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Post by Gamingdevil on Apr 14, 2017 11:57:09 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. I'm not entirely sure what you mean by this. Why would an ARM 18+ heavy move out of the way of a POW 11?
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Post by wseraphim on Apr 14, 2017 12:22:32 GMT
sorry, seems like my mistake in rules.
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Post by tiberius on Apr 14, 2017 12:55:16 GMT
The shrike is a solid piece as there really is no hiding from it, it can trample through a colossal and get to the support behind it really easy and it requires some effort to remove. It is also really self sufficient not requiring any focus to do its thing unless you want it to do more than just trample with free boosted attacks. So its not that it will be really hurting any heavies, its the threat it poses to anything behind them.
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Post by wseraphim on Apr 17, 2017 9:09:30 GMT
vs Kara sloan: 1) 18 def raiders are tough enough to survive for 2 turns and can reliably kill trenchers providing souls for gaspy 2) Shrike just shines: 18'' run to engage 2 trenchers becoming 19 def 15 arm for shooting, survived 5-man charge, trampled through Kara Sloan dealing 14 dmg 3) Wrong Eye and snap jaw just do nothing, mainly due to their spd5 - they need to run 2 turns just to get into somewhere -> they don't use their main feature - submerge 4) Infictors are solid - shield guarding dangerous shots and def 17 arm 21 are really hard to remove from table via shooting. On feat turn Kara Sloan killed Barathrum and severely damaged one of inflictors. 5) Necrotech is not really needed, he is in range only on turn 1, then he need at leats 2 runs to get to my jacks 6) Machine wraith not really a big factor - typically there are still enough magic damage to remove 2 incorporeal models from table
Going to try more lights with this list, and maybe Tartarus - he has very decent MAT and can apply dark shroud to help inflictors with heavies
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on Apr 17, 2017 10:24:08 GMT
3) Wrong Eye and snap jaw just do nothing, mainly due to their spd5 - they need to run 2 turns just to get into somewhere -> they don't use their main feature - submerge I'm going to have to dispute this point as user error. Snapjaw runs 10". He Charges 8". While you can't Submerge and run, you can Submerge and fail a charge. As an added bonus you can even charge living models for free and get an extra +2 movement making his charge distance the exact same 10" as his run distance. Even if the enemy Sloan list is 100% Warjacks, Sloan herself is living so you'll always have a living beacon. Sure Wrong Eye can only go 8" if you want to cast Submerge & Star-Crossed, but how far ahead do you really want/need him?
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Post by wseraphim on Apr 17, 2017 11:19:22 GMT
Snapjaw runs 10". He Charges 8". While you can't Submerge and run, you can Submerge and fail a charge. As an added bonus you can even charge living models for free and get an extra +2 movement making his charge distance the exact same 10" as his run distance. Even if the enemy Sloan list is 100% Warjacks, Sloan herself is living so you'll always have a living beacon. Sure Wrong Eye can only go 8" if you want to cast Submerge & Star-Crossed, but how far ahead do you really want/need him? Interesting idea, thanks - i'll test it.
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