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Post by Soul Samurai on Jul 2, 2018 11:41:32 GMT
I'm considering bringing a Strike Tanker with Strakhov 1 (out of theme) to abuse Sentry with. Thing is, I'm having trouble justifying casting Sentry on anything other than a Marksman or (if you're facing a lot of low ARM infantry) a Destroyer. Comparing the Strike Tanker to the Marksman:
Pros: - can shoot while engaged - not instantly killed if engaged in melee or shot at by something that ignores stealth - better melee and scenario presence (and doesn't sacrifice the Sentry shot by moving into engagement range or melee)
Cons: - RAT 6 makes the Sentry shot much less reliable (and the regular shot as well, but that's another story) - RNG 12 means it's harder to ensure you can shoot at what you want - SPD 4 with no AD means you probably wont be in range to shoot until a turn later - P+S 8 AP is less reliable than the Marksman's 3 damage; against Rowdy with Arcane Shield (my Marksman's most recent target) the Tanker does 1 damage on average per shot. - More expensive; sometimes it's hard to free up 1 point without changing your whole list.
Other possibilities that I've heard or thought of: - Victor (I don't run huge bases myself though) - Gun Carriage for rough terrain (like I said, huge bases) - Croe under Valachev for shutting down Warbeast animi - Maybe a field gun for knockdown? RAT 5 though... - Demolisher so you can shoot then close up (even when engaged)? Probably not actually useful unless you're parked in a zone full of enemy infantry.
So, opinions? Which of these are worthwhile? Have you guys tried anything else? Any combos I haven't thought of?
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Post by onijet01 on Jul 2, 2018 12:06:25 GMT
Beserker under greylord forge seer. With crush has x3 p+s 18 magical melee attacks and still able to gain focus to safely charge
On a flank the team of 3 can do great. Total package is 3 models (beserk3r, forge seer, and strike tanker) at 17pts.
Package can put out... Range 12 pow 8 ap seige weapon shot with grevous wounds Up to 3 p+s 18 melee attacks, a 2inch p+s 14 melee, and 2 p+s 12 melee attacks. And potential range 8 pow 13 aoe 3 spell with crit stationary and freezer defwnsive tech.
Group contains hit points at 45 total hp with armor ranging from 16, 18, and 19.
The forge seer is a weaker link but two larfe base models can screen him well
I think ill build that into a flank for any man or war list i run as two flanks of those seem really good now especially if you dont have a strong support caster.
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wendan
Junior Strategist
Posts: 785
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Post by wendan on Jul 2, 2018 12:10:40 GMT
I say try it out!
Heck, I take strakhov out of theme and vive sentry to a mortar for objective destruction, a tanker also seems like a good idea.
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Post by hocestbellum on Jul 2, 2018 12:37:00 GMT
Oh, it is absolutely worth it. An AS Ol' Rowdy is pretty much the worst example, as the +4 ARM from the Buckler and AS do not get halved. If, for example, you were shooting at something else on the Ironclad chassis without AS, that's 6 damage a shot on average. Even if they have AS it's still 3 damage.
But where it really, really shines is against Huge bases. You get bonus damage, they have rubbish DEF, and crucially they never get target-in-melee, cover or concealment bonuses to DEF. If there's an Animantarax all up in your business, that's 17 damage a turn for 1 focus and a 5 point model.
The downside is mostly the RAT6, though.
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Post by Soul Samurai on Jul 2, 2018 13:04:10 GMT
Oh, it is absolutely worth it. An AS Ol' Rowdy is pretty much the worst example, as the +4 ARM from the Buckler and AS do not get halved. If, for example, you were shooting at something else on the Ironclad chassis without AS, that's 6 damage a shot on average. Even if they have AS it's still 3 damage. But where it really, really shines is against Huge bases. You get bonus damage, they have rubbish DEF, and crucially they never get target-in-melee, cover or concealment bonuses to DEF. If there's an Animantarax all up in your business, that's 17 damage a turn for 1 focus and a 5 point model. The downside is mostly the RAT6, though. The worst case example is a Centurion with Arcane Shield and Stryker 1's feat (something I expect to face soon seeing as I just helped my friend magnetize his Centurion). Maybe I just need to pair it with something that can knock Arcane Shield off (from a distance as I don't want to shoot into engagement obviously).
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Post by Soul Samurai on Jul 2, 2018 13:04:56 GMT
Beserker under greylord forge seer. I'm not sure how this became part of the conversation...
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Post by welshhoppo on Jul 2, 2018 13:12:18 GMT
Beserker under greylord forge seer. I'm not sure how this became part of the conversation... You did ask for combos. But it's a good choice for the tanker. But man, why you playing Strakhov1 out of theme? Have you no shame!
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Post by hocestbellum on Jul 2, 2018 13:24:29 GMT
The worst case example is a Centurion with Arcane Shield and Stryker 1's feat (something I expect to face soon seeing as I just helped my friend magnetize his Centurion). Maybe I just need to pair it with something that can knock Arcane Shield off (from a distance as I don't want to shoot into engagement obviously). Haha, fair! At that sort of level I think you just need to accept that you aren't going to be able to do much to an ARM 29 model that can't be charged and do something else.
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Post by Soul Samurai on Jul 2, 2018 13:24:40 GMT
I'm not sure how this became part of the conversation... You did ask for combos. But it's a good choice for the tanker. But man, why you playing Strakhov1 out of theme? Have you no shame! Oh, I see. I actually meant combos like "Sam and Devil Dogs and Valachev" or "Herne and Jonne and Valachev" or maybe "Blythe and Bull and Valachev". As for themes, I am morally opposed to them (not really) and not interested in putting down several hundred dollars to be able to run one (nowhere near being able to run a theme with my current models except maybe Irregulars in Mercs), especially as I'm too busy to assemble that many models, especially when I love to do conversions and customisations rather than assembling models stock. Also I derive more satisfaction from mixing and matching stuff to see what happens than in figuring out whether two units of Shocktroopers and a unit of Demos is more optimised than one unit of Shocktroopers and two units of Demos or whatever.
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Post by onijet01 on Jul 3, 2018 2:47:10 GMT
Wrll i good combo i like is the tactical archanist corp. With valechev under strokove 2.
With quicken they get a 12 inch run on turn one then they can walk 6, drop clouds and zepher 3 inches back to produce a fare smoke wall to protect strokov 2 on advance. A Kodak on each flank steam venting makes a fairly good defence.
On the offence they bring a good p+s melee for battle wizarding into a tng 10 pow 13 nuke
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Post by Netherby on Jul 3, 2018 3:49:22 GMT
Well, it's going to be match up dependant... Why not have both the Marksman and the Tanker so you can choose the right one at the time?
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Post by sand20go on Jul 3, 2018 4:01:39 GMT
I wonder about sentry shot on a Seige Chariot. Or would it be living the dream to think about sentry shot on the seige chariot. Take THAT derp turtle ;-)
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Post by hocestbellum on Jul 3, 2018 5:34:58 GMT
Well, the Strike Tanker will do more damage to that particular target, but overall I would say any situation where you get 2 very good ranged attacks instead of 1 is pretty good!
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Post by Netherby on Jul 3, 2018 5:46:01 GMT
The Marksman is putting out a minimum of 6 close to certain damage a turn and picking where it goes (potentially more against lower ARM targets). Against light 'jacks it's usually quite easy for him to take out their key system in one turn, be it an arm or arc node. It's also the removal of any 5 box model that comes in range.
It's pretty hard to beat that kind of utility. It's more a case that in some match ups the Marksman doesn't really have any good targets or is very easily removed by your opponent.
So I think the answer is that you need a couple of different possible targets for Sentry so you can pick the right one for the match up.
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Post by Havock on Jul 3, 2018 17:33:52 GMT
Pro: Dual Attack means it can benefit from the feat by charging, possibly bulldozing something, then putting a grievous wound shot in for good measure.
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