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Post by wseraphim on Apr 13, 2017 11:59:07 GMT
Thinking of list for gaspy3 to counter heavy shooting casters like Kara Sloan and Ossyan, while still being quite potent vs other Cygnar and RoS listts. this list should not count on stealth or clouds in terms of los-blocking, should be able to 1-round a pair of ironclads while being capable of cleaning up 2-3 units of elven infantry through the game. Obvious things are: conflictchamber.com/#b41bbYe_1k2x1N1PCryx Army - 23 / 75 points !!! Your army must contain at least 94 total points. (Asphyxious 3) Asphyxious the Hellbringer [+24] - Barathrum [15] - Cankerworm [9] Satyxis Raider Captain [4] Satyxis Raiders (max) [16] - Satyxis Raider Sea Witch [3] Barathrum has PS 17 talons and ability to gain cover for *Action, raising his def up to 17. Also benefits from both pathfinder and spd buff of mobility Raiders with Cloak of Ash and Force Filed got 18 def vs shooting and 16 def vs living infantry. Saxxon Orrik is an option for pathfinder, not really sure it is necessary as they cat haveit from UA. it would be nice to have as many shield guards as possible, but just stacking 6+3 units of McThralls is kinda silly. Wrong Eye&Snapjaw have perfect defence from shooting but short threat range, and need Blackhide Wrestler if i want them hit hard. A couple of helldiver can burrow with barathrum for def17 wall of jacks, but their dmg output is low Cephalyx Overlords have nice POW 12 sprays and stealth, but MA7 is not very reliable on ultra high-def models Maybe it worth to take shrike or two for boosted MAT7 trample attacks ? Also need some tech to deal with Garryth feat, so i can't rely on boosting attacks for focus.
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Post by Gamingdevil on Apr 13, 2017 12:20:10 GMT
I play Asphyxious 3 regularly, filling out your basis above, without the Captain, with indeed Wrong Eye, then Deathjack, Darragh and some varying support. But Cygnar is about the only thing I don't want to play it into. High def isn't usually that much of a problem for them, maybe on shooting, but Stormlances love it.
What do you intend to pair it with?
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Post by wseraphim on Apr 13, 2017 12:37:13 GMT
Something like conflictchamber.com/#b41b_-0weZ191s1s2A2c3h1u2tf0f02B2B1D1KdQ26Cryx Army - 75 / 75 points [Theme] Infernal Machines !!! You are using a pre-release theme. (Deneghra 3) Deneghra, the Soul Weaver [+27] - Deathripper [6] - Leviathan [16] - Leviathan [16] - Skarlock Thrall [4] Bloat Thrall [4] Iron Lich Overseer [0(5)] - Seether [13] Pistol Wraith [0(5)] Soul Trapper [1] Soul Trapper [1] Warwitch Siren [4] Warwitch Siren [4] Mechanithralls (min) [6] - Brute Thrall (3) [6] - Skarlock Commander [3] Soulhunters (max) [18] key features are mortality, ILO Seether and Soulhunters with ghostly
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Post by Gamingdevil on Apr 13, 2017 12:48:04 GMT
Incorporeal spam is actually pretty decent against Cygnar. There's usually not that much that they can do against a full unit of Ghost Raiders, seeing as Gun Mages are played very rarely. Of course that doesn't really work well into Retribution because they hand Magical weapons out like candy over there. Troop spam in general should be good against both armies, so maybe a Denny 1 Ghost Fleet, though Ossyan can RFP, so that's something to watch out for.
I'm not sure if you can build a catch-all for this. Sloan needs to be defeated by a high volume of models, because she will shred a couple of heavies. Counter to that is that the rest of Cygnar either plays jacks or lots of electro-leaps, so there stacking armour is more valuable. Although Incorporeal is also valuable to negate eLeaps. Most of Retribution should also have trouble against troop spam, though Hyperion and Ossyan could be problematic.
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Post by wseraphim on Apr 13, 2017 12:48:33 GMT
I play Asphyxious 3 regularly, filling out your basis above, without the Captain, with indeed Wrong Eye, then Deathjack, Darragh and some varying support. But Cygnar is about the only thing I don't want to play it into. High def isn't usually that much of a problem for them, maybe on shooting, but Stormlances love it. DJ is too expensive while still quite fragile jack. And there is no solid spell for him, maybe except Hex Blast for dispels. But it works only on direct hits -> no dispels on stealth units. What is Darragh role? -2 STR can't really stop Trollblood or Farrow havies from wrecking your face, +1 won't work for satyxis, Hellfire without boosting dmg is poor, in my opinion. Well, 17 def heavy at least has a chance not being hit by aiming Defender. 6 rat + 2 aiming + 3d6 is 18.5 in average, so i have ~40% to dodge the attack.
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Post by wseraphim on Apr 13, 2017 12:56:50 GMT
Incorporeal spam is actually pretty decent against Cygnar. There's usually not that much that they can do against a full unit of Ghost Raiders, seeing as Gun Mages are played very rarely. Of course that doesn't really work well into Retribution because they hand Magical weapons out like candy over there. Troop spam in general should be good against both armies, so maybe a Denny 1 Ghost Fleet, though Ossyan can RFP, so that's something to watch out for. Ghost raiders are nice against Ossyan with Wrraith Enjine and Agathia feat, blast damage immune stealth incorporeal infantry. But this limits me with threat ranges and very limited ways of dealing with 3+ heavies or colossals
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Post by tiberius on Apr 13, 2017 13:03:20 GMT
Personally, I have always been a fan of a Kraken with Asphyxious 3, though deathjack would be a good choice too. Field Marshall unyielding gets a lot of milage on a colossal. Though against Ret and Cygnar who favor more shooting, it might not matter.
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Post by tiberius on Apr 13, 2017 13:10:22 GMT
One of my favorite Asphyxious 3 lists is the following, it brings a lot of threats that have to be dealt with:
Asphyxious The Hellbringer +24 - Vociferon - Kraken -36 - Cankerworm - 9 - Barathrum - 15 - Ripjaw - 7 Pistol Wraiths x 2 - 10 Necrotech - 2 Soul Trapper - 1 Satyxis Raiders - 16 - Sea Witch - 3
Downgrading the ripjaw to a deathripper and dropping the necrotech and soul trapper, you can get in the captain.
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Post by Gamingdevil on Apr 13, 2017 13:25:26 GMT
I play Asphyxious 3 regularly, filling out your basis above, without the Captain, with indeed Wrong Eye, then Deathjack, Darragh and some varying support. But Cygnar is about the only thing I don't want to play it into. High def isn't usually that much of a problem for them, maybe on shooting, but Stormlances love it. DJ is too expensive while still quite fragile jack. And there is no solid spell for him, maybe except Hex Blast for dispels. But it works only on direct hits -> no dispels on stealth units. What is Darragh role? -2 STR can't really stop Trollblood or Farrow havies from wrecking your face, +1 won't work for satyxis, Hellfire without boosting dmg is poor, in my opinion. Well, 17 def heavy at least has a chance not being hit by aiming Defender. 6 rat + 2 aiming + 3d6 is 18.5 in average, so i have ~40% to dodge the attack. Both Hellfire and Hex Blast are awesome spells for him to cast, but mostly he is our best beat stick, hands down. I really dislike the Kraken because of its MAT 6, Deathjack basically never needs to boost to hit and has an output of up to 7 POW 18 (20) attacks + a POW 15 (17). You are greatly underestimating Darragh, Magic Ability 7, POW 14 is enough to kill DEF 14 or lower, ARM 16 or lower solos quite easily, which he can also do after killing something in melee. -2 damage (also on shooting if in range) is definitely enough to make a difference coupled with Unyielding, especially when creating the "damned if you do, damned if you don't"-situation with your feat. Effective DEF 15/ARM 23 with Starcrossed is basically impossible for Trollbloods to kill, except if they succeed in knocking you down. On top of that, he is really hard to remove, so he usually sticks around until the end-game where he finishes of solos and contests zones/flags. Agreed that Death Ride isn't really useful in the list, except to give Asphyxious a 13" threat range when you really need it (awesome post-feat). Keep in mind that it's also relatively hard to protect Gaspy from shooting, since he's on a medium base and both Dig-In and Submerge don't block LoS, so even though your army is relatively hard to shoot, your caster isn't. You're right about the Defender, but those 60% hits will still take an arm off on ARM 18. Asphyxious 3 is pretty good against all sorts of melee lists (even most non-Hordes surprisingly) and low POW shooting, but I don't think high quality shooting like Cygnar and Retribution is his forte. On your idea of Helldivers, I actually tried it in an early version of my list, as expected they are great at popping up to contest/control and be hard to dislodge, being at either DEF or ARM 17 (shooting/melee), but they still didn't do much, so I stopped playing it, definitely still consider it a decent option though. If you really want to play it into shooting, I would suggest something like conflictchamber.com/#b41bbYe_1kd-d-1h2k2kf0bF1N1PCryx Army - 75 / 75 points (Asphyxious 3) Asphyxious the Hellbringer [+24] - Barathrum [15] - Cankerworm [9] - Inflictor [13] - Inflictor [13] - Stalker [8] Machine Wraith [2] Machine Wraith [2] Soul Trapper [1] Wrong Eye [17] Satyxis Raiders (max) [16] - Satyxis Raider Sea Witch [3] Machine Wraiths and Inflictors can tag-team to take shots and render the lightning ineffective. Barathrum is always a solid heavy, Cankerworm is great with Asphyxious, Stalker with Mobility can threaten assassinations if your opponent is careless. My worry is that the Inflictors are a little pillow fisted.
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Post by wseraphim on Apr 13, 2017 15:03:46 GMT
Yeah, i was thinking about inflictors. 3 of them and a unit of souhunters can make very nice shield-guard wall, equally splitting shots between 3 inflictors and soulhunters. It is needed at least 4 shots to kill single soulhunter on top of 16 def with Ashen Veil. Inflictors are pillowfisted, yes. But they are OK with jamming shooty heavies thanks to 16'' run + 2'' reach and a pathfinder ending their run in melee with 21 arm I'll try your list, but with shrike + Necrotech instead of stalker - autoboosted free trample that affect enemy heavies is just too handy, and stalker needs def and arm debuffs on casters to assasinate, or boost to-hit.
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Post by wseraphim on Apr 13, 2017 15:17:34 GMT
One of my favorite Asphyxious 3 lists is the following, it brings a lot of threats that have to be dealt with: Asphyxious The Hellbringer +24 - Vociferon - Kraken -36 - Cankerworm - 9 - Barathrum - 15 - Ripjaw - 7 Pistol Wraiths x 2 - 10 Necrotech - 2 Soul Trapper - 1 Satyxis Raiders - 16 - Sea Witch - 3 Downgrading the ripjaw to a deathripper and dropping the necrotech and soul trapper, you can get in the captain. Kraken is only decent when you hit nothing but Khador heavies. 12 def makes him sweat even with WSC Puppet Master, and his rules make him wanting kill living models, preferably in melee and in numbers. That's why he really shines with Infernal Machine or Dark Guidance in first place.
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Post by tiberius on Apr 13, 2017 15:40:39 GMT
You are probably right for melee, though admittedly my main opponents are the Protectorate and Khador and it does great against those. I do like the big gun for support or infantry removal or just tagging the opposing caster from down town. The 4" Reach and mobility typically gives me the alpha strike as well when it does come to melee, though I have the satyxis in the list for that.
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Post by gijoehawk on Apr 13, 2017 16:23:47 GMT
In the spirit of playing into cygnar and ret, ill add in my list. The list isn't gaspy3 so I apologize prehand if he is who you are set on.
Coven Barathrum 2x ripjaw
machine wraith gorman aiakos and double stalker satyxis and ua gunslingers x 2 min biles and skarlock commander
I waffle between aiakos package and malice with ragman or the wraith engine(which soaks up a lot of electro leaps) The key pieces are the feedback pieces and the biles. Go second, feat turn one and move everything as far as possible up the table in a safe position. Your opponent than either has to give up a lot or fall behind in scenario. The biles have been mvps for me in most my games. People jam them and then I just ghost walk them into perfect positions to clear any jamming infantry. The machine wraith hits the lowest armor jack and walks it forward (ideally) and turns it around. I can then reduce its armor if needed with CoS and rust from gorman. This allows the gunslingers to put up to 12 feedback damage onto the caster (I average around 8 so far). The rest of the raiders and barathrum go in and feedback as much as they can on top of this. This usually opens their caster up to a stygian assassination that turn or the turn after. Just make sure you've kept an arc node far enough back to be safe.
Hope this helps!
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Post by Gamingdevil on Apr 14, 2017 6:53:13 GMT
I'll try your list, but with shrike + Necrotech instead of stalker - autoboosted free trample that affect enemy heavies is just too handy, and stalker needs def and arm debuffs on casters to assasinate, or boost to-hit. Cool, let me know how it goes, though I don't think POW 11 tramples are going to do much to an enemy heavy.. And, you have Calamity, which is a pretty good debuff to help the Stalkers. If you really wanted to, you could drop the Stalker and Cankerworm for an extra Inflictor. I really like Cankerworm, because it usually has enough with the power-up focus to charge, rarely one extra to boost to hit and can then reposition away, but it's an option if you want more ARM and Shield Guards.
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Post by wseraphim on Apr 14, 2017 11:52:54 GMT
Cool, let me know how it goes, though I don't think POW 11 tramples are going to do much to an enemy heavy.. And, you have Calamity, which is a pretty good debuff to help the Stalkers. Tramples force everyone, even heavies to move out of Shrike's way. Also, i like him because this trample is free -> it works in Garryth feat.
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