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Post by moarbarmu on Mar 16, 2018 4:22:16 GMT
Llaelese Resistance is very dependent on its supporting faction. You need to pick one of the three factions to support the list. I like having tow units, which must be from the same faction. I think that Crucible Guard works well to correct the flaws of the Llaelese Resistance. Too bad when do not get any of their warjacks in the list that we do not already have access to; we get units but not solos or warjacks. Still, Lllaelese Resistance has a lack of units on its own, so the Crucible Guard's solid infantry units can help the Llaelese Resistance theme force quite a bit. The theme force seems limited by the fact that it relies on Llaelese models and there are few of them that could be used. The Mercenaries provide the solos, the warjacks, the warcasters, and the Llaelese models, including the Llaelese gun mages. The Crucible Guard contribute the infantry units. It works well, even if I think the Llaelse resistance is to dependent on other factions' models. How do use the Crucible Guard in Llael forces and how do they compare to Llael-Protectorate and Llael-Cygnar.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Mar 16, 2018 4:25:55 GMT
agreed
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Mar 16, 2018 13:26:42 GMT
I can't see me using the Crucible guard much since the assault units lost tough. They were nuts in week 1, which admittedly was probably too good, but I would definitely have used those. Now? I can't see myself ever picking them over Trenchers. Crucible guard is a faction that works together to get the most out of every buff and debuff. Mercs are more self sufficient. Until we see a little more native power out of the CG units, I think I will be able to hold off on picking them up.
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on Mar 16, 2018 16:04:59 GMT
That was a really really indirect way of asking: "What units do I use from Crucible Guard? Is it worth using them over the Cygnar options?"
Short end of the long: It depends.
It depends if you're going for competitive wins, aesthetics, playstyle, etc.
It also depends on how much the units get buffed or nerfed in the coming months until release.
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Post by Azuresun on Mar 20, 2018 18:50:28 GMT
I've run a test game with Gastone2 running Rocketmen and Assault Troopers. Both units performed well--the AT's get a better armour buff from him than anything in faction, and ARM 19/23 with possible Shield Guards and a turn of Stealth is well into the territory of "don't bother" for gunlines. And I don't think you can possibly find a better unit for Ragman to hang out with. Rocketmen received Ghost Walk (free strike immunity is something else that can't get at home) and flew into the back lines to harass stuff. I also want to try double heavy infantry with Macbain, or Stormtroopers shooting through a forest with Caine3. Yes, the repositioning cloud wall is one hell of a drug, but I think CG are a credible set of nearly-as-good choices.
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Post by 36cygnar24guy36 on Mar 20, 2018 18:53:29 GMT
I've run a test game with Gastone2 running Rocketmen and Assault Troopers. Both units performed well--the AT's get a better armour buff from him than anything in faction, and ARM 19/23 with possible Shield Guards and a turn of Stealth is well into the territory of "don't bother" for gunlines. And I don't think you can possibly find a better unit for Ragman to hang out with. Rocketmen received Ghost Walk (free strike immunity is something else that can't get at home) and flew into the back lines to harass stuff. I also want to try double heavy infantry with Macbain, or Stormtroopers shooting through a forest with Caine3. Yes, the repositioning cloud wall is one hell of a drug, but I think CG are a credible set of nearly-as-good choices. Did the rocketmen have the shield guard spell?
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Mar 20, 2018 22:09:55 GMT
... Stormtroopers shooting through a forest with Caine3... Models in his battlegroup only.
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Post by mydnight on Mar 21, 2018 0:27:40 GMT
Cygnar brings cloudwall. Menoth brings choir. Crucible is 'okay' with storm troopers I guess but nothing out of the ordinary, especially after they nerfed their range. Two units of stormtroopers shooting at 16", then repositioning is pretty hillarious, especially if Caine3 has marked them.
The new CG infantry are also interesting in able to double tap CRA into melee. But is it worth giving up the cloudwall for that?
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Post by Azuresun on Mar 21, 2018 0:42:38 GMT
I've run a test game with Gastone2 running Rocketmen and Assault Troopers. Both units performed well--the AT's get a better armour buff from him than anything in faction, and ARM 19/23 with possible Shield Guards and a turn of Stealth is well into the territory of "don't bother" for gunlines. And I don't think you can possibly find a better unit for Ragman to hang out with. Rocketmen received Ghost Walk (free strike immunity is something else that can't get at home) and flew into the back lines to harass stuff. I also want to try double heavy infantry with Macbain, or Stormtroopers shooting through a forest with Caine3. Yes, the repositioning cloud wall is one hell of a drug, but I think CG are a credible set of nearly-as-good choices. Did the rocketmen have the shield guard spell? No, I took the Devil Dogs for that (not often the best choice, but Gastone at least solves some of their problems). Choco: Yep, forgot about that.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Mar 21, 2018 13:13:20 GMT
Cygnar brings cloudwall. Menoth brings choir. Crucible is 'okay' with storm troopers I guess but nothing out of the ordinary, especially after they nerfed their range. Two units of stormtroopers shooting at 16", then repositioning is pretty hillarious, especially if Caine3 has marked them. The new CG infantry are also interesting in able to double tap CRA into melee. But is it worth giving up the cloudwall for that? That's the issue I keep running into. Cloudwall plus assault turn > Choir/Errants/Flamebringers/Stormtroopers. Even at "worst", I have Stormlances to follow up with trenchers and there's no comparable "one-two" in Menoth/CG at this point.
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Haight
Junior Strategist
Posts: 396
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Post by Haight on Mar 21, 2018 13:35:59 GMT
I'll be 100% honest, i haven't given LR a huge look with Crucible (as i don't really play LR a lot, and a i know a lot of you do more than I, so can speak more intelligently to it).
Ashlynn doing Admonitioned Toro's seems fun?
First glance i don't see a great reason to take CGI. Stormtroopers seem pretty okay, perhaps. Rocketeers seem kinda meh in LR.
My thing is this: none of it appears to outpace Trenchers, or heck, even Choir, in terms of worth. Maybe i'm wrong?
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Post by mydnight on Mar 21, 2018 21:18:00 GMT
Admonitioned Toro seems overrated to me. If it was counterslam, then yes, but countercharge is only valuable if your charge target is likely to die in that one hit (mat 6 is a problem here) or if your target doesn't have reach.
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Post by Azuresun on Mar 29, 2018 0:32:02 GMT
Rocketmen look a lot more tempting after their recent revisions.:
Gain Evasive Maneuvers (Order) and Strafing Run (Order):
Evasive Maneuvers (Order) - Until the start of their next activation, affected models gain +2 DEF and do not suffer blast damage.
Strafing Run (Order) - Affected models gain +2 SPD and Reposition [5˝] this turn. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5˝] can advance up to 5˝, then its activation ends.)
Crucible Guard Rocketman Captain: See Rocketmen Unit.
Cut Full Thrust and Granted: Reposition [3˝].
Gain Granted: Dodge, Mission Objective, and Tactics: Swift Hunter.
Granted: Dodge - While this model is in formation, models in its unit that are in formation gain Dodge. (A model with Dodge can advance up to 2˝ immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Mission Objective - Once per game at any time during its unit’s activation, this model can use Mission Objective. When it does, choose an enemy model/unit in this model’s LOS. This activation, models in this model’s unit gains +2 to attack and damage rolls against the chosen model/unit.
Tactics: Swift Hunter - Models in this unit gain Swift Hunter. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2˝.)
Rocketman Gunner: See Rocketmen Unit.
Gains 'Jack Hunter: ’Jack Hunter - This model gains an additional die on its melee and ranged damage rolls against warjacks.
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Post by mydnight on Mar 29, 2018 5:39:12 GMT
Yup, worth considering over storm troopers now, especially in jack heavy meta.
Ashlynn wouldn't mind rocketmen + assault troopers.
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Post by Azuresun on Mar 29, 2018 10:06:06 GMT
I just realised that with Gastone2 on feat turn, a Rocketman can Reposition + Swift Hunter + Run & Gun 16" after killing something.
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