Grimolf
Junior Strategist
Posts: 246
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Post by Grimolf on Aug 21, 2018 23:59:53 GMT
I grabbed a Retribution mystery box for my son. It includes:
Starter box: Helynna, Manticore, Griffon, Chimera Helios/Hyperion Gorgon Dawnguard Invictors with unit attachment
So, I’m not up-to-date in Ret knowledge, so I thought I’d turn to the experts for some advice. If you had this, and were interested in Ret, how would you build from here? Any exciting casters you’d recommend trying out early? My son’s tried some Legion before (he tried Lylyth1, Thagrosh1 and Vayle1 and enjoyed them), but not enough to really get into the game. He really likes the look of the elves, however, and I’m hoping this will get him more into the game. If not, my other son and I wouldn’t mind trying some Ret.
So, where would you suggest to start building a collection from here?
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faelin
Junior Strategist
Posts: 121
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Post by faelin on Aug 22, 2018 3:19:44 GMT
First thing you should do is pick up three anarchist solos. You can't go wrong there. Picking up a second manticores kit would also be good. The only thing better then a manticore is two manticores. You can also make it into a hydra which Kae loves.
It also recommend picking your attachment. Either a fane knight or Slyus(I can never remember his name despite taking him)
Make a Hyperion for the colossal, if you aren't looking to magnitize. I think it's easier for new players to use and it's going to get a nice buff in a month or two.
I would recommend building a Forges of War list. It's an ok theme that is about to get a buff.
Also, don't let anyone make fun of that Gorgon when you play it. They were soooo good in CID.
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Post by mcdermott on Aug 22, 2018 7:06:46 GMT
I'd even wait to put the griffon together and maybe snake bits for a gorgon if they come out the way they did in CID. Much less with a caster with road to war.
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Post by onijet01 on Aug 22, 2018 9:38:10 GMT
I grabbed a Retribution mystery box for my son. It includes: Starter box: Helynna, Manticore, Griffon, Chimera Helios/Hyperion Gorgon Dawnguard Invictors with unit attachment So, I’m not up-to-date in Ret knowledge, so I thought I’d turn to the experts for some advice. If you had this, and were interested in Ret, how would you build from here? Any exciting casters you’d recommend trying out early? My son’s tried some Legion before (he tried Lylyth1, Thagrosh1 and Vayle1 and enjoyed them), but not enough to really get into the game. He really likes the look of the elves, however, and I’m hoping this will get him more into the game. If not, my other son and I wouldn’t mind trying some Ret. So, where would you suggest to start building a collection from here? Well i would say i agree with those above. Yet my list is... (non themed) 1. Archanist Mechanics ×2 (yah i seldom get 3 into lists but i dont spam jacks) 2. Caster attachment. (Your choice) 3. Hydra heavy kit (if you magnitize it works great as being able to use all 3 options) For support options i recommend. 1. House Shyeel Artificer (seriously good with a hydra martialled) 2. Minion solo: Lanyssa Ryssyl, Nyss Sorceress. (Free charge spell) Maybe Vyros 1 (but i love tool box casters)
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Grimolf
Junior Strategist
Posts: 246
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Post by Grimolf on Aug 22, 2018 17:32:21 GMT
Thanks, guys! These are some good leads. He’s excited about putting the stuff together, so that’s a start.
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Post by ForEver_Blight on Aug 27, 2018 13:32:20 GMT
I'm in the same boat. The Hydra does seem to be the shining pebble in the river of smooth rocks. It's not going to tear things up in melee like a Manticore. But that gun and focus battery is priceless.
I'm reading up on the last week of CID stuff just to get an idea. But I'm wondering if there are any set traditions? Like (I believe) House Halbrediers are the leading general melee infantry. Or other things that Veteran players just know/believe/swear-by.
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skormedlover87
Junior Strategist
Desperately searching for days off to game...
Posts: 517
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Post by skormedlover87 on Aug 28, 2018 1:15:40 GMT
Battle Engines.
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Post by onijet01 on Aug 28, 2018 2:34:05 GMT
I'm in the same boat. The Hydra does seem to be the shining pebble in the river of smooth rocks. It's not going to tear things up in melee like a Manticore. But that gun and focus battery is priceless. I'm reading up on the last week of CID stuff just to get an idea. But I'm wondering if there are any set traditions? Like (I believe) House Halbrediers are the leading general melee infantry. Or other things that Veteran players just know/believe/swear-by. Accually the hydra is a hidden gem of retribution. When jack martialled you can tune it up on the fly. Hurry- as long as it activates in the jack martials cmd the warjack can run or charge for free. Strike true- as long as the jack is in the jack martials cmd, it gains a +2 on all attack rolls. Take aim- as long as the jack is in the jack martials cmd, when the warjack forfits its movement to aim it gains +2 on ranged damage rolls. Crush- as long as the jack is in the jack martials cmd, it gains a +2 to melee dmg rolls and one extra attack. So breaking down the hydra on a jack martial is huge as the option you have for just the two can. (Assumming its on 3 focus and has archanist support for melee) Crush, makes the jack potential p+s19 (crush + archanist) melee (one less than manticore as a focus saving) with 3 initial attacks. Strike true makes the jack a potential mat 8 p+s 17(arcanist buff) or a rat 7(9 aiming) base rng 15 pow 15 gun platform. Take aim makes the gun a potential pow 17 when the jack aims (wich is one of the highest base gun damages in the game only the comidoe cannon trumps it at 20) A jack martialed hydra is a true beast once you understand the martial benifit. And out two jack martials are both in their own right very powerful. Weather having the stats of a light warjack in every aspect or being a flanking super solder who gains survivability of a caster then base to base they are great in their own rights. The hydra on a house shyeel archanist currently is incredibly strong with his force barrier bubble but once he can hand out force barrer it makes the hydra a good gunline option as it becomes def 14, and it allows the artificer to be a bit farther back than his current 3 inch bubble does.
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