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Post by fallenexile on Mar 15, 2018 22:37:17 GMT
I am debating whether to just take a min unit of trenchers just for a sacrificial cloud wall, and put quicken on the storm lances instead as it increases their threat to 15" for the mid game. Also with a full unit of trenchers and UA, I found it a pain for them not to be in the way of other stuff, what do you think? I think 12 bodies on the front line can definitely get in the way of a second wave of charges. But Quicken on the Lances seems a bit overkill. Trenchers are technically speed 8 with Quicken but the need to repo them back out of the smoke means they're only really moving 6.5" up the field in a turn with Quicken (4.5" a turn without). Speed 8 on Lancers means they're ahead of the smoke from the outset and a huge target. Not that they'll need the protection of the smoke wall to get there with Def 15 vs shooting, but if your opponent only has one choice to shoot at while you close the distance... It's certainly something to test, though. I just wish Dig In would allow other models to charge over them...
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Post by moarbarmu on Mar 16, 2018 4:11:29 GMT
Crucible Guard units are probably meant to work with Llaelese Resistance.
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Post by 36cygnar24guy36 on Mar 16, 2018 9:16:52 GMT
I am debating whether to just take a min unit of trenchers just for a sacrificial cloud wall, and put quicken on the storm lances instead as it increases their threat to 15" for the mid game. Also with a full unit of trenchers and UA, I found it a pain for them not to be in the way of other stuff, what do you think? I think 12 bodies on the front line can definitely get in the way of a second wave of charges. But Quicken on the Lances seems a bit overkill. Trenchers are technically speed 8 with Quicken but the need to repo them back out of the smoke means they're only really moving 6.5" up the field in a turn with Quicken (4.5" a turn without). Speed 8 on Lancers means they're ahead of the smoke from the outset and a huge target. Not that they'll need the protection of the smoke wall to get there with Def 15 vs shooting, but if your opponent only has one choice to shoot at while you close the distance... It's certainly something to test, though. I just wish Dig In would allow other models to charge over them... I was thinking of not using repo on the trenchers and just letting them sit in the clouds to may be get shot, and sitting the lances behind to threaten 15" while be g safe
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Mar 16, 2018 13:16:23 GMT
Stormlances have proved underwhelming for me so far. Might need to look into alternatives, but Gun Mages feels lackluster. Can you explain why you feel this way? Where are the Stormlances not performing as well as you'd like? I can't see how taking one of the best cavalry units in the game can be a bad thing. As for Gun Mages, I feel they open up game into cryx (heavy incorp) and their shot types also give them a chance to put decent damage on armored targets by crit fishing for Brutal Damage shots on feat turn. Thunderbolts from Gun Mages and Gallows from Ashlynn can also open assassination opportunities and create positioning nightmares for your opponent. I found that they have an awkward pow. Too high for troops, too low for heavy jacks. Too heavy investment to take out a light. More often than not, I've ended up using them to bully people out of a zone and follow them up with Thorn gun mages to score said zone when the stormlances die with thunderbolt shots. Cleansers are hilarious with her, but they'll be effectively removed from the game if the immunity changes go through. The changes seem to have been changed again to "immune to relevant continuous and +4 armor vs those damage types". Still useless on 1 wound troops but slightly less awful.
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walden
Junior Strategist
Posts: 136
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Post by walden on Mar 20, 2018 19:52:01 GMT
I've ran trenchers and storm lances. But I don't think storm lances are the way to go, they are too fast in this list and quickly swing past the trenchers. Next iteration I'm trying will be trenchers and storm blades.
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Post by 36cygnar24guy36 on Mar 21, 2018 13:51:06 GMT
I've ran trenchers and storm lances. But I don't think storm lances are the way to go, they are too fast in this list and quickly swing past the trenchers. Next iteration I'm trying will be trenchers and storm blades. The way I used them is to sit them behind the Cloudwall, and project a 13/15" threat, while remaining safe from most retaliation. Just because they can run past the Cloudwall, does not mean you have to.
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Post by jisidro on Mar 21, 2018 15:44:48 GMT
If you take Rhupert you can get Stormlances up to DEF 17 against shooting which combined with Ash's feat should easily deliver them.
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Post by 36cygnar24guy36 on Mar 21, 2018 15:48:51 GMT
If you take Rhupert you can get Stormlances up to DEF 17 against shooting which combined with Ash's feat should easily deliver them. I feel Rhupert is a little redundant as most units, Ashlynn and most solos get pathfinder from the theme, also you want to use Ashlynn's feat the turn you charge the Storm Lances in, that way you get offensive and defensive benefit from it
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Post by jisidro on Mar 21, 2018 15:56:35 GMT
If you take Rhupert you can get Stormlances up to DEF 17 against shooting which combined with Ash's feat should easily deliver them. I feel Rhupert is a little redundant as most units, Ashlynn and most solos get pathfinder from the theme, also you want to use Ashlynn's feat the turn you charge the Storm Lances in, that way you get offensive and defensive benefit from it The pathfinder is completely redundant. He's not as required as in many other armies but perhaps the concealment on demand is enough to put him there?
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Post by 36cygnar24guy36 on Mar 21, 2018 16:02:12 GMT
I feel Rhupert is a little redundant as most units, Ashlynn and most solos get pathfinder from the theme, also you want to use Ashlynn's feat the turn you charge the Storm Lances in, that way you get offensive and defensive benefit from it The pathfinder is completely redundant. He's not as required as in many other armies but perhaps the concealment on demand is enough to put him there? I have thought about taking him for concealment, even if it is just for Ashlynn in later turns, and all solos do count towards free points, however I have found that combat solos like Rutger and Taryn can pull a lot of weight, so have gone for them over Rhupert
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Post by slinkdawg on Mar 23, 2018 19:55:37 GMT
The pathfinder is completely redundant. He's not as required as in many other armies but perhaps the concealment on demand is enough to put him there? I have thought about taking him for concealment, even if it is just for Ashlynn in later turns, and all solos do count towards free points, however I have found that combat solos like Rutger and Taryn can pull a lot of weight, so have gone for them over Rhupert I’ve recently wondered about running knights Exemplar with UA on Ashlynn. Armor cracking is a big need of hers and boy do they ever crack that armor. Plus quicken and inherent pathfinder on them seem gross. Not sure what the other optimum unit would be. Maybe daughters or flame bringers for a skirmish unit? That said, most successful, competitive players I see using her are going the trenchers and stormblades (both with UA and probably a WA or two) route.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Mar 23, 2018 20:35:35 GMT
I have thought about taking him for concealment, even if it is just for Ashlynn in later turns, and all solos do count towards free points, however I have found that combat solos like Rutger and Taryn can pull a lot of weight, so have gone for them over Rhupert I’ve recently wondered about running knights Exemplar with UA on Ashlynn. Armor cracking is a big need of hers and boy do they ever crack that armor. Plus quicken and inherent pathfinder on them seem gross. Not sure what the other optimum unit would be. Maybe daughters or flame bringers for a skirmish unit? That said, most successful, competitive players I see using her are going the trenchers and stormblades (both with UA and probably a WA or two) route. I have a player in my Meta that uses Knights with CA and Choir. He goes a bit more jack heavy because of it and plays the pirate jacks. It's a solid list relying on the Knights and choir buffed pirate jacks to crack armor.
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Post by Soul Samurai on Mar 24, 2018 6:29:20 GMT
EDIT - misread the original post, please ignore me.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Mar 24, 2018 16:52:23 GMT
Not having played them (I've assembled them but haven't gotten them on the table yet), how do the Stormblades compare to the Knights to the Storm Lances? I know there's more to it than that, but is the hitting power comparable between the 3 in actual play?
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Post by mydnight on Mar 24, 2018 21:52:02 GMT
Not having played them (I've assembled them but haven't gotten them on the table yet), how do the Stormblades compare to the Knights to the Storm Lances? I know there's more to it than that, but is the hitting power comparable between the 3 in actual play? If they take damage, and they use their minifeat, KE hit the hardest, and can potentially move and hit a second target. Their only problem is that they are a small unit and hence in principle are less survivable than Stormblades and Stormlances. They work best as a second line unit, whereas Lances and Flamebringers can serve as alpha strike/flank team.
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