Post by Trollock on Mar 22, 2018 13:19:13 GMT
There are way too many threads complaining about CG both here and on the CID forum. I wanted to focus on the positive sides instead. A new faction is coming, and to me it looks really cool and fun!
The devs requested "deep dives" from the playtesters rather than every one playing a caster once. For me, Syvestro is the most interesting caster. Transmute has to be one of the most interesting spells in the entire game. Telekinesis might be more versatile, but it is close imo. Transmute can:
Make you hit harder
Increase ARM (lowering STR)
Increase DEF
Make you hit more accurately (lowering DEF)
Increase mobility (Pathfinder)
Decrease mobility (removing Pathfinder)
Doesnt that just make you wanna play this caster?
I have built many many lists with him, and there is no way i will test all of them, but here is an example that i found nifty. I wanted to try out the improved Vindicator and Suppressor. I do not think either looks super powerful, but the buffs in week 3 warrants a test run at least. My idea is to hopefully go first and then run the Vindicators in to zones. I will then park there and aim to RAT 7-8 and boost damage with the power up focus. This allows Syvestro to use his focus for spells, and he has so many of those
One question that i find myself asking with CG is "what will be my front line?" We do not have too many options since our melee is predominately ranged. This time i went with my crazy Trancer spam. I think there might be merit to playing 4 of them and using them as jam. Sure, they WILL die but they might be disruptive enough that your other things can do enough work. They are also blast immune, so you can use blasts to scatter on top of them to free them up, and then jam them even deeper. It may not be good, but im gonna try it a bit more anyway!
Then i basically filled in with medium based infantry, as they look pretty good over all. Transmute seems amazing on Assault Troopers as they go to DEF 15 against living and POW 17 charges do serious work.
Here is the final product. I ended up bringing Halbardiers even though they do not synergize well with the "scatter random blasts" strategy. They will most likely be sent (with Transmute) to the opponents zone and hope to contest while i use my other things to establish a dominance on the other flank. DEF 15, +4 tough and no knockdown seems amazing for holding the fort in a zone until help arrives, and POW 15 charges is nothing to sneeze at. They need to be respected.
Crucible Guard Army - 75 / 75 points
[Theme] Magnum Opus (CID)
(Syvestro 1) Aurum Adeptus Syvestro [+28]
- Vindicator [15]
- Vindicator [15]
Gorman di Wulfe, Rogue Alchemist [4]
Prospero [0(5)]
- Suppressor [13]
Trancer [3]
Trancer [3]
Trancer [3]
Trancer [3]
Crucible Guard Assault Troopers (max) [13]
Crucible Guard Storm Troopers (max) [16]
Dragon's Breath Rocket [0(5)]
Dragon's Breath Rocket [0(5)]
Steelhead Halberdiers (max) [11]
- Doctor Adolpheus Morely [4]
What do you think, and what are YOU eager to play?
The devs requested "deep dives" from the playtesters rather than every one playing a caster once. For me, Syvestro is the most interesting caster. Transmute has to be one of the most interesting spells in the entire game. Telekinesis might be more versatile, but it is close imo. Transmute can:
Make you hit harder
Increase ARM (lowering STR)
Increase DEF
Make you hit more accurately (lowering DEF)
Increase mobility (Pathfinder)
Decrease mobility (removing Pathfinder)
Doesnt that just make you wanna play this caster?
I have built many many lists with him, and there is no way i will test all of them, but here is an example that i found nifty. I wanted to try out the improved Vindicator and Suppressor. I do not think either looks super powerful, but the buffs in week 3 warrants a test run at least. My idea is to hopefully go first and then run the Vindicators in to zones. I will then park there and aim to RAT 7-8 and boost damage with the power up focus. This allows Syvestro to use his focus for spells, and he has so many of those
One question that i find myself asking with CG is "what will be my front line?" We do not have too many options since our melee is predominately ranged. This time i went with my crazy Trancer spam. I think there might be merit to playing 4 of them and using them as jam. Sure, they WILL die but they might be disruptive enough that your other things can do enough work. They are also blast immune, so you can use blasts to scatter on top of them to free them up, and then jam them even deeper. It may not be good, but im gonna try it a bit more anyway!
Then i basically filled in with medium based infantry, as they look pretty good over all. Transmute seems amazing on Assault Troopers as they go to DEF 15 against living and POW 17 charges do serious work.
Here is the final product. I ended up bringing Halbardiers even though they do not synergize well with the "scatter random blasts" strategy. They will most likely be sent (with Transmute) to the opponents zone and hope to contest while i use my other things to establish a dominance on the other flank. DEF 15, +4 tough and no knockdown seems amazing for holding the fort in a zone until help arrives, and POW 15 charges is nothing to sneeze at. They need to be respected.
Crucible Guard Army - 75 / 75 points
[Theme] Magnum Opus (CID)
(Syvestro 1) Aurum Adeptus Syvestro [+28]
- Vindicator [15]
- Vindicator [15]
Gorman di Wulfe, Rogue Alchemist [4]
Prospero [0(5)]
- Suppressor [13]
Trancer [3]
Trancer [3]
Trancer [3]
Trancer [3]
Crucible Guard Assault Troopers (max) [13]
Crucible Guard Storm Troopers (max) [16]
Dragon's Breath Rocket [0(5)]
Dragon's Breath Rocket [0(5)]
Steelhead Halberdiers (max) [11]
- Doctor Adolpheus Morely [4]
What do you think, and what are YOU eager to play?