS15 weaponmaster potentially with Disintegrate and Morely's +2 strength thing, and Super Tough. In a pinch, you can forcehammer one of the little Firetruckers in the back. Nice module. What i like about it is that Lukas helps mitigate all the weaknesses of HHFG at least a little bit (they would still be very susceptible to high MAT anatomical like Kayazy, ofc). Of course i think Morely needs to be toned down a bit, personally. Right now for 3 points he's a bit too amazing of a ranking officer and does a bit too much. I am loving Toro's with Locke. Feat + Jackhammer shenanigans is everything i ever wanted Post Mk1 Darius to be. I also love her concept art that she's basically wearing an exoskeleton. Field marshal Precision is bullshit good and miiiiiiight need to change (you can basically surgically strike out cortexes willy nilly in and out of turn). I worry that her power level in CoC is so high its going to get her changed to be uninspired and not that great in CG. In CG she's in a really neat, unique place, might need a slight tweak down. In CoC i am concerned she's far too strong - balancing those two out so she's good in both but not oppressive in either is going to be a difficult trick. While i think its very considerate to throw CoC another caster so soon after getting Orion, I really hope they don't balance her in CoC to the detriment of CG. Lock could probably lose vital magic and still be completely fine. Syvestro's entire bag of support tricks. There's just so much good stuff here. He mixes well with so much in the faction due to the wide and deep toolbox.
|
|
|
Post by Trollock on Mar 10, 2018 21:05:53 GMT
I built a couple of potential lists. The first one is meant as an all comers list. I think i might have built too heavily around Transmute (that could be the coolest spell in the game imo) since only one unit can have it at a time, but who knows... The idea is to use the Halbs and the Liberator as front line, and have the heavy infantry bring up the rear with the punching power. The Rocketmen could either be front line or try to flank or contest depending on match up. The second list is more of an anti shooting list. Syvestro is probably not the strongest option for that, but it feels liek the list has game in to almost anything. Again, the idea is to use the lights as a front line while i bombard as many things as i can. The list still has some punch with Assault troopers and FGs, but the list is MUCH slower than the other one. The third list is completely different. +2 SPD on jacks sounds AMAZING, and Prospero making the colossal RAT 7 seems great too. This list has a lot of output against both infantry and jacks, but will fold against a dedicated gunline probably. Scenario could be problematic, but with SPD 8 on the first turn, it might not be. I brought Assault Troopers here too, cause why not? Magnum Opus 1 | Magnum Opus 2 | Prima Materia |
---|
Crucible Guard Army - 74 / 75 points
(Syvestro 1) Aurum Adeptus Syvestro [+28] - Liberator [10] - Suppressor [13] - Toro [13] Rhupert Carvolo, Piper of Ord [4] Crucible Guard Assault Troopers (max) [13] Crucible Guard Assault Troopers (max) [13] Crucible Guard Rocketmen (max) [16] - Crucible Guard Rocketman Captain [0(4)] - Rocketman Gunner (3) [6] Dragon's Breath Rocket [0(6)] Dragon's Breath Rocket [0(6)] Steelhead Halberdiers (max) [11] - Doctor Adolpheus Morely [3] | Crucible Guard Army - 75 / 75 points
(Syvestro 1) Aurum Adeptus Syvestro [+28] - Liberator [10] - Liberator [10] - Retaliator [9] - Toro [13] Crucible Guard Assault Troopers (max) [13] Crucible Guard Storm Troopers (max) [16] Crucible Guard Storm Troopers (max) [16] Dragon's Breath Rocket [0(6)] Dragon's Breath Rocket [0(6)] Horgenhold Forge Guard (max) [16] - Doctor Adolpheus Morely [0(3)]
| Crucible Guard Army - 75 / 75 points
(Syvestro 1) Aurum Adeptus Syvestro [+28] - Liberator [10] - Retaliator [9] - Vulcan [37] - Aurum Ominus Alyce Marc [0(5)] Prospero [0(5)] - Vanguard [10] Combat Alchemists [0(7)] Crucible Guard Assault Troopers (max) [13] Dragon's Breath Rocket [6] Railless Interceptor [18]
|
|
|
walden
Junior Strategist
Posts: 136
|
Post by walden on Mar 10, 2018 21:16:34 GMT
Storm troopers are kind of disgusting with Gerhardt. I casually removed two and a half heavies 13-14/19 heavies under feat. Aiming with veteran leader is amazing.
|
|
Haight
Junior Strategist
Posts: 396
|
Post by Haight on Mar 10, 2018 21:53:06 GMT
Did you roll hot, may i ask ?
With Feat + Rust against armor 19, i'm coming up with an average of 36 damage from stormtroopers (this assumes all hit, all roll average, all get benefit of rusted target and feat - other than the average roll part, none of those are particularly hard depending on theme and list, but hot rolls can happen with anyone). Sure Gearhart could possibly contribute two more effective 19's into that mix, for another 16 damage, but that's the caster rather than the storm troopers. 36 damage doesn't even kill 2 slayers, and you're using a feat to do it.
By proxy Lukas can do this every turn with disintegrate and forcehammer (meaning assist his peeps in maiming a heavy + each turn), and on his feat turn, woe betide.
I ask because to me right now Gearhart is the dud of the casters. I have been able to make cool, compelling lists with each of the other four casters, but i keep coming up with poop for Gearhart - and by that i mean all the ideas i want to do with gearhart, another caster can do nearly as well or better, and do other stuff on top way better than Gearhart can.
My issue with Gearhart is his feat is susceptible to intelligent positioning counterplay, Woodhouse is easy to kill and hamstrings the shit out of Gearhart if your opponent does (50% less offensive output), and the damage that Gearhart can dole out requires his feat (which has counterplay), but two other casters in faction can mostly achieve the same thing (lukas fixes accuracy with a forcehammer, followed by a disintegrate, Syvestro is a little less total package but he can opt to have a further armor or def fix) - and they both have feats on top of being able to do that each turn.
He just feels like he's trying to do too much and failing to do any of it super well.
Would you mind posting your list, i'm really interested in counter-theory. I want to be wrong about him.
|
|
|
Post by Trollock on Mar 11, 2018 13:23:54 GMT
I ask because to me right now Gearhart is the dud of the casters. I have been able to make cool, compelling lists with each of the other four casters, but i keep coming up with poop for Gearhart - and by that i mean all the ideas i want to do with gearhart, another caster can do nearly as well or better, and do other stuff on top way better than Gearhart can. Lets give it a try shall we? I was gonna try and wrap my head around Lukas, but i think Gerhart is very interesting in both themes. This is all theory though, so it might well be that the other casters are better. SuppressorArguably OK with Hotshot. Not the best target for it, but helps a little bit. Giving him Boundless charge is significant though cause it allows him to position better for sprays against nearby infantry as well as applying Rust where needed. Obviously the feat can be superb if he can reach plenty of preyed infantry. ToroARM 22 against shooting combined with Boundless charge makes for a very solid melee jack. Not flashy but cheap and reliable. Shooting something with Shadowbound before the Toro charges in makes up for MAT 6 problems. VanguardGearhart is probably your anti shooting list. an extra shield guard wont be a bad thing to have. VindicatorA big AoE for Hot Shot, but that probably goes on Gearhart himself in any case. VulcanThe obvious target for Hot Shot. Boundless Charge and Deceleration are both very good for him as well. You probably wont send him charging in often, but a 13" threat is something the opponent has to play around. and if they do, you can shoot them more with Hot Shot! Aurum Ominus Alyce MarcThe notable thing here is that she cant be used ProsperoThis guy is key imo. Gearhart has good support for jacks both in his BG and outside. He has huge Focus issues though, so putting some of them on Prospero is a good thing. The Vulcan with all boosted damage rolls will be way more impressive if it is also RAT 7. I do not think you put the Vulcan on Prospero (no Hot Shot then) but him running a few jacks to support in Prima Materia really opens up for running that list without having tonnes of jacks on Gearhart who cant give them enough focus anyway. Crucible Guard Assault Troopers
Seems like a no-brainer at least in Magnum Opus. Unfortunately you cant have more than a min unit in PM unless you are willing to give up free stuff, but that min unit is probably not a bad idea. ARM 22 against shooting is a thing. They need something to tank for them though. They do NOT want to be charged. Crucible Guard InfantryExtra RAT makes their guns really solid. the extra ARM makes them resistant to some forms of blasts at least. Magic attacks are important in some lists. Might be worth it? They are good for picking off the final members of a unit on the feat turn to move prey around. Crucible Guard RocketmenMy guess is that they wont be close enough to Gearhart to benefit from veteran leader. Decel is not enough to make them resistant to anything. Probably not a good choice with him... Crucible Guard Storm TroopersThese seem legit. RAT 7 POW 17 14, and that is before the feat. ARM 22 against shooting as well. A min unit in PM is totally an option to pick off the last members of a unit on the feat turn. Dragon's Breath RocketProbably in every list no matter what, but +1 to hit is a big deal here for sure. Railless InterceptorVery good target for the feat and for Deceleration. playing two of these seems like a good idea in PM since Gearhart does not have focus to spare for many jacks. Even Boundless charge is an interesting option here since it can allow the Railless to get in to a better position for shooting. Mercenary Units
The high ARM options are extra interesting thanks to Deceleration. The feat and veteran leader are super good for anything. The Doctor is probably what makes the mercs work, but if you are playing MO you probably bring a unit, right? Ayana and Holt are always cool if you plan on playing high volume of attacks. they are expensive though and the doctor is not really adapted especially for them. Rocketman AceThough the Rocketmen are probably not ideal with Gearhart, having a far reaching solo could be clutch to finish off a unit on the feat turn and move prey. No idea if it will be worth it... List OptionsI think both themes offer some viable lists for Gearhart. MO can be built with medium bases to be really strong against shooting. Especially the Storm Troopers seem super good to me. Add in some faster elements (mercs or rocketmen if you like those, or just a couple of lights) to have some early scenario presence and then try playing the attrition game. Having a caster that contributes as much as Gearhart does means an attrition game is probably your best plan. PM is also legit. High ARM and lots of boxes makes Decel a lot better. I think the trick is to have a small BG on Gearhart (maybe just the Vulcan?) and then fill out the list with some jacks on Prospero and Railless. The feat is very relevant with the Railless, but it probably is worse than Syvestros feat in most cases. A clever opponent keeps a member of each unit way in the back so you can not move prey if you target them with it. PM is a bit counter intuitive for a guy with veteran leader, but i think it has merit. Most CG lists will be vulnerable to dedicated gunlines (that are not based on fire or corrosion...) and Gearhart can probably be built to cover that match up for your main list.
|
|
Haight
Junior Strategist
Posts: 396
|
Post by Haight on Mar 11, 2018 14:19:38 GMT
Awesome discussion Trollock, thanks for engaging. Suppressor: Agreed, Hotshot is okay with it ; my kvetch is that its singularly better with Prospero and guided fire, and as of yet i have not made a list with 2 suppressors. Really its about do you want to use sprays to hit more accurately or harder - in the context of these two spells on a RAT 5 jack, i want it to hit more reliably most of the time. TOro: Yup, boundless charge is great for Toro, 100% agree there. I think we can safely say that Decel is fantastic unilaterally for all categories of all things (who doesn't want +2 ARM against two cardinal attack vectors) - its half his focus payload, however, and is likely to used turns 2 and 3, and the likelihood on other turns is greatly diminished. Still awesome, but i'd like to state here its awesome for everything so we don't belabor it too much. Back to boundless : TOro's with him are so far my fav, despite being ostensibly a ranged and support caster (i think he's a generalist, actually) and its really attractive to get some extra threat on these superlative melee jacks. Vanguard: You know, i'm having trouble fitting these in ? Weird huh? I mean they're fantastic and costed right, and can bring some melee hate to bear. I just keep wanting to do things that require me to give up the vanguard. Many of my lists have 3-4 heavies in it though, so i might have to downgrade one to a Vanguard. The Vanguard can certainly help keep Woodhouse alive that's for sure - and he can help gearhart too, and provide late game solid melee through all the debuffs and stuff. Maybe i need to try getting a vanguard in. Vindicator: With Gearhart honestly the only thing attractive here is the extra die on constructs. Hot shot is okay-ish on this jack, but just okay-ish. It would be abjectly bad but for the fact that its an AOE. Thing with hot shot is to justify the focus outlay, you need multiple damage rolls or multiple ranged attacks. The vindicator can bring a good sized pie to bear, but after the initial, the average damage roll is still going to be 17 unless you're using decrepetation - good against single wound infantry, and decrepetation would jump this up to 20-21 or so on average which will ping through on armor for a few poinst (and arguably the ability to spike high). I dunno. It just seems like with Power Up and 2 for Hotshot its investing a lot of focus into what the returns will be. Again i almost prefer this on the Suppressor, but you can't have this and GUided fire on the same jack in CG. Vulcan: Agree 100%. However, i firmly believe Vulcan is going to change, so i'm leery of leaning on him in current incarnation. That said, if he doesn't change a lick, yep, Gearhart is one of the casters i can see definitely utilizing him. Best Target for Hotshot, without question, and that could bring some serious pain to bear. Due to speed and armor, gets great mileagout of Decel and boundless. Prospero: Agreed - i'm finding it hard to make lists without prospero for two reasons - one, he's one of the better "takes" for the free Solo in themes, and for another he brings a lot to the table in both Guided Fire, Vet, Dispel, and Instability Equation. Just a LOT going on in this solo. Gearhart specifically helps keep him alive via Decel. Assault Troopers: I disagree here. The assault troopers are neat, but as it currently stands in Magnum Opus i will be taking Morely-augmented Horgenhold forgeguard. You can do a bit of the same thing, though a little less on most vectors, via Assault Troopers, but your attack output is much, much less. They are less expensive however. That said, like Vulcan, i'm expecting Morely to change. 3 points for all that is , uh, absurd. I'll give Assault troopers this though, for far less points they'll threaten further than HHG, have similar or better armor on approach, and cost 6 points less - in my Lukas lists i run a liberator with the express intent that late game using ashen veil to debuff accuracy on things coming at the guard - Assault troopers don't need this as they have it inherently. Okay, maybe i'm coming around here on these guys. I can see some utility here. I am not sure i'll like it more than 10 x HHFG at PS 13-15 weaponmaster, but its significantly less expensive than that module, and has inbound things i like in other casters. Worth a second look. Crucible Infantry: THe extra rat does not make their guns solid, because their guns are terrible. RNG 12 is nice, POW 11 is decent, but all their shots have critical effects. Single Combined is good, but with buffs and debuffs you quickly hit diminishing returns on big ol' combined's in favor of smaller ones. They are also incredibly expensive for what they do. Gearhart offers them Decel which puts their armor from "tissue paper" into "Slightly more rigid tissue paper - a dried snot or two perhaps". The feat bumps them up decently, but again the feat has LOTS of counter play, and whatever benefit this 15-19 point moduel gets from the feat is almost certainly spent better on equivalent 13-19 points. These guys i see no place for other than a nichey gimmick with McKay. Even in Magnum Opus where they get Repo they are just "decent" - and its taking a theme and buffs to get them to there. Railess - I can see that. I have not tested anything with Railess with Gearhart. I'll check that out - boundless is interesting, Decel is clearly good here, and they have such an attack output level that the feat is more than the sum of its parts with them unlike other things. Boundless + Dual Attack + Feat can actually do a lot of work. Rocketmen - 100% agree. They will be too far forward to get benefit from him, and what benefit they do get will be immaterial. The one possible exception is that with the minifeat and boundless these chaps positively zoom across the map, but they'll go so far that they'll be likely out of feat range if you take full advantage, so they'll be hitting with a bunch of POW 11's more than likely, maybe 13's if you manage to land another debuff. I don't see much here. StormTroopers - Agreed, good, but ST's are good basically everywhere. Where are you getting POW 17 before the feat ? Base 14 + Rust or Humor = 16... feat = 18. Am i missing something? Agree though in principle, good, but again, nothing about gearhart makes them shine. Decel is nifty on them but they're already armor 20 againsted ranged and free strikes, and hopefull you'll be incurring steam pressure as often as possible to keep as far away as possible. Decel here is ancillary - i wouldn't cast it to protect ST's necessarily, but if i can affect them while protecting another target i REALLY want to protect, great. Dragon Rocket: Agreed - i try to take one in every list. Again though, past the feat, gearhart does nothing for this past Decel, and i'm not casting decel for the primary purpose of protecting the rocket (similar thinking to ST's) as i want to operating pretty far back with it). Mercs: Agreed, ther'es some strong options. I personally love Forge Guard despite their weaknesses (and CG does have some methods of countering some of those weaknesses) but Halberdiers and Press Gangers look exceptionally strong too. This really turns on the fulcrum of Morely, and i'm betting he changes - significantly. So what would your two most ideal lists with Gearhart be, focusing on amplifying his kit and what he brings to the table that others can't do as well or better ? I keep coming up with support loadouts where Gearhart is supporting more than participating.... but if i'[m doing that, why am i not playing Sylvestro? Maybe i'm looking at Gearhart wrong - he seems pretty geared (nyuck, nyuck) to be a delivery support caster with some ancillary shooting. I was rather looking at him as a shooting caster with ancillary support, and getting disappointed (full disclosure, i love me some shooting casters - Caine2, Gaston2, etc). Maybe that's my issue. I want him to be a better ranged caster than he is (and he's still B+ territory there like Siege1, etc).
|
|
|
Post by danfromchicago on Mar 11, 2018 15:52:24 GMT
One of the local vets is excited for Gearheart with two Vulcans. Hot swap hot shot
|
|
Haight
Junior Strategist
Posts: 396
|
Post by Haight on Mar 11, 2018 20:26:22 GMT
Yeah, if Vulcan stays the same as he is right now i can see that being interesting - of course, that's 74 points right there of your 104.
|
|
|
Post by Trollock on Mar 12, 2018 8:07:19 GMT
... StormTroopers - Agreed, good, but ST's are good basically everywhere. Where are you getting POW 17 before the feat ? Base 14 + Rust or Humor = 16... feat = 18. Am i missing something? Agree though in principle, good, but again, nothing about gearhart makes them shine. Decel is nifty on them but they're already armor 20 againsted ranged and free strikes, and hopefull you'll be incurring steam pressure as often as possible to keep as far away as possible. Decel here is ancillary - i wouldn't cast it to protect ST's necessarily, but if i can affect them while protecting another target i REALLY want to protect, great. Dragon Rocket: Agreed - i try to take one in every list. Again though, past the feat, gearhart does nothing for this past Decel, and i'm not casting decel for the primary purpose of protecting the rocket (similar thinking to ST's) as i want to operating pretty far back with it). ... So what would your two most ideal lists with Gearhart be, focusing on amplifying his kit and what he brings to the table that others can't do as well or better ? I keep coming up with support loadouts where Gearhart is supporting more than participating.... but if i'[m doing that, why am i not playing Sylvestro? Maybe i'm looking at Gearhart wrong - he seems pretty geared (nyuck, nyuck) to be a delivery support caster with some ancillary shooting. I was rather looking at him as a shooting caster with ancillary support, and getting disappointed (full disclosure, i love me some shooting casters - Caine2, Gaston2, etc). Maybe that's my issue. I want him to be a better ranged caster than he is (and he's still B+ territory there like Siege1, etc). POW 17 on the storm troopers was a typo About the Dragons breath Rocket, i think veteran lealder is very significant. If you are scattering atop infantry, it doesnt matter much, but when trying to hit a warbeast RAT 6 is significantly better than 5 imo. Ill try and pull out two lists. Both of them focus on playing in to shooting. Your focus will be spent on decel, upkeeps and possibly a boost for the gun, but i totally agree that Gearhart does not have enough focus to use his gun fully. Then again, in a two list format they might not drop their shooting list, so you could ignore decel. Then he can easily turn that focus in to damage with his gun. On the plus side, if he cant affrod to utilize the gun fully, then it matters little if woodhouse gets shot in the face Prima Materia | Magnum Opus |
---|
(Gearhart 1) Marshal General Baldwin Gearhart [+27] - Vanguard [10] - Vulcan [37] Prospero [0(5)] - Toro [13] Combat Alchemists [0(7)] Combat Alchemists [0(7)] Dragon's Breath Rocket [6] Railless Interceptor [18] Railless Interceptor [18]
| (Gearhart 1) Marshal General Baldwin Gearhart [+27] - Vanguard [10] - Vanguard [10] - Vindicator [15] Crucible Guard Mechanik [2] Rhupert Carvolo, Piper of Ord [4] Crucible Guard Assault Troopers (max) [13] Crucible Guard Storm Troopers (max) [16] Crucible Guard Storm Troopers (max) [16] Dragon's Breath Rocket [0(6)] Dragon's Breath Rocket [0(6)] Horgenhold Forge Guard (max) [16] - Doctor Adolpheus Morely [0(3)] |
These are obviously rough ideas, but seems workable...
|
|
|
Post by Trollock on Mar 12, 2018 10:12:49 GMT
Im gonna try to get back on track though. I was going to try and wrap my head around Lukas. He is not super obvious to me, but so far, the "overview" posts have helped me a lot in organizing my thoughts. Lets see what falls out this time shall we? He has access to quite a bit of focus during a game, and the feat turn can (in magical fantasy land) give him 8+8 focus to play with. He can knock things down and reduce ARM with spells. Iron Flesh promotes either high DEF (who care about blasts) or high ARM and boxes (to bet more bang out of the +2 ARM part). Clouds can deny shooting and melee alike, and they can also help creating a DEF skew. That is my initial impression at least. LiberatorSeems mandatory. A spell slinger should have an Arc Node, preferably two. Also, Ashen Veil seems to stack with Burning Ash against melee attacks, so DEF 17 some times? VindicatorHas a strong gun that can shoot knocked down casters. Not at all sure if this is the way to go though. VulcanIf you knock down a caster, this model will kill it. However, he does nothing else for Vulcan, so its a very weird model for him. Either it will be mandatory, or it will be awful. I think we will land in the "no Vulcan"-corner, but i am far from sure. Aurum Ominus Alyce MarcProbably a good call. The longer you can delay using Juicer, the better, right? Crucible Guard Assault TroopersCan get the charge more easily due to the clouds and apparition. Also, Ashen veil + Burning Ash could mean DEF 15 in melee. Still not super impressive, but not bad. Crucible Guard InfantryI dont think these are the best choice, cause he does very little for them. If you knock down a caster though, they do POW 15 shots (assuming Disintegration and Dragons breath) and that will put casters in the dirt. Maybe you take them because of that? Crucible Guard RocketmenThis is probably the Rocketmen caster. Iron Flesh is fantastic for these guys. If they skirmish in a forest on the side they will be disproportionately hard to remove. You can probably play the full massive unit of them and be happy. Even an Ace for Dodge perhaps? Also, they are fast and mobile and could swoop in with POW 14 shots (assuming Disintegration and Dragons Breath) against a knocked down caster. Crucible Guard Storm TroopersCan also kill casters they can shoot at. Arcing Fire helps with that, and RNG 16 can allow them to shoot while not engaged. Mirrage is also a good spell on them i think. If you play a small footprint army, it is easier to hide behind clouds. Dragon's Breath RocketReliably hitting a knocked down caster (or beast) is superb. Reaching a caster can be hard though. Mirage could possibly be used even... Railless InterceptorSame as with the Vulcan. Meshes poorly with Lukas' abilities, but if you have a knocked down caster, the Railless can "easily" shoot it since it can bulldoze, charge and shoot while engaged. I doubt you will want to give up free solos in MO though to get a Railless, and i do not know that he plays well on PM... A solid question mark is the grade here Mercenary UnitsAs of now, the good doctor seems very strong and any one can make good use of mercs. If you build the list for shooting things with pop guns, then A&H might be the thing you want. Or just some halbardiers or press gangers for a cheap fast "tar pit" to keep the enemy off you. Or Forge Guard that gets to charge because LoS was blocked to them by clouds. All of those units like both Mirage and Iron flesh as well. A dwarf cannon could help kill a knocked down caster (if they can some how reach it). A unit of mercs is probably totally OK as a complement to what ever else you run. List Options Again, i pull two lists out of my... you know. Prima Materia | Magnum Opus |
---|
(Lukas 1) Aurum Legate Lukas di Morray [+29] - Liberator [10] - Liberator [10] - Toro [13] - Vindicator [15] - Aurum Ominus Alyce Marc [0(5)] Prospero [0(5)] - Vulcan [37] Combat Alchemists [0(7)] Crucible Guard Assault Troopers (max) [13] Dragon's Breath Rocket [6]
| (Lukas 1) Aurum Legate Lukas di Morray [+29] - Liberator [10] - Liberator [10] - Retaliator [9] - Vindicator [15] - Aurum Ominus Alyce Marc [5] Rocketman Ace [4] Crucible Guard Assault Troopers (max) [13] Crucible Guard Rocketmen (max) [16] - Crucible Guard Rocketman Captain [0(4)] - Rocketman Gunner (3) [6] Crucible Guard Storm Troopers (max) [16] Dragon's Breath Rocket [0(6)] Dragon's Breath Rocket [0(6)]
|
The PM list has a strong assassination, but is weak on scenario. It does not utilize both IF and Mirage fully. It has strong shooting for sure, and it can kill what it gets to, but it is fairly slow. Having Vulcan on Prospero (and no shield guard in sight to boot...) is risky. If they can get around the clouds you are done... IF might even go on Prospero just in case. The plan is clearly to arc spells and assassinate. You could try to play the attrition game with clouds to help, but i think Lucas wants to play a short game. He gets one really big turn and then his abilities wane over time. MO is different. That huge pile of flying garbage means you can contest scenario much better. You also have a strong shooting presence and you have a smallish footprint, making the clouds better. You are probably assassinate just fine early on, but i do not know that the army holds up for an extended battle. I guess it largely depends on the opponents ability to handle the rocketmen. If those hang around and pull attention long enough maybe you can grind things down. The assassination threat can force the enemy caster back, but as with any assassination based list, you worry what happens if the opponent just happens to get a forest or something to hide behind. That is not at all uncommon, and you might be hard pressed to assassinate with just the arc nodes. If the opponent think he is safe in that forest he might camp too little. Spamming disintegration with 16 focus and "RAT" 8 might get many casters. Knocking them with force hammer might be out of the options since that could push the caster deeper in to a forest and out of sight... That is actually a concern with force hammer. If you channel it to knock a caster down, the caster may now be too far away for you to reach with your other stuff... You might have to do things like run a rocket man and force hammer him in the back... I still do not get this guy i think. I would have to put him on the table, and that is low on my priority list...
|
|
|
Post by Cryptix on Mar 12, 2018 14:12:50 GMT
For when you get to Mackay, I just realized that if you can put reinhardt on Mackay (can't remember if attachments can be put on BE casters) giving her two units of CGI will have mean 22 pow 11 boosted shots on her oiled targets, which will put the hurt on heavy infantry and light jacks.
|
|
|
Post by Trollock on Mar 12, 2018 14:28:34 GMT
For when you get to Mackay, I just realized that if you can put reinhardt on Mackay (can't remember if attachments can be put on BE casters) giving her two units of CGI will have mean 22 pow 11 boosted shots on her oiled targets, which will put the hurt on heavy infantry and light jacks. Hey, that is clever! I see no reason why battle engines would not be able to have attachments. That feels more like you are saying "i know i only have very limited support for infantry, but im sure gonna make that support count!". Very good point imo...
|
|
|
Post by Trollock on Mar 12, 2018 14:30:20 GMT
For when you get to Mackay, I just realized that if you can put reinhardt on Mackay (can't remember if attachments can be put on BE casters) giving her two units of CGI will have mean 22 pow 11 boosted shots on her oiled targets, which will put the hurt on heavy infantry and light jacks. Hey, that is clever! I see no reason why battle engines would not be able to have attachments. That feels more like you are saying "i know i only have very limited support for infantry, but im sure gonna make that support count!". Very good point imo... oh... he is not allowed in Crucible Guard... *womp womp*
|
|
Hashmal
Junior Strategist
Posts: 557
|
Post by Hashmal on Mar 12, 2018 15:48:39 GMT
Im gonna try to get back on track though. I was going to try and wrap my head around Lukas. He is not super obvious to me, but so far, the "overview" posts have helped me a lot in organizing my thoughts. Lets see what falls out this time shall we? He has access to quite a bit of focus during a game, and the feat turn can (in magical fantasy land) give him 8+8 focus to play with. He can knock things down and reduce ARM with spells. Iron Flesh promotes either high DEF (who care about blasts) or high ARM and boxes (to bet more bang out of the +2 ARM part). Clouds can deny shooting and melee alike, and they can also help creating a DEF skew. That is my initial impression at least. LiberatorSeems mandatory. A spell slinger should have an Arc Node, preferably two. Also, Ashen Veil seems to stack with Burning Ash against melee attacks, so DEF 17 some times? VindicatorHas a strong gun that can shoot knocked down casters. Not at all sure if this is the way to go though. VulcanIf you knock down a caster, this model will kill it. However, he does nothing else for Vulcan, so its a very weird model for him. Either it will be mandatory, or it will be awful. I think we will land in the "no Vulcan"-corner, but i am far from sure. Aurum Ominus Alyce MarcProbably a good call. The longer you can delay using Juicer, the better, right? Crucible Guard Assault TroopersCan get the charge more easily due to the clouds and apparition. Also, Ashen veil + Burning Ash could mean DEF 15 in melee. Still not super impressive, but not bad. Crucible Guard InfantryI dont think these are the best choice, cause he does very little for them. If you knock down a caster though, they do POW 15 shots (assuming Disintegration and Dragons breath) and that will put casters in the dirt. Maybe you take them because of that? Crucible Guard RocketmenThis is probably the Rocketmen caster. Iron Flesh is fantastic for these guys. If they skirmish in a forest on the side they will be disproportionately hard to remove. You can probably play the full massive unit of them and be happy. Even an Ace for Dodge perhaps? Also, they are fast and mobile and could swoop in with POW 14 shots (assuming Disintegration and Dragons Breath) against a knocked down caster. Crucible Guard Storm TroopersCan also kill casters they can shoot at. Arcing Fire helps with that, and RNG 16 can allow them to shoot while not engaged. Mirrage is also a good spell on them i think. If you play a small footprint army, it is easier to hide behind clouds. Dragon's Breath RocketReliably hitting a knocked down caster (or beast) is superb. Reaching a caster can be hard though. Mirage could possibly be used even... Railless InterceptorSame as with the Vulcan. Meshes poorly with Lukas' abilities, but if you have a knocked down caster, the Railless can "easily" shoot it since it can bulldoze, charge and shoot while engaged. I doubt you will want to give up free solos in MO though to get a Railless, and i do not know that he plays well on PM... A solid question mark is the grade here Mercenary UnitsAs of now, the good doctor seems very strong and any one can make good use of mercs. If you build the list for shooting things with pop guns, then A&H might be the thing you want. Or just some halbardiers or press gangers for a cheap fast "tar pit" to keep the enemy off you. Or Forge Guard that gets to charge because LoS was blocked to them by clouds. All of those units like both Mirage and Iron flesh as well. A dwarf cannon could help kill a knocked down caster (if they can some how reach it). A unit of mercs is probably totally OK as a complement to what ever else you run. Lukas is a caster I was able to wrap my head around pretty quickly. His schtick focuses largely on priority target debuffs, protection via clouds, cagely moves with Mirage, and some protection via Iron Flesh. He can be a nuker, but spell assassination is an out of his that can win games, NOT the main draw in my book. Aside from Alyce, spell-casting support in CG is non-existant. Set-up assassinations can happen with Force Hammer, but I'm finding the meta unkind to that at the moment as it seems everything is somehow immune to knockdown. I play a lot of Kreoss3. I'll post additional thoughts or observations to your own. Liberator: Yes, Burning Ash stacks with Ashen Veil. It's fun to bait a Warbeast charge by sticking the cloud so it is just touching an Ashen Veil model, then watch it flail. Vindicator: Loves Disintegration. It's important to stick high quality attacks on the one model that this spell debuffs and the Vindicator has a high quality attack vs. Warmachine. A great way to get significant damage up. Two may be a good look. Vulcan: In addition to what you said, it is also a source of Rust if you don't want to run the Suppressor. But, since clouds are a thing, you should be able to deliver the Suppressor pretty reliably. I am in the no-Vulcan camp. Alyce: Mandatory to me. She lets you camp one more when casting. I am a fan of this. Plus, you know what's fun? Ignoring order of activation issues presented by a cloud wall with Guidance. Crucible Guard Infantry: I'd add that Iron Flesh is pretty okay on these guys, as blast immunity is fun and it requires rolls of 6+ from things like electro-leaps and Gun Mages. Not lighting my world on fire, but I would not dismiss. Rocketmen: I'd also temper your enthusiasm here by adding that Iron Flesh on these guys only matters if the opponent is using blast damage to deal with high DEF low ARM models. In my experience, most aren't. Electro-leaps, Prey models/units, Dark Guidance, Guided Hand, Ashes to Ashes, standard Circle junk, etc. are all more commonly seen (at least by me). Not saying the Rocketmen are bad with him, because they're really good on their own. Just pointing out that Lukas does not fix all of their problems. Stormtroopers: I think these guys are money with Lukas. Iron Flesh helps if you want to get in an all-out shooting war and win, Mirage helps them still aim and be relevant, and Burning Ash protects them on the walk forward. Plus the assassination vector you noted. I would consider two squads with him seriously. Dragon's Breath Rocket: Great synergy with Force Hammer and Mirage and you wanted to stack that debuff with Disintegration anyway. Railless: Dislike. The Vulcan can boost - this can't. There are some synergies here, but nothing special. Merc Units: As you said. ----- Some other synergies I have been mulling. Prospero: I like him with Lukas as he can power something and let Lukas be the selfish ding dong I want him to be. Suppressor: Clouds make it easier to deliver him and Rust is very good. Recommend more for Prima Materia, as Magnum Opus can take Gorman (and probably should). Vanguard: ARM skews make this 10 pointer hit well above his pay grade. Rust/Dragon's Breath + Disintegration get him to a POW 18.
|
|