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Post by oranjejus on May 2, 2018 1:35:03 GMT
My experiments in The Exalted continued last night and the aftermath gave rise to an interesting discussion with my Cryx opponent.
So, how valued would my fellow Tyrants rate Force Aura for Immortals?
There are, for lack of a better term, break-points in stats that see a.... er.... statistically meaningful variance in table performance. So when we evaluate our defensive options, what do we look for in DEF and ARM vs ranged/melee?
Should I consider it 'good' to use a Krea + Advocate to create 13/19 Immortals with Concealment? Or does it need "just one more" layer to tip the scale?
e.g. at one extreme, Xerxis1 can give us 15/21 Immortals with Concealment.
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gordo
Junior Strategist
My star is green?
Posts: 548
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Post by gordo on May 2, 2018 17:30:17 GMT
My experiments in The Exalted continued last night and the aftermath gave rise to an interesting discussion with my Cryx opponent. So, how valued would my fellow Tyrants rate Force Aura for Immortals? There are, for lack of a better term, break-points in stats that see a.... er.... statistically meaningful variance in table performance. So when we evaluate our defensive options, what do we look for in DEF and ARM vs ranged/melee? Should I consider it 'good' to use a Krea + Advocate to create 13/19 Immortals with Concealment? Or does it need "just one more" layer to tip the scale? e.g. at one extreme, Xerxis1 can give us 15/21 Immortals with Concealment. I found Kreas to an excellent pair with Immortals. Also, an often under valued option is the Krea Paralysis gaze. It's a lovely way to increase accuracy on Exalted who often need it.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on May 6, 2018 3:50:03 GMT
12 and 20 are the breaking points for def/armor respectively. You force your opponents to use their focus/fury to boost at those two points. In other words, 13 def is a great number! 19 arm is only worth while when the range gun does less than 12 pts and meaningless against even pow 10 guns when they can boost. This is why Zaal2's +5 armor boost on feat is so valuable. Defender's Ward is another great shot in the arm, especially when you combine it with the agonizer/krea. 1 pt of damage, even if it's just 1 pt it will kill an immortal. Usually you use AoEs and such to clear out large formations of infantry, but that doesn't work very well on Immortals. Thus, instead, you use lighter pop shots from units with a half decent RAT. In close, you generally HAVE to get the alpha to slaughter immortals unless you have weapon master or something of the like. Corrosion is, of course, the biggest killer, but there are not many units outside of cryx who have continuous corrosion on their guns. As for accuracy, Immortals + guardians + hakaar generally means there isn't much of a need to boost their MAT unless you are going up against something with absurdly high def values. When the Krea's Paralysis should be utilized is after the engagement starts, where he no longer has to be popping his aura. Use him to lock down solos and casters by boosting the hit and hoping for a bit of a spike; this gives our few ranged beasts that apply great pressure a sure fire chance to get their shot in. Units like the Cyclops Shaman and the Cyclops Raider both absolutely love it! Oh, and btw, triple shaman assassination is TOTALLY still a thing
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