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Post by Armchair Warrior on Mar 18, 2018 2:07:13 GMT
So, I think some naysayers from the List-Building-Is-Dead-Thread are just off base. List building is still fun!
The MOW CID has me jazzed about it. MOW came out of the CID as such a versatile theme force it simply begs theory-machining and play-testing.
So, I wanted to start a thread to talk about MOW lists. Post your list ideas, and talk about what you want the list to do. What’s your game plan with the list?Which opponents are you gearing for with your list, and what concerns do you have about potentially bad match ups.
For the purposes of this discussion let’s assume that model rules don’t change materially from those last posted in the CID.
So, I’ll start.
My struggle with the MOW theme is that SO MANY CASTERS just seem SO GOOD in this theme. No, really, I’m excited about it!
I’ll start by talking about my top two...or at least my top two this week.
VLAD 1 - Still The Boss
First, I want to run a Vlad 1 double Bombardier gun-line which would replace Vlad 1 WGK in my list pairing. Unlike so many others, I actually enjoy playing Vlad 1 in WGK. I like the hard hitting ranged game, and I like rolling dice. My problem with it (and it’s a personal problem really) is that I struggle to keep up with so many activations. Subbing out Vlad 1 Rockets for Vlad 1 Bombardiers would appear to solve my clock problem, and also covers some of the weaknesses inherent with WGK - namely the squishiness of single wound infantry. Also, I never seem to have enough solos in this list for an adequate scenario game.
So here’s what I’m thinking:
Khador Army - 75 / 75 points
(Vladimir 1) Vladimir Tzepesci, The Dark Prince [+28] - Victor [34] Man-O-War Kovnik [4] Man-O-War Kovnik [4] Man-O-War Suppression Tanker [0(6)] Man-O-War Suppression Tanker [0(6)] Battle Mechaniks (min) [3] Kommandant Atanas Arconovich & Standard [7] Man-O-War Bombardiers (max) [16] - Man-O-War Bombardier Officer [0(5)] Man-O-War Bombardiers (max) [16] - Man-O-War Bombardier Officer [5] Man-O-War Assault Chariot [14]
I like this list a lot. I feel like every single model is in here for a reason, with zero wastage, and really good scenario presence in any SR 2017 scenario. I think I’d play it into nearly anything I’d drop Vlad 1 rockets. I think Cryx is possibly a bad matchup, and I might need to drop a different list if I needed an obscene volume of armor cracking. That said, I’m not sure where the armor cracking limit is given S&P + POW 23 fists + twelve POW 14 guns that can CRA and gain dual shot (nice against slower, higher ARM bricks). Anything that really shuts down a gun-line super hard probably makes this list sad too.
The Victor CID fix* makes this model an incredible centerpiece in a hard hitting ranged list since you can now place the Flare with truly reliable accuracy, and in play-testing I found that the additional range on the POW 12 Auto Cannons was all that was needed to move them from useless to relevant. (* For those of you living under rock, the “fix” is 34 points, 12” threat on the guns, and loss of inaccurate and a minimum range on the Big Gun.)
As a game tactic, in a matchup where I win the roll to go first, I would generally anticipate feating on turn 1 just to get Vicky 16” upfield to the 23” line. Her big gun now threatens the entire board, and her secondary batteries threat out to 39” on Turn 2 (or 35” aiming).
With four advance moves and two Kovnik, I can also get the Bombadiers up to the 21” line — threatening 33” with POW 14 S&P fueled Dual Shot. The 2 Suppression Tankers would only be 2” behind, but with Volley Fire, RAT 6 (!) and S&P who cares about aiming? They can walk 4” next turn to the 23” line (alongside Vicky, thank you very much) and either threaten 33” or put down covering fire templates to keep pesky weapon masters off my colossal.
I really like the Assault Chariot in this list. POW 12 shots under S&P are no joke, and neither are 4” high explosive templates. Also, with only one jack in the list, and a boatload of slow dudes, I like the scenario presence of the battle engine. Also, when you’re running a gun-line, who doesn’t like S&P fueled, boosted MAT 7, RNG 10.5 knockdown on a stick? I’ve though about the Siege Chariot but I seriously can’t find a point to free up from elsewhere. I think I kind of like the Assault Chariot better anyway for the additional POW 12 shots in this list.
Atanas for Tactician in this list is bonkers good. Here’s a fun party trick: I can start the Chariot behind of units of Bombardiers and just run over them without running over them. Sweet.
In considering my list pairing, what do you think would be the tough matchups with this? I think I need something that covers Cryx and Hard Anti-shooting.
My immediate thoughts are OW2 in Wolves of Winter, or Butcher 3 in Jaws, perhaps packing A&H.
SORSCHA 3 - The Ice Queen Cometh
OK, for my second list I’ve been looking at Sorscha 3. I think there are a bunch of different ways to build her in this theme, but I’ve been gravitating more towards a jack-heavy build which skews harder towards hard-core armor cracking. I’d like to be able to play her into anything that I might otherwise consider a Jaws list. So, I want to optimize this list around being able crack armor hard, and being hard to crack itself, while packing just enough infantry clearing to deal with chaff.
I haven’t quite settled on a build, but as a core concept I’ve been gravitating towards 5 jacks and 2 MOW Drakhun, with at least 40 points of MOW to score the free solos. IDK, it seems like 2 Drakhun + 5 Jacks + Stoke the Fires + Field Marshall Flank MOW = Profit.
Build 1 - Bring a Ranged Game
Khador Army - 75 / 75 points
(Sorscha 3) Kommandant Sorscha Kratikoff [+28] - Juggernaut [13] - Juggernaut [13] - Kodiak [13] - Kodiak [13] - Marauder [11] Man-O-War Drakhun [9] Man-O-War Drakhun [9] Man-O-War Suppression Tanker [0(6)] Man-O-War Suppression Tanker [6] Man-O-War Bombardiers (max) [16] - Man-O-War Bombardier Officer [0(5)]
For the jack load out, I went with double juggernauts for obscene hitting power (POW 19 weapon masters...sick), and double Kodiaks for a combination early game speed, pathfinder, added cloud cover (especially on the feat turn), and chaff clearing. I like one Marauder in there in particular for large bases...I like rolling 4 damage dice, don’t you like rolling 4 damage dice? Also, I said I wanted to be able to swap this in instead of a Jaws list, and my Jaws lists always have a Marauder or 3 so I can laugh at opponents whose heavy armor strategy included a colossal.
I like the options of 7 countercharging model heavies hiding behind a cloud wall. When I play Jaws, it’s most frequently with Karchev, who suffers from alpha syndrome (meaning, my opponent usually gets the alpha). IDK, it seems like Countercharge City plus the cloud wall might solve this.
In this build, I’m fitting in the MOW Bombardiers and 2 Suppression Tankers for chaff clearing. Sorscha is going to support one unit of MOW with Iron Flesh really well, and ARM 18, 8 box dudes are going to be surprisingly hard for an many opponent’s ranged game to take out. Double suppression tankers are in to score flags and clear chaff. I like the range pressure since it forces my opponent
The problem I foresee is only one advance move, which leaves the Suppression Tankers somewhat far out of the fight. I also ran out of room for a Kovnik, further hindering the threat projection of my artillery (although strictly speaking I suppose I could drop a Tanker to pay the Desperate Pace Tax).
Build 2 - Pack a Demo Corp Boat
The Bombardier Build, while interesting, may lack the hitting power I’m looking for with this build. Remember, it’s replacing Jaws. Do I really want to rely on a ranged game, or am I better off playing aggressive? How can the Bombardiers be granting the Flank bonus anyway when they’re hanging back shooting?
Another thing that annoys me about the Bombardier build is (a) only one unit, which hurts my scenario game, and (b) no Atanas, which means both a lack of pathfinder on the charge when it’s time to get busy, as well as no Retaliatory Strike either for the unit or for Sorscha her own good self.
So here’s an alternate build I like which features a full Demo Corp boat.
(Sorscha 3) Kommandant Sorscha Kratikoff [+28] - Juggernaut [13] - Juggernaut [13] - Kodiak [13] - Marauder [11] - Rager [10] Man-O-War Drakhun [9] Man-O-War Drakhun [9] Man-O-War Kovnik [4] Man-O-War Suppression Tanker [0(6)] Kommandant Atanas Arconovich & Standard [7] Man-O-War Demolition Corps (max) [14] - Sergeant Dragos Dragadovich [0(6)]
So why do I like this build?
While I find a second unit of Demo Corps quite useless, one unit with Dragos is annoyingly good. With Iron Flesh, the unit is downright mean. Adding Atanas and a Kovnik, the Demo Corp are suddenly a truly viscous and credible threat from 11” out without worrying about rough terrain. Oh, yeah, and they are damn fine target for Retaliatory Strike. Moreover, I think they’re quite serviceable as an entourage for Sorscha, who (between Freeze on Frostfang and Winters Wrath) grants them weapon-master on a stick.
With the Demo Corp gaining access to pathfinder, I felt I could drop a Kodiak out for a Rager, which I needed to do to free up the points for the Kovnik. I like the Rager as a shield guard for Sorscha, Dragos and Atanas, actually. I feel like the list kind of unpacks itself with the DC, Tanker, Atanas, and Rager all serving as a central entourage to Sorscha, flanked on each side by 2 jacks and a Drakhun.
With a 2nd unit in the list, I can now get advance move on both the Demo Corps as well as the Suppression Tanker, which I like...a lot.
Also, the combination of a Rager and Atanas makes Sorscha very hard to kill. Retaliatory Strike on a caster with Freezer really screws up that assassination run, I can tell you that...
Build 3: Bring a Chariot
So all this list building got me thinking...could I somehow shoehorn in an Assault Chariot? That would give me the infantry clearing I need, as well as a beautiful, huge, fast knock-down-on-a-stick model that acts as a make-my-jack-a-weapon-master-delivery-system.
Keeping in the jack and double drakhun package left me with 8 points, which conveniently fits a min unit of Democorp. At ARM 18, with Dragos, I think these guys will be just hard enough to kill and get just enough killing done. And, a bargain at only 8 points. Having included the Democorp, the Kovnik seemed like the logical option in this build in order to make the Demo Corp threat somewhat credible. Yeah, I know...no Atanas, but I couldn’t fit in everything.
(Sorscha 3) Kommandant Sorscha Kratikoff [+28] - Juggernaut [13] - Juggernaut [13] - Kodiak [13] - Kodiak [13] - Marauder [11] Man-O-War Drakhun [9] Man-O-War Drakhun [9] Man-O-War Kovnik [0] Man-O-War Demolition Corps (min) [8] - Sergeant Dragos Dragadovich [0] Man-O-War Assault Chariot [14]
Build 4: It’s All About the Beast
I do miss Beast, as well as the last 2 Demo Corp in the unit. Upgrading a Juggernaut costs me 5, and the last 2 DC come a price of 3 points a pop. So... I could drop the Marauder and/or the Chariot. Either of these feels like a bit of a sideways move that has a bit better game against heavy infantry spam like Malok in Blindwater.
(Sorscha 3) Kommandant Sorscha Kratikoff [+28] - Beast 09 [18] - Juggernaut [13] - Kodiak [13] - Kodiak [13] Man-O-War Drakhun [9] Man-O-War Drakhun [9] Man-O-War Kovnik [0] Man-O-War Demolition Corps (max) [14] - Sergeant Dragos Dragadovich [0(6)] Man-O-War Assault Chariot [14]
(Sorscha 3) Kommandant Sorscha Kratikoff [+28] - Beast 09 [18] - Juggernaut [13] - Kodiak [13] - Kodiak [13] Man-O-War Drakhun [9] Man-O-War Drakhun [9] Man-O-War Kovnik [4] Man-O-War Suppression Tanker [0(6)] Battle Mechaniks (min) [3] Kommandant Atanas Arconovich & Standard [7] Man-O-War Demolition Corps (max) [14] - Sergeant Dragos Dragadovich [0(6)]
Here’s a funny thought — if I could fit Atanas in the list with a Chariot, I could park either Sorscha or the Demos behind the Chariot. Whatever comes up to deal with and/or jump the Chariot now has to worry about my MOW charging through the chariot (in my mind, they are leaping over it).
I feel...unsettled about the Sorscha 3 list. Perhaps that’s because I only have one actual game with her (as opposed to Vlad 1, who’s been my boy for a long time). Hmmm...
In terms of list pairing, I’m thinking perhaps Sorscha 3 might be fun to take in Champions, with Irusk 2 bringing a Kayazy heavy Jaws list.
So, what do you think? Suggestions on how to list design, function, tactics or pairing?
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Post by sand20go on Mar 18, 2018 3:41:37 GMT
Good lists and lots to think about. I am concerned about any list that doesn't maximize Advanced move. You really need the scenario presence with AC or else it will really struggle with control casters (see my frustration today with Wormie to get you thinking of what you would do). Plus I think one list in your pair has to have A&H to deal with Denny.
That is how I am stress testing pairs - do I have a list that can play into Denny2, Gravediggers, Nemo3, Una2 and Grymkin (4 Grymkin). Yes? Good to go. Nope? Be a bit concerned.
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Post by Netherby on Mar 18, 2018 4:11:38 GMT
Well, I haven't gone too deep down the rabbit hole without the final rules and costs out. But I'm not currently a fan of either Chariot.
I do think Beast 09 with Sorscha 3 has some interesting potential. I would want try and squeeze in a Forge Seer to get the full package: Counter Charge + Hyper-aggressive + Shield Guard + 2" Stationary bubble. I'm not sure how to utilise it all, but it looks good on paper...
The new Demo Corp and S3 obviously go together, but I felt like that combo really wanted Wishy as well. And yet the points are so tight it's pretty difficult to take him...
Also Berserkers are a valid choice for S3. They can't take a hit, but their damage output for 8 points is completely insane.
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Post by Soul Samurai on Mar 18, 2018 6:12:55 GMT
So, Soul Samurai and the other naysayers from the List-Building-Is-Dead-Thread are just off base. I started that thread to ask a question, not to make a statement. I don't appreciate being called out in another thread just to be be pointed at and told that I'm wrong for something that I never said.
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Post by mcdermott on Mar 18, 2018 6:48:51 GMT
I think irusk2 does the gunline better TBQH.
1. His feat gives you more time shooting 2. Fire for Effect CRA pow 20's 3. Battle lust lets Bombardier melee count for something 4. Artifice of deviation can either be an opponent slowing tool, or provide enough of a def boost vs shooting to be relevant
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Post by borderprince on Mar 18, 2018 10:04:09 GMT
I think irusk2 does the gunline better TBQH. 1. His feat gives you more time shooting 2. Fire for Effect CRA pow 20's 3. Battle lust lets Bombardier melee count for something 4. Artifice of deviation can either be an opponent slowing tool, or provide enough of a def boost vs shooting to be relevant I think it's maybe more balanced, or perhaps contextual, for Vlad1 vs Irusk2 in a MoW gunline. Irusk2 gives betters big CRAs with the Bombardiers, but Vlad1 is better support for single model (or maybe 2 model CRAs) shooting. So Irusk2 better vs armour, Vlad1 not quite so strong but probably more flexible. Battle lust again gives the edge vs armour in melee. But Vlad1 helps hitting too, so better against high DEF and again more flexible. Artifice of Deviation as anti-shooting tech vs Windwall I think I'd have to play out. Lots of higher POW shooting can be boosted, potentially undermining AoD, but having an opportunity cost for opponents. AoD is almost certainly better vs lower POW shooting chipping away at the list as a whole. Tactician might also help Irusk2 cram more models into the area covered. Windwall will cover fewer models, but probably better anti-shooting protection for them (unless you're against Caine1 or something similar). So hard to call I think. Might depend on the opposing list. Irusk2 definitely has the edge in buying time, especially if a Vlad1 list isn't including some cheap jacks to run forward under feat to get in the way.
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Post by Armchair Warrior on Mar 18, 2018 13:56:48 GMT
So, Soul Samurai and the other naysayers from the List-Building-Is-Dead-Thread are just off base. I started that thread to ask a question, not to make a statement. I don't appreciate being called out in another thread just to be be pointed at and told that I'm wrong for something that I never said. My error and I apologize. I edited my intro accordingly.
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Post by Soul Samurai on Mar 18, 2018 15:50:16 GMT
Thank you.
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Post by Armchair Warrior on Mar 18, 2018 16:49:45 GMT
I do think Beast 09 with Sorscha 3 has some interesting potential. I would want try and squeeze in a Forge Seer to get the full package: Counter Charge + Hyper-aggressive + Shield Guard + 2" Stationary bubble. I'm not sure how to utilise it all, but it looks good on paper... The new Demo Corp and S3 obviously go together, but I felt like that combo really wanted Wishy as well. And yet the points are so tight it's pretty difficult to take him... Also Berserkers are a valid choice for S3. They can't take a hit, but their damage output for 8 points is completely insane. I agree with all the points you make, Netherby. Yes, the Sorscha 1 or Sorscha 3 package wants Sylys and a Forge Seer. But, crap, now that’s 8 points to make the trick work in a list where points just feel so damn tight. I never feel like points are tight when I play Winter Guard. In the build I’m going for, I want to be jack heavy and with the point increases to the Juggernaut and Marauder I feel like the points are too far at a premium. If you go jack light and troop heavy — say with on unit of Shockies and a unit of Demo Corp, then I think Sylys is probably more important since the Demo Corp are likely going to be farther away. If they make it worthwhile to take a second max unit of Demo Corp — say by putting Vengeance on the main unit — then I’d seriously consider running Sorscha 1 with double Demo Corp + Sylys + Beast + Forge Seer + Stuff. But right now it’s not worth it. Berserkers look good for S3 because she really fixes their MAT and damage output. I hope they give the chassis a couple of boxes back, but as it is for 8 points you can fit in another potential MAT 8 weaponmaster jack. In my Demo Corp build, I could easily swap the Rager and Marauder out for a Kodiak and Berserker. Maybe a sideways move, but a good alternative. (Sorscha 3) Kommandant Sorscha Kratikoff [+28] - Juggernaut [13] - Juggernaut [13] - Kodiak [13] - Kodiak [13] - Berserker [8]Man-O-War Drakhun [9] Man-O-War Drakhun [9] Man-O-War Kovnik [4] Man-O-War Suppression Tanker [0(6)] Kommandant Atanas Arconovich & Standard [7] Man-O-War Demolition Corps (max) [14] - Sergeant Dragos Dragadovich [0(6)] conflictchamber.com/#c3201b_-10k_kWkW7skTkZ8p8pl5l3l2l7l1
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Post by smoothcriminal on Mar 18, 2018 17:14:19 GMT
With shooting list I think going 2x bombers 2x siege chariot is the way to go:
Khador Army - 75 / 75 points [Theme] Armored Corps (CID)
(Vladimir 1) Vladimir Tzepesci, The Dark Prince [+28] - Victor [34] Gobber Tinker [2] Man-O-War Suppression Tanker [0(6)] Man-O-War Suppression Tanker [0(6)] Man-O-War Bombardiers (max) [16] - Man-O-War Bombardier Officer [0(5)] Man-O-War Bombardiers (max) [16] - Man-O-War Bombardier Officer [5] Man-O-War Siege Chariot [15] Man-O-War Siege Chariot [15]
The idea is that you can cloudwall every turn. The bad part is buying 2 chariots, without them you probably need to go 2x bombers 4x tankers 5x jacks path. I don't think Atanas is needed here, he doesn't even do anything for a shooting list unlike Joe. Victor is a great accuracy fixer for bombers and also a stealth counter, I think you're right about him.
With S3 the biggest question is how to take 40pt of mows. Previously shockies+demos+drakhun gave you exactly 40pt, but not anymore. She wants a minimum of a shockie unit (because of IF) and a demo unit (because of freezes) and very much would like a Drakhun (for flank). As far as jacks go I think S3 need to take either the cheapest ones (i.e Marauders) or Devastators. The idea is to punch people with flank anyway, right?
This leads us to something like this: Khador Army - 75 / 75 points [Theme] Armored Corps (CID) (Sorscha 3) Kommandant Sorscha Kratikoff [+28] - Devastator [14] - Devastator [14] - Kodiak [13] - Marauder [11] - Marauder [11] Man-O-War Kovnik [0(4)] Man-O-War Suppression Tanker [0(6)] Man-O-War Demolition Corps (max) [14] - Sergeant Dragos Dragadovich [6] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [4]
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Post by mcdermott on Mar 18, 2018 23:49:42 GMT
I think irusk2 does the gunline better TBQH. 1. His feat gives you more time shooting 2. Fire for Effect CRA pow 20's 3. Battle lust lets Bombardier melee count for something 4. Artifice of deviation can either be an opponent slowing tool, or provide enough of a def boost vs shooting to be relevant I think it's maybe more balanced, or perhaps contextual, for Vlad1 vs Irusk2 in a MoW gunline. Irusk2 gives betters big CRAs with the Bombardiers, but Vlad1 is better support for single model (or maybe 2 model CRAs) shooting. So Irusk2 better vs armour, Vlad1 not quite so strong but probably more flexible. Battle lust again gives the edge vs armour in melee. But Vlad1 helps hitting too, so better against high DEF and again more flexible. Artifice of Deviation as anti-shooting tech vs Windwall I think I'd have to play out. Lots of higher POW shooting can be boosted, potentially undermining AoD, but having an opportunity cost for opponents. AoD is almost certainly better vs lower POW shooting chipping away at the list as a whole. Tactician might also help Irusk2 cram more models into the area covered. Windwall will cover fewer models, but probably better anti-shooting protection for them (unless you're against Caine1 or something similar). So hard to call I think. Might depend on the opposing list. Irusk2 definitely has the edge in buying time, especially if a Vlad1 list isn't including some cheap jacks to run forward under feat to get in the way. I'd argue that bonuses to hit are a solution looking for a problem in a list with 2 suppression tankers, FFE, CRA, and the blast damage of the assault carriage, where the lack of boostable damage is going to require a significant investment of the army into any hard target. Also wind wall is great, but its a 3" radius around your caster and basically ponitless in a melee heavy matchup where artifice is a 5" radius anywhere in a 14" control zone and can be used to slow an advance as well as provide defense against shooting.
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Post by Armchair Warrior on Mar 19, 2018 3:10:06 GMT
He lets your MOW ignore line of sight and move through your own models. That’s a fairly big deal with a room full of medium based models. Tough doesn’t suck. By mid-game the Bombadiers are going to be threatened by melee, so Retalitory Strike or Relentless Charge on a unit with Quick Work is solid.
Early game, being able to charge the MOW through rough terrain (instead of plodding through) can be helpful.
Still, I agree the unit isn’t essential.
Irusk 2 is an interesting idea.
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Post by greenbay924 on Mar 19, 2018 15:40:47 GMT
conflictchamber.com/#c3201b_-10k_kVkZkZ8p8pl5l3l3l2l6l1l67QgdKhador Army - 75 / 75 points [Theme] Armored Corps (CID) !!! Your army contains CID entries. !!! You are using a pre-release theme. (Sorscha 3) Kommandant Sorscha Kratikoff [+28] - Beast 09 [18] - Rager [10] - Rager [10] Man-O-War Drakhun [9] Man-O-War Drakhun [9] Man-O-War Kovnik [4] Man-O-War Suppression Tanker [0(6)] Man-O-War Suppression Tanker [0(6)] Kommandant Atanas Arconovich & Standard [7] Man-O-War Demolition Corps (min) [8] - Sergeant Dragos Dragadovich [0(6)] Man-O-War Demolition Corps (min) [8] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [4] That's going to be one of my early Sorscha3 lists to try, while I really like Flank, I think it's best to attempt the 60pt split first, as with her stationary spell she still does enough for MoW as well, the BG of Beast + 2 Ragers also really take advantage of her kit, Ragers with 3 initials + Flank, and 3 shield guards to help protect assets. Double Drakhun + Artanas behind Shocks/Demos is also very intimidating.
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Post by sand20go on Mar 19, 2018 15:52:14 GMT
I think a staple in a LOT of Sorscha3 armies will be the Spriggan (TWO!! or 1 and Beast). You put your shocktroopers in triads. Leave a decent amount of room between 'em so you can get that big base where you need it.
Sprinkle 2 Covering Fire bots on the far flanks.
So now what opponent? Jam? Well good luck with the covering fire and then the retaliatory spays. Heavy? Accept a double boosted POW 18 Spriggan COunter charge at effective Mat 10 (Charge and flank). Hmmm....that will leave a mark.
The key practice goal is to get the correct spacing of the Man of Wars and the Spriggan positioning so it is difficult to engage but can get where it needs to get to on the counter charge. Even if not getting its full charge (I think that will frequently occur just because of tight spacing) you are still talking a 3 dice pow 18 which WILL leave a mark.
Combine with the cloud wall on the approach and there are going to be some FRUSTRATED people. Probably need Ragman so that you can dent things if you are not triggering shatter with DC.
I am going to hold off though on list building till we get the rules/update.
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chuggyg
Junior Strategist
Posts: 474
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Post by chuggyg on Mar 22, 2018 17:27:29 GMT
It's my opinion that every armored corps list should start with the following:
Battle mechaniks (min) Battle mechaniks (min) Battle mechaniks (min) Demo Corps (max) -Dragos
3 pts for a package of 4 d3+1 repairs that give you an extra advance move should not be passed up.
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