shoe
Junior Strategist
Posts: 706
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Post by shoe on May 10, 2018 2:13:16 GMT
ok so quickened cinerators that are 15/21 to shooting and go 9" under shield wall and can get healed and have pathfinder is pretty okay not bad kinda good
not sure it good enough with only 6 pow 11 attacks but still....~
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Post by cygnarstronk on May 10, 2018 10:41:43 GMT
they are bonkers OP lol
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 10, 2018 13:29:19 GMT
Point drop + defensive formation means I'm definitely looking at painting up my unit now. Now it's just a question of what else to put with them.
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Fang
Junior Strategist
Posts: 117
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Post by Fang on May 10, 2018 21:01:31 GMT
I haven't had time for a 75 point game... I'd love to read some LR posts if anyway else is posting would care to link here
My next list will be trying errants and bastions with Ashlynn because I want to test bastions and dear lord I forgot how hard it is to fill a list with a Choir lol.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on May 10, 2018 21:43:38 GMT
meh... mebbe when other stuff comes out for the theme. 6 attacks dont do enough bidness
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 11, 2018 12:45:40 GMT
I'm inclined to agree. Its a lot of defensive tech, but are they worth delivering for only 6 attacks? Maybe not. They seem great as scenario holders, and paired with some ability to push or free them up (TGM?), I could see them being a big thing for the LR scenario game. It's just a matter of what (if anything) they really fit with.
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Post by fallenexile on May 12, 2018 17:56:38 GMT
I'm inclined to agree. Its a lot of defensive tech, but are they worth delivering for only 6 attacks? Maybe not. They seem great as scenario holders, and paired with some ability to push or free them up (TGM?), I could see them being a big thing for the LR scenario game. It's just a matter of what (if anything) they really fit with. Too bad you can't Thunderbolt them in the back to push them up the table... lol
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Post by mydnight on May 14, 2018 0:10:00 GMT
Their attacks double if they take any damage. I reckon they will do very well with Ashlynn.
Bastions have a lot of potential with Macbain if you can get them to move fast enough. Feat+no knockdown and defensive strike is sweet.
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Post by CodFather on May 17, 2018 5:05:04 GMT
Least it shouldn't be that hard to apply ragmans buff to them, making them pow 13 weapon masters, thats not nothing. I keep wanting to make Gaston2 work, and maybe arm24 cinerators that can walk 7 (w/repo) is something?
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Post by Azuresun on May 17, 2018 23:18:04 GMT
I do want to try the heavy infantry with Macbain. Feat on them for a turn of unkillability, get them in melee, then Gibbs can heal them to full next turn as though nothing happened. Of course, that might work better with CG Stormtroopers, since their guns force engagement.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on May 22, 2018 17:31:09 GMT
been fooling around with cross2e in various configurations on this and they all have different problems.
problem 1 - have to take Devil Dogs as the life bound Target which is stinky
bastions and cinerators: you want to put the armor buff on the cinerators to get to armor 24 but then the bastions have no protection to aid in their healing trick and the cinerators don't threat far enough or hit hard enough so they just get womped by heavies
cinerators and vengers - both want dauntless and there aren't really enough attacks but the threat range is good also the Gibbs trick doesn't work very well with cinerators
bastions and vengers - maybe worth testing. The bastions don't care if they don't get the alpha and you can put dauntless on them and let the vengers go run around though I don't think the vengers hit hard enough
2x bastions - you can only protect one of the units and the threat range stinks but it's the most likely to be able to take advantage of the Gibbs heal. u would need to support it with a lot of ranged attacks
the brick doesn't feel bricky enough
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 23, 2018 14:03:33 GMT
That's a much more articulate summation of the issue than I've been able to come up with so far. What do you think about double cav? Totally off the wall but it seems like the "in your face" aspect along with the TGM being able to shoot into melee might make it plausible.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on May 23, 2018 20:22:20 GMT
double cav no has enough attacks. they poke something once at pow 16 and die. dat dont get it done. cav are a problem solving unit that work against a wide variety of targets but aren't great into anything except perhaps other cav/medium base boxed infantry
in all of the above armies u has the two menoth units, garbage devil dogs, about 3 heavies and some thorn gun mages plus crosse's fire stick. it's not a lot. i testing double bastions tonight. mebbe not being able to shoot them makes them okay.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on May 24, 2018 2:44:09 GMT
double bastions real bad. spread damage around turn 2, heal to full, all but 2 die turn 3. no board presents. would not be better with vengers. would be worse with cinerators
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 24, 2018 14:09:01 GMT
That makes sense; not enough threat to make anything scary. Appreciate you confirming that though.
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