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Post by reddust82 on May 29, 2018 18:03:19 GMT
Hello, everyone! I’ve owned WM models off and on for years but mostly as a collector then selling them off when interest waned, buying more a year later, etc, you know the drill. But now I actually have a solid core of friends all wanting to play (never had that before and life obligations means no long drives to gaming stores). I’ve always loved the look of MoW and so I’m aspiring to build a 75 point MoW Armored Corp theme force led by Irusk2.
Ive played only a single game so far at 25 points against a Xerxis2 list fielding a siege animantarax and I lost, but it was sort of close (I DID kill the Ani...) but I absolutely fell in love with Irusk2’s tool box. AoD held up an entire enemy flank while I dealt with the Ani, unfortunately my charge round left the Ani with 3 boxes and it’s retribution was swift and terrible. And after I managed to finish it off, my juggernaut and shocktroopers were just too depleted to take on the rest of the enemy, even having delayed them with AoD and sacrificing a Drakhun to hold that flank. Anyway, it was a fun game and might have been different if a gremlin swarm didn’t take out my jugg’s cortex in two straight max rolls for damage. I also didn’t have anything ready to deal with incorporeal.
Anyway, we have another game, same opponent, tomorrow. His list was Xerxis2 (the seige engine version), Animantarax, Gremlin Swarm, Bronzeback Titan, Krea... and I forget what else. But what do you think of the following?
(Replace Kell and the Strike Tanker with a drakhun and that’s the list I ran last week.)
War Room Army
Khador - Irusk2 - 25 Points
Theme: Armored Corps 1 / 1 Free Cards 25 / 25 Army
Supreme Kommandant Irusk - WJ: +27 - Destroyer - PC: 14 (Battlegroup Points Used: 14) - Juggernaut - PC: 13 (Battlegroup Points Used: 13)
Man-O-War Kovnik - PC: 4 Man-O-War Strike Tanker - PC: 0 Kell Bailoch - PC: 5
Man-O-War Shocktroopers - Leader & 4 Grunts: 16
THEME: Armored Corps ---
GENERATED : 05/29/2018 13:58:35 BUILD ID : 2066.18-05-11
And when it comes to 75 points, would a list featuring all three MoW variants be plausible? I love shocks, bombardiers and Demos all... is it just trying to do too much to include them all in a 75 point list? Thanks for any help you can give!
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Post by hocestbellum on May 29, 2018 18:50:58 GMT
I like it! 25 points is always a little tricky to balance, but you've got a good mix of shooting and melee there. Good targets for Fire for Effect, some magic, good defence and some heavy hitting.
One change I would consider is the UA for the Shocktroopers instead of... the Kovnik, I guess? Even with the +2 you won't get many charges, and the theme benefits help enough in that regard. I think the list is fine as-is, though, so don't feel that you have to change it.
A list with all three is certainly plausible. Shocks and Demos on any caster with any sort of damage boost are great. However, I am personally of the opinion that Bombardiers don't add much to Armoured Korps that couldn't be done more cheaply with the Tankers or the Assault Chariot, but don't let me being a curmudgeon put you off. The new rules are only just out, there's plenty of time for me to be wrong!
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Post by jonnyboy on May 29, 2018 20:08:13 GMT
I might try to persuade you to look at Irusk1! I think he is a dream caster for MOW, his toolkit is bigger than Irusk2 and has more interesting choices to make. I would like to point out that airburst is a fantastic tool for killing gremlin swarms, especially with sylys wyshlynyr.
I would also say of course an army with all three variants is possible. They all perform different roles and do them each well. Below i've posted a list with what i've been running lately. Of course the easy points to move around with are sylys and the kayazy. But i think both are very good with either irusks tool kit.
War Room Army
Khador - Irusk & The Wall
Theme: Armored Corps 3 / 3 Free Cards 75 / 75 Army
Kommandant Irusk - WJ: +27 - Sylys Wyshnalyrr, The Seeker - PC: 4 - Spriggan - PC: 17 (Battlegroup Points Used: 17) - Rager - PC: 10 (Battlegroup Points Used: 10)
Man-O-War Kovnik - PC: 4 Man-O-War Suppression Tanker - PC: 0 Man-O-War Strike Tanker - PC: 0
Kommandant Atanas Arconovich & Standard - Arconovich & Standard Bearer: 7 Man-O-War Shocktroopers - Leader & 4 Grunts: 16 - Man-O-War Shocktrooper Officer - PC: 4 Man-O-War Bombardiers - Leader & 4 Grunts: 16 - Man-O-War Bombardier Officer - PC: 5 Man-O-War Demolition Corps - Leader & 4 Grunts: 14 - Sergeant Dragos Dragadovich - PC: 0 Kayazy Eliminators - Leader & Grunt: 5
THEME: Armored Corps ---
GENERATED : 05/29/2018 16:07:54 BUILD ID : 2066.18-05-11
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Post by reddust82 on May 30, 2018 2:19:40 GMT
hocestbellum - thank you for the positive feedback on my 25 point list! That's very encouraging! I'll post back tomorrow evening with the results :-)
jonnyboy - So I looked at Irusk1 when I was first trying to settle on my first 'caster and I definitely do see the appeal. Honestly I think I landed on I2 simply because he looked like he would give the best benefits in the simplest possible way. Obviously a 4+ tough roll is sweet, but for I1, if you don't pop your feat at the right time, that 4+ roll is wasted. But for I2, 5+ is available every turn. So maybe I'm just viewing I2 as the newbie-friendly version. Because it does seem that between UAs and mercenary solos/units, you can provide a lot of what I2 gives without actually taking I2. Whereas it doesn't seem to work in reverse with finding other ways of getting I1's benefits. If I'm wrong on that, please let me know!
A few random thoughts/questions for anyone willing to consider them:
1. Before I found Kell Bailoch, I rediscovered Eiryss1 and figured she was the perfect merc solo to help me with magic weapons, etc. But I'm not seeing her in many netlists. I understand she got A LOT more expensive than she used to be, but isn't she still really good? I went with Kell over her against skorne because the focus manipulation doesn't come into play quite as much, but shouldn't she be in the running for regular use, or am I missing something?
2. Ok, so mechaniks. I love the theme bonus of extra boxes healed when mechaniks do there thing and I was planning on running two min units of mechaniks at 75 points. I figured between MoWs hopefully making some Tough rolls and jacks getting stuck in, there would be no shortage of uses for these guys. Plus those two min units would allow that many more MoW units/models to advance move. But again, I'm not seeing them as prevalent in netlists as I would have anticipated. Are they horrible? Or are they simply not the absolute most optimal choice?
3. Would anyone be willing to run a hypothetical situation for me on distributing your focus between 'caster-use and allocating to jacks? In that game last week I could have killed the Animantarax on my charge turn (Juggernaut and full unit of Shocktroopers that had Battle Lust on them) but I was so caught up in using Irusk2 to use his support spells, I totally forgot/didn't think to allocate any extra focus to the Juggernaut. That meant I could only use the power up focus to make him charge and it was just his initial attacks from there on. And I left 3 boxes on the Ani, so a single additional attack would have made all the difference in the world. But what do you drop from Irusk's arsenal? AoD was keeping another flank at bay. I had to cast Battle Lust and if I hadn't used energizer, the juggernaut wouldn't have made it into combat in any case. I suppose I could have not cast AoD, but man, that's a rough decision. I know every situation is different, but so far in my limited experience and in my theory-machining, how to use your focus is my biggest hurdle.
4. My warroom2 app doesn't seem to want to let me have Sylys Wyshnalyrr whilst being in the Armored Corps theme . . . is it bugged?
5. Talk to me, if you will, about juggernauts. I don't care about the 1 point increase, but I was considering the kodiak as well. It's hard to pass up a unbuffed p+s 19 attack, but the kodiak seems to have so much utility and, obviously, pathfinder.
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Post by sand20go on May 30, 2018 2:48:29 GMT
So I will leave the other questions to others but let me sing the praises of Kell. TWO shots....auto 3 points of damage each. You pick the column or spriral.
Now take a look at the Strike Tanker. Guess what it has? Grevious wounds. No healing!! So guess what.
A) Shoot something with your Auto piercing gun. Use Irusk2. Roll three dice. Laugh. B) Use Kell - he can now apply damage JUST where you want it to remove a system (or 3). And with Grievous wounds it can't be healed. Profit.
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Post by jonnyboy on May 30, 2018 4:08:47 GMT
Irusk2 definitely has his advantages and I did not want to put him down. Tough all the time is nice, and fire for effect will be great on striker tankers. If you start to look deeply between the casters, their feats and card abilities are swapped for the most part. One gets tough 100% the time and the other on feat, one gets pathfinder 100% the other on feat. I would say Irusk2 fits into a category similar to Vlad1 and harkevich, slightly more passive characters that support their army by being there. If you like Irusk2, he is a solid choice, and many others feel the same.
1. You pretty much hit the nail on the head here. She is pretty expensive, but she is very good against certain match-ups. Kell is a good choice too, but personally for 5 points I would rather bring kayazy eliminators, especially with either Irusk. Battle lusted pow 15s are pretty good, surprises many people.
2. Mechaniks are a really mixed bag right now imo. They take up a lot of board space in a already clogged play field for armor corps, making maneuvering a bit more difficult. The healing is nice, but without getting lucky tough rolls, healing actual MOW models seem unlikely. I say this because MOW will take no damage, or take enough they're going to die, could be my own personal experience. As well many of my lists include a hard 60 points of MOW units, leaving 15 points for various non-free solos and mercs. I'm sure mechaniks can be used for good and fit nicely in the theme now that they provide free points.
3. Couple things on this. Sylys is Irusks best friend, free upkeep, extended range on his support spells, and makes airburst a beast of a spell. Second battle lust is worth it over 2 focus on a juggernaut I would say. Now as for upkeeping AoD, that is a decision you have to make based on the board. Now I didn't math hammer it, but 3 HP is close, you could have rolled a bit below average. I will also advocate for Irusk 1 here. Neither Irusk likes a big battle group, with irusk1 you can throw out superiority on your jugger, and upkeep for the rest of the game for 1 focus. That would definitely have given you more focus to play around with in this situation, although irusk1's AoD variant costs more. But because of his desire for a smaller battle group, energizer is less effective and superiority would be better on your beater jack.
4. Make sure you are selecting slylys as a friendly merc option, otherwise he will not appear in the solo section when creating your army.
5. Kodiaks are great and juggernauts are great. Both are a bit different, one hits considerably harder and one has utility. Consider a Grolar, expensive, but is a very good mix of the two, add superiority and he's a monster. Running a kodiak and a juggernaut under either irusk would be a pretty good combo, allowing you to send either where they are best situated. As well it depends on the rest of your list, are you relying on your jacks to do all of your armor cracking? I am also a fan of the destroyer/juggernaut combo, as it fits nicely under his jack points and gives you a rounded battle group. If you stick with irusk2, his feat provides pathfinder to your jacks, so if timed correctly there isn't much need for a kodiak.
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Post by borderprince on May 30, 2018 5:24:32 GMT
jonnyboy - So I looked at Irusk1 when I was first trying to settle on my first 'caster and I definitely do see the appeal. Honestly I think I landed on I2 simply because he looked like he would give the best benefits in the simplest possible way. Obviously a 4+ tough roll is sweet, but for I1, if you don't pop your feat at the right time, that 4+ roll is wasted. But for I2, 5+ is available every turn. So maybe I'm just viewing I2 as the newbie-friendly version. Because it does seem that between UAs and mercenary solos/units, you can provide a lot of what I2 gives without actually taking I2. Whereas it doesn't seem to work in reverse with finding other ways of getting I1's benefits. If I'm wrong on that, please let me know! You're right about Irusk2 being more newbie friendly in some ways. The problem with that is that then you have to learn some parts of the game for the first time when you swap casters. So choice of caster here probably depends on whether you want a gentle but long climb (Irusk2) or a steeper but shorter one (Irusk1). My personal preference is for Irusk1 (he's one of the two best casters for Shocktroopers), but both are good casters.
She's very expensive, especially when using theme lists - in those lists any points not spent on theme models doesn't help you get theme benefits. She's also much more of a priority target for your opponent, as she is such a good assassination enabler. Kell can just sit fairly far back and do the one job you want him to do.
We had a discussion about this a while ago. Repair is nice but not always that reliable - it depends on models surviving attacks. The kicker, as always, is points. MoW lists use fairly expensive models who also want support/solos. Fitting in mechaniks isn't always easy.
Also worth remembering that AC lists are very much still in the testing stage. The new models aren't even out yet! Lists posted on the net are likely to be biased towards theory in many instances.
Can't comment on the app, but Sylys is available in theme.
Juggernauts are great. Kodiaks are great.
A Juggernaut is a constant threat in your list, as every opposing list will have some armour. But if you're running MoW, you've already got fairly hard-hitting troops, especially if you're running a caster with a damage buff (Irusk1/2, Butcher1/3, Kozlov, Old Witch2, Sorscha3 sort of for Demo Corps - have I missed anyone?) and/or a merc solo with one. So there's a question about whether you need a Juggernaut. But if you're worried about ARM-cracking, a Juggernaut is very rarely a bad idea in a list. It will always do something. But as you spotted in your Skorne game, it really needs focus, or something like focus (free charges, for example) to shine.
A Kodiak is more of a generalist. I like them in AC lists because of Vent Steam. It's a really handy ability and gives some in a pinch anti-warrior ability that doesn't detract from punching bigger things. MoW lists have low attack volume, so that's very helpful. I also like throws, and Kodiak are one of the few models that can make 2 initial attacks and then a throw, which is a pretty decent attack volume for no focus investment. They can run more focus light than a Juggernaut and do their job, but you aren't going to one-round most heavies with them, unlike a Juggernaut. Instead you punch them twice for some damage, then throw them into something else, for some more damage and the knockdown.
And yes, pathfinder is very useful on the Kodiak chassis.
Jack choice may also depend on your caster to some extent. Irusk2's Energiser works well with lots of jacks, as a threat extender (as you saw), a speed boost (just think how far a running Kodiak can get on Turn 1) or even a retreat mechanism (can be handy with a Destroyer, which is generally a decent pick with Irusk2). Irusk1 has Superiority, which only boosts one jack, but makes it better in almost every way, so can be very nice on the more premium jacks. But both Irusks like to use spells for other purposes, so like fairly focus list jacks. Irusk2 can just upkeep Fire for Effect on a Destroyer and have a Juggernaut/Kodiak trundling around on power-up focus until you really need it, for example.
Yes, it is tough.
Allocation is one of the most important skills within the game and I'm not sure it can really be taught without a table in front of you. The other issue is that you have to plan it out in advance - you need to decide at the start of your turn what to do with your Focus. Dice can (and will) ruin your plans. Also worth remembering that in smaller games every decision might be magnified. You only have a couple of jacks and one unit, so every spell not used, or jack in not quite the right place, has a major impact. In a larger game you might have another unit or jack which can react to the not quite taken down opposing model and finish it off.
And don't forget to keep at least one focus for an ARM boost when required. Caster kill ends games, and Irusks are not the toughest of casters.
However, in general terms from your scenario - did you need AoD to keep the other flank secure, or might shield-walled Shocktroopers have done the job for a turn? If so, drop AoD for the turn and allocate focus to the Juggernaut. Alternatively, how important was it to remove the Animantrix? (very, I know) More important than the other flank? That will depend on scenario requirements, and the possibility of leaving Irusk exposed to an assassination attempt.
Some working through of probabilities helps here too. Hitting with the Juggernaut shouldn't be an issue, but damage rolls can be. I find it best to be conservative/pessimistic when thinking about damage rolls to do Focus allocation. My rough rules of thumb are: you've got a less than 50% chance of rolling more than 7 on 2 dice, the most probable result from 3 dice is 10 (rounding down). That helps with thinking about likely damage rolls for boosted and unboosted attacks. It does risk over-allocation in borderline cases though.
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Post by reddust82 on May 30, 2018 10:09:34 GMT
Ok so first off, thanks so much for all the perspectives! It’s really helpful! It’s been years since I’ve really been on the forum scene and that was before WHFB imploded and I mostly visited warseer. That rarely yielded as helpful of results as what you guys have provided.
Gotta get to work now but I’ll post tonight with the results of today’s game and probably some more questions. Thanks again and if anyone else feels like adding anything, please do!
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Post by hocestbellum on May 30, 2018 10:52:45 GMT
A few random thoughts/questions for anyone willing to consider them: I'm always willing to blather on about things, so sure! Eiryss1 suffers from only being able to shoot one shot per turn. Deadly shot? Marksman and Kell both do that for less points. Phantom Seeker? 7 points for a P10 hit... nah. So you're really hanging your hat on that Disruptor Bolt. If that lands, it's incredible. Game-shifting. But everyone knows it, and will often have a Shield Guard or a LoS blocker to stop you landing that hit. In those situations paying 7 points to have one shot at possibly achieving something is a bit steep for most people. Eiryss2 used to be incredibly popular for upkeep removal, but now your opponent can choose to keep the upkeep if they want she lost a lot of stock. Also, 7 points is difficult in themes. If you're trying to get that 3rd bonus, you need 60 points of X, so you've got 15 points on other things to cover all non-X models you need. It's a tight squeeze. That sort of explains mechanics, too. Until Armoured Corps, there was no theme force in which they counted towards qualifying for theme bonuses, so by taking them you were making it harder to get the most out of the theme bonuses. Also, they are somewhat situational. Sometimes things will die before you can repair them, or they take so little damage the repair doesn't matter, and so on. That said, they will be a thing in Armoured Corps, I'm sure. They count towards theme bonuses in terms of points, which means they can act as a 3-point filler. That's useful in its own right, but on top of that they give you an Advance Move for a MoW. Between those two things they would be taken even if they did nothing else, at least occasionally. But the icing on the cake is that if their useful situation comes up, they're even better at it now. It really is the theme for mechanics. Can't help you with Warroom, I'm afraid. Focus allocation is an essay-worthy subject, but I already feel like I've waffled loads, so I'll try to be brief. I personally go for a priority-based system, and I will always go out of my way to make sure things are dead. So in your situation, I'd have thought 'what do I need to absolutely kill that Animantarax?' -> Can the Juggernaut do it on its own? Charge, +2 focus, dice-1 on damage is ~23 damage on average, so not even close. Destroyer can drop a boosted shot on it with no help from Irusk, so that can be another 4 damage. Shocktroopers on the charge do about 4.5 each, or 8 with Battle Lust. I generally go with assuming I'll need 25% extra to get things done, which means I should plan to do about 44 damage to the Animantarax. 5 Battle Lusted Shocktroopers charging + the Destroyer shot can achieve that for 3 focus. But if I can't get all 5 there, I might be short, and I really want that thing dead. If I need to use the Jugger, Energiser + 1 focus + Battle Lust means I can't cast Artifice. Then you have to make the choice between possibly leaving the Animantarax alive, or certainly leaving the Artifice flank exposed. In this situation, as long as I felt Irusk was safe I would 100% kill the Animantarax. in a 25pt game it represents something like 35% of your opponents army, it's one of his best options for breaking your armour, and if you leave it slightly alive, the consequences, as you found out, are pretty dire. Whilst you lose control of a flank, you gain control of the other one (dead is the best control, after all), and you give yourself a big points advantage. Tl;dr: Pick something you need to absolutely kill, and allocate focus accordingly. Make sure your caster is safe, and make sure the target dies. Juggernauts are excellent. They hit like trucks made of bricks. I'll always try to have some way of hitting P19+ in my lists because you always need armour cracking. I also like to make sure that my targets are absolutely dead, and the juggernaut is far better at that than the Kodiak. Where the Kodiak shines is in more of a control role. P16 is not to be sneezed at, but it's not good for high-end armour busting. Free throws or knockdowns, free murderclouds, pathfinder and extra mobility are why you take it. I view the Marauder in the same light; it's cheap, the slam is very good for control, and it is a relentless beast against Huge bases, but I'd never take it as my main armour buster. Pick whichever one covers a lack in your list, basically
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Post by smoothcriminal on May 30, 2018 11:11:54 GMT
Irusk2 is fine for mows. At 75 he can pull off the all kinds of mows list. Though I would go for more dudes approach with him having 4 units with less UAs/solos than with 3.
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Post by reddust82 on May 31, 2018 1:11:25 GMT
My brothers! We have been victorious!
Ok, so I capitalized on the fact that my opponent was overconfident in his Animantarix after last game. We played a scenario that might have been made up by our host, I'm not sure. Anyway, one 12" circle in the middle. I have a medium based objective on my side on my left flank, same for my opponent on his left flank. We can destroy the opposing objective for a point and we can't score in the central objective until we've done that. So turn one is standard moving up, positioning, etc. He's got his Ani coming at my left flank to get the objective. I only have a Strike Tanker and my Jugg on that side. My deployment zone is bifurcated by a forest in the center of the field just outside the actual deployment zone. Everyone else is on the other side with Irusk2 just behind the forest and Kell at the front, but inside the forest where he can cover the entire middle zone.
So turn two the Ani charges and decimates the the objective on my left flank. My opponent forgets/doesn't realize that having destroyed the objective he still could have shot at my models that were easily in range, but I don't think it mattered too much, the shots were pretty low POW and I had ARM20 and 21 set to receive. So he gets one point. But boy, I put FFE on the strike tanker and battle lust on the juggernaut. Strike tanker shot hits like . . . well, a massive cannon. It only takes the Juggs' initial attacks to take him down to 3 boxes left and an extra bought attack and that's all she wrote. I was ELATED.
My opponent had moved his main battle-group up into the central objective and so had actually earned another point at the end of his prior turn (same turn he charged and destroyed the objective). Kell takes 6 points off the Branzeback Titan that's leading the pack and my opponent moves him up a bit due to aggresive something-or-other. I had brought my MoWs up close enough that they were now able to charge the Bronzeback. In larger games I probably won't ever actually charge with my shocktroopers but in this case I did. My rolls seem below average and along with Kell's damage I only take him down to about half health. I did take out his spirit but he had paingivers behind him so that didn't last long.
Next turn the Titan maxes out his fury and takes out half the STs. I was super happy to have made 3-4 tough rolls in that exchange. He brought in Xerxis2 to finish off (made 2 more tough rolls!) the last two but then sprinted back away.
My turn I start moving my strike tanker and Jugg from the left flank back toward the action in the middle right. My destroyer had been hanging out on the right and now he charges the bronzeback with a full load of focus. The bronzeback doesn't last long. My kovnik moves up behind to block Xerxis from getting around and making a move for Irusk.
His turn he only has support models, light beasts and xerxes left. He puts everything into the destroyer and blessed be, 20 ARM is a thing! The destroyer survives without even losing a system, though the kovnik bites it. Oh well. For fear of a free strike, Xerxes doesn't move back, though he probably should have.
My final turn a fully loaded, battle lusted juggernaut finishes off Xerxis!
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Ok, so I'm happy with the win but I am completely aware my opponent made some significant mistakes.
1. Overextending the Animantarix. 2. Moving the Titan up too far as a result of getting damaged by Kell which let me charge him. 3. Not taking the free strike to get away from the juggernaut's charge range.
But it was a really fun game. I thought it was going to be totally lopsided but when my STs decided to use pillows on the charge and then were in turn decimated the next turn, I started wondering how things were going to go. I think had my opponent used Xerxis a bit better, it might have been a very different game, but I still think I would have taken it, even if just on scenario after clearing everything else out.
We've decided next game will be at 35 points, any suggestions for next step? Tonight's army list is posted up above.
I really enjoyed how the army played. And I never actually feated with Irusk . . . I didn't realize when I started turn two that I was going to get the charge off on the Titan and I activated Irusk first and didn't think to feat. I didn't really need it in order to take out the Ani. Oh well.
Anyway, I'm just blabbing now so I'll close here. But it was a fun game and a fun list to run and I look forward to growing my force. Any suggestions on what to take to move up to 35 points?
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Post by borderprince on May 31, 2018 3:48:30 GMT
Congratulations!
But some bad news... You made a mistake by the sound of it. Battlelust is a Warrior models only spell, so can't be used on the Juggernaut. These kinds of mistakes often happen when learning the game/a new caster, so don't worry about it. But tell your opponent (then he learns too) and don't do it again.
As for expanding to 35 points, in an Irusk2 list. Some suggestions, not in any particular order:
1 - A Rager. Irusk can be fairly squishy, so a tough shield guard model can be useful. But that's a lot of points for that function at this level.
2 - A min unit of Bombardiers for some more firepower. Will do some work, but better as a larger unit and with the UA, especially as you've already got a Destroyer for some sniping if required.
3 - The Shocktrooper UA. He makes them very good scenario pieces, and might mean you don't need to cast/upkeep Solid Ground. But filling the remaining 6 points is kind of tricky - AC doesn't have many cheap options. I'd probably go with a unit of Kayazy Eliminators as my merc unit pick. They are never a bad choice and can be taken as the merc unit in many themes. They also work well with Irusk2 (immune to blast damage on stealth models is good, Battlelust on two models who can more or less get where they want is good).
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Post by hocestbellum on May 31, 2018 9:26:23 GMT
Congratulations! Although, as borderprince mentions, Battle Lust is warriors only. These things happen, just be aware of it for the next match.
That thing where he moved the Bronzeback is called 'Hyper Aggressive', and all warbeasts in that theme will have it.
As for the 35 point upgrades, it's a bit tricky in Armoured Corps because of the high costs of everything. All of your good options cost 8 and 4, so you're often left with a bit left over.
The Shocktrooper UA is excellent, and you could go for a Suppression Tanker to make it 10, but I don't feel that you are giving yourself any more options when playing.
The Rager is okay, but at these low points it's really too many points for too little potential return.
I would personally lean towards minimum Demo Corps. As you said, you don't want to be charging your Shocktroopers, and you do need a good Battle Lust target to get the most out of Irusk2. The Demo Corps are pretty much perfect for this, even when there is only 3 of them. The Kovnik can give them an 11" threat range on the charge, Irusk can give them pathfinder, and Tactician means they can hide behind your Shocktroopers and then charge through them if needed. But the main thing is that those 3 Demo Corps, with Battle Lust, have a reasonable chance of taking out that Bronzeback on their own (Charge + Battle Lust = 11 damage per hit against ARM19 on average). Sure, it won't play out like that because of ARM boosts and Agonisers or something like that, but the raw hitting power is something you can really use.
A min unit will leave you 2 points short, but I think that's manageable. Your only options in that regard are to switch Kell for a 4-point magic weapon solo (Forge Seer, I guess?) and add mechanics, or you could upgrade Kell to Eiryss and hope for that winning shot. If not, being 2 points down is not the end of the world
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Post by reddust82 on May 31, 2018 11:35:42 GMT
Congratulations!
But some bad news... You made a mistake by the sound of it. Battlelust is a Warrior models only spell, so can't be used on the Juggernaut. These kinds of mistakes often happen when learning the game/a new caster, so don't worry about it. But tell your opponent (then he learns too) and don't do it again.
Well, crap. I think it honestly didn’t change much because I’m both times I used battle list on them, I killed the target so quickly I could have used two more focus to buy more attacks, so battle list gave me 2 extra dice against the Ani I shouldn’t have had but I would have been able to buy two more attacks, assuming no snake eyes to hit, which would have been 4 more dice damage which should have made up for it. And had the juggernaut not killed Xerxis, there was a destroyer siting there with fill focus as well. This is me rationalizing that I didn’t just cheat the whole win... sigh. I feel bad about that but I already texted my opponent and he said not to worry about it. Thanks for pointing it out though, I would really have hated to keep making that mistake.
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Post by fallenexile on May 31, 2018 21:35:15 GMT
I see you asked about Magic Weapons earlier as your reasoning behind looking into Eyriss, however, I didn't see anybody talk about it.
A Forge Seer is one of the best jack marshals in the game and is one way to get magic weapons on a jack that's in the AK theme. Aiyana and Holt are everybody's favorite merc unit for magic weapons and hit fixing. With those, you can keep Kell and still not worry so much about incorp. Just a few options.
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