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Post by sand20go on Jul 6, 2018 14:02:15 GMT
What is your list into Locke with a Vulcan? There’s a lot of scuttlebutt that it’s a touh matchup. Do u have a list that’s effective? I beat the crap out of it with Irusk2 Armoured Corps last night. As it's that guy's first game with CG I wouldn't want to read too much into it, but overall his low model count made it pretty easy for me to apply scenario pressure, and once I took down the Dragon Breath Rockets I didn't feel particularly threatened. I think that the fact I was playing a backline caster who didn't use jacks made her feat only a minor inconvenience, and it wasn't easy to trigger RtW against my ARM21 guys. Fire for Effect, Battle Lust and Ragman made cracking his stuff simply a matter of getting there. It'll be interesting to see how the Locke lists pan out; I'm really not convinced the Vulcan is the way forwards (based on my absolutely minimal experience facing it!). I reckon Redlined Toros for efficient trades will be more prevalent; 15" threat with Road to War, averaging 30+ damage to an ARM20 heavy without Rust or Jackhammer? Oof. If you throw in Rust and a couple of Vindicator shots, you're looking at one-rounding Colossals. Congrads! Was it Double shocks? The Bombers/DC feel like they are too squishy - straight dice for the shooting after the DBR gets applied. But Double Shocks (and then Irusks2 feat to help slow down things) feels solidly good. One thing I think Locke demands in her jack builds is a cheap light (Talon I think it is called) which can go do contesting work and hits reasonably hard.
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Post by sand20go on Jul 6, 2018 14:05:34 GMT
I think S0 should go in addition to Malakov, not replace him. Put the Butcher's Jugg on her. B3 can't properly fuel and buff more than 1 jack (which is Ruin) anyway. That would be a solid build and an easy swap - Yuri replaced with S0 and then move the Jugger. Which gives you a number of effective +4 inch speed buffs all over the board (Energize/RL+BC). Interesting observation - I could drop the Bokur and have the points to uppgrade S0 to Beast which gives me the Shield Guard I want - and a shield Guard which you absolutely don't want to trigger. In the match ups I am most interested in SOD + Thresher is a lot of dead champions or Chosen
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Post by smoothcriminal on Jul 6, 2018 14:40:26 GMT
Beast is best possible jack for killing premium infantry, yes. There will be an issue of low jack count which Khador does not take very well, but it has to do more with taking elims/snipers rather than taking premium jacks.
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Post by hocestbellum on Jul 7, 2018 9:10:56 GMT
I beat the crap out of it with Irusk2 Armoured Corps last night. As it's that guy's first game with CG I wouldn't want to read too much into it, but overall his low model count made it pretty easy for me to apply scenario pressure, and once I took down the Dragon Breath Rockets I didn't feel particularly threatened. I think that the fact I was playing a backline caster who didn't use jacks made her feat only a minor inconvenience, and it wasn't easy to trigger RtW against my ARM21 guys. Fire for Effect, Battle Lust and Ragman made cracking his stuff simply a matter of getting there. It'll be interesting to see how the Locke lists pan out; I'm really not convinced the Vulcan is the way forwards (based on my absolutely minimal experience facing it!). I reckon Redlined Toros for efficient trades will be more prevalent; 15" threat with Road to War, averaging 30+ damage to an ARM20 heavy without Rust or Jackhammer? Oof. If you throw in Rust and a couple of Vindicator shots, you're looking at one-rounding Colossals. Congrads! Was it Double shocks? The Bombers/DC feel like they are too squishy - straight dice for the shooting after the DBR gets applied. But Double Shocks (and then Irusks2 feat to help slow down things) feels solidly good. One thing I think Locke demands in her jack builds is a cheap light (Talon I think it is called) which can go do contesting work and hits reasonably hard. Yeah, double shocks. List was: Irusk2 - Destroyer - Juggernaut Assault Chariot Full Shocktroopers + UA Full Shocktroopers + UA Full Demo Corps Min Mechanics Kovnik Ragman Strike Tanker Strike Tanker The Vulcan is actually still a significant threat under Irusk's feat; with redline it can spray 15" so I had to be very aware of the threat ranges. The ability to poop out cover was very handy, as it allowed me to run into Vulcan's 22" shooting threat without being too worried about losing loads. The Assault Chariot basically won me the game, as in one turn it knocked down the Vindicator and shot the Dragon's Breath Rockets and a mechanic, leaving him with no ARM debuff for troops, no scoring solo on the right unless he wanted to sacrifice Prospero. I polished off the Vindicator with a Strike Tanker and the Destroyer, leaving him really short on that flank. He 'sacrificed' a Railless to contest that flank, but the sacrifice was somewhat marred by me being unable to kill the bloody thing! The Strike Tanker rolling 3 damage on a 4d6 AP shot was heartbreaking! Being able to trade up easily was key; Ragman + Battle Lust meant I all but killed the Vulcan with 4 Shocks. I would have done it easily were it not for the pesky Vanguard being in a position to take all the Strike Tanker shots. Crucible Guard doesn't have especially cheap jacks. The Vanguard and the Liberator are both 10 points (but very sturdy for the cost) and the Retaliator is 9 but has no defensive tech so it will presumably fold like paper. They don't really have ranged lights, either (8" range max), so I reckon it might be tricky to stay safe whilst still having an impact. Overall, I'd still worry about Locke, as we realised there were a lot of plays he could have made which would have really hurt; Redline, RtW and Jackhammer mean she can pretty much kill whatever she can run a jack to.
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