shoe
Junior Strategist
Posts: 706
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Post by shoe on May 15, 2018 7:13:31 GMT
y would kingmakers exist if they never had a successful coup??? Because it would be the outcasts still trying to get Leto on the throne? mulplitle things wrong wid dat. 1- leto went and became a troll warlok somehow. he busy b- vintor would have killed anyone who supported leto so he has no political support to go with no legitimate claim 4- the theme description says its magnuss army
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shoe
Junior Strategist
Posts: 706
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Post by shoe on May 16, 2018 19:29:53 GMT
hehe. well looks like dey gon put him in km anyway!!!
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Post by tesoe on May 17, 2018 15:29:06 GMT
hehe. well looks like dey gon put him in km anyway!!! Is this based on some info they put out? I haven't heard anything.
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on May 17, 2018 15:55:24 GMT
Infernal ruling as he has the Steelhead tag.
It's good practice and a good idea to check the PP Rules Forum from time to time to stay up-to-date on rulings of the more wonky or obscure things.
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Post by tesoe on May 17, 2018 19:43:48 GMT
Infernal ruling as he has the Steelhead tag. It's good practice and a good idea to check the PP Rules Forum from time to time to stay up-to-date on rulings of the more wonky or obscure things. I do occasionally, but it always gives me a bad taste in my mouth.
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Post by fallenexile on Jun 3, 2018 6:19:07 GMT
Anybody been playing games with Stryker?
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Post by tesoe on Jun 4, 2018 19:07:27 GMT
Anybody been playing games with Stryker? I'm in the process of getting my Steelheads all painted up so I can, but I haven't yet.
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Post by Sarcastastic on Jun 5, 2018 0:41:45 GMT
Just had a game with him tonight with 3 full units of Trenchers, Halbs, and Riflemen, and for jacks a Rover, Mangler, Nomad, and Mule. Add Kell and Stannis for flavour.
I played into Krueger2 Bones, and it was the grindiest attrition fest. Also, the Riflemen didn't fire a single bullet the entire game, the advance move really didn't help all that much to be honest. I feel like I want Sgt Nick to hand out tough to capitalize on the Steady from Stryker, but his 3" bubble is just kinda meh. Otherwise though, it was a really fun list, the +5 def swing against ranged for a single unit can really help you on the approach, and Positive Charge helped turn the Halberdiers to 11, or rather to 13.
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Post by fallenexile on Jun 5, 2018 3:48:48 GMT
Just had a game with him tonight with 3 full units of Trenchers, Halbs, and Riflemen, and for jacks a Rover, Mangler, Nomad, and Mule. Add Kell and Stannis for flavour. I played into Krueger2 Bones, and it was the grindiest attrition fest. Also, the Riflemen didn't fire a single bullet the entire game, the advance move really didn't help all that much to be honest. I feel like I want Sgt Nick to hand out tough to capitalize on the Steady from Stryker, but his 3" bubble is just kinda meh. Otherwise though, it was a really fun list, the +5 def swing against ranged for a single unit can really help you on the approach, and Positive Charge helped turn the Halberdiers to 11, or rather to 13. I assume Kingmaker's? May I ask why you went with that over Irregulars? While good, I don't see Trenchers or Rangers really adding anything to Stryker. No Sleeping on the Job also makes Feign Death useless. And you're not bringing Boomhowlers (Again, No Sleeping makes 2/3 of his Fell Calls useless). So, really, the only benefit you get is 3 free solos for 60 points worth of units. Which you can get more of in Irregulars AND have more jacks. The ability to take the Piper in Irregulars can help give the Halbies tough. And Sylys can help provide Stryker with more focus via a free upkeep. Though I'm on the fence about Sylys. I usually don't advocate taking Sylys unless you have a caster that can benefit from the other 2/3 of Sylys's kit, but Stryker's got a 3 focus spell he wants to cast for turns 1, 2, and maybe 3 and a 2 focus spell he wants to cast almost every turn he can after 2. So he needs all the focus he can get.
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Post by Sarcastastic on Jun 5, 2018 4:19:00 GMT
Just had a game with him tonight with 3 full units of Trenchers, Halbs, and Riflemen, and for jacks a Rover, Mangler, Nomad, and Mule. Add Kell and Stannis for flavour. I played into Krueger2 Bones, and it was the grindiest attrition fest. Also, the Riflemen didn't fire a single bullet the entire game, the advance move really didn't help all that much to be honest. I feel like I want Sgt Nick to hand out tough to capitalize on the Steady from Stryker, but his 3" bubble is just kinda meh. Otherwise though, it was a really fun list, the +5 def swing against ranged for a single unit can really help you on the approach, and Positive Charge helped turn the Halberdiers to 11, or rather to 13. I assume Kingmaker's? May I ask why you went with that over Irregulars? While good, I don't see Trenchers or Rangers really adding anything to Stryker. No Sleeping on the Job also makes Feign Death useless. And you're not bringing Boomhowlers (Again, No Sleeping makes 2/3 of his Fell Calls useless). So, really, the only benefit you get is 3 free solos for 60 points worth of units. Which you can get more of in Irregulars AND have more jacks. The ability to take the Piper in Irregulars can help give the Halbies tough. And Sylys can help provide Stryker with more focus via a free upkeep. Though I'm on the fence about Sylys. I usually don't advocate taking Sylys unless you have a caster that can benefit from the other 2/3 of Sylys's kit, but Stryker's got a 3 focus spell he wants to cast for turns 1, 2, and maybe 3 and a 2 focus spell he wants to cast almost every turn he can after 2. So he needs all the focus he can get. Primarily because I wanted to use the Riflemen with the hope that they'd work. They didn't. Also No Sleeping wouldn't touch Boomies, as it's for Steelheads only. Also also, I wanted Trenchers, and they were all stars this game. His kit works really well with them still. Deflection while dug in on a hill means that entire flank of Woldshrimp and Mannekins were left in the wind.
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Post by fallenexile on Jun 5, 2018 5:16:07 GMT
Primarily because I wanted to use the Riflemen with the hope that they'd work. They didn't. Also No Sleeping wouldn't touch Boomies, as it's for Steelheads only. Also also, I wanted Trenchers, and they were all stars this game. His kit works really well with them still. Deflection while dug in on a hill means that entire flank of Woldshrimp and Mannekins were left in the wind. You can use the Steelhead Riflemen in Irregulars as well. And I know No Sleeping won't work on Boomhowlers. I was saying that it makes 2/3 of his calls useless for your Steelheads. I was just going through the list of the theme benefits to see why we were picking Kingmaker's over Irregulars. I'm glad the Trenchers were able to hold a flank by stacking crazy high Def vs shooting, though.
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Post by gobber on Jun 5, 2018 21:27:28 GMT
I gave him a whirl with 5 advance moving nomads, double idrians, double eliminators, aiyana, eiryss, and hutchuck. Idrians got good work done bottom of 1 with shooting (against iron fangs in shield wall and cover), and blast immunity from minifeat let me comfortably hold off on feating for a turn. I lost about half of them in reprisal but idrians crashing in near positive charged nomads were brutally effective. Arm17 on feat turn actually kept a couple alive through impact attacks which was helpful. Anyhoo, after the enemy's attempt crack through feat I had 4 mostly functional nomads left which danced about with positive charge (assisted by charges/shooting from surviving idrians) and more or less wiped the table.
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Post by fallenexile on Jun 5, 2018 21:55:20 GMT
Does Stryker want a Galleon? Why or why not?
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Post by gobber on Jun 5, 2018 22:49:18 GMT
Galleon always feels just a bit more expensive than it should be, especially since it usually wants ragman, orin, and a shield guard as well. I wouldn't be surprised to see it get a bit cheaper in the pirate CID (after tharn) which would help me fit another talon into the list. Stryker probably runs it better than most, but for the moment I definitely prefer the arm/box efficiency and volume/spread of positive charged melee attacks that the cheap advance moving heavies provide.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Jun 6, 2018 12:54:29 GMT
It seems like the best thing to take with that kit is the trenchers, which puts you in Kingmakers. That being said, I totally agree with the arguments that Kingmakers really doesn't give him anything other than access to trenchers. It seems like he doesn't really fit, which seems to go with his design of "Strip the cygnar paint job, paint him like a steelhead".
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