crow
Junior Strategist
Posts: 310
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Post by crow on Aug 27, 2018 18:31:09 GMT
So I’m tired, I’ve got ashes to Ashlyn, and I’m loving the aesthetic of crucible guard. Toying with ideas and I’ve come up with;
La Resistance Ashlyn +29 -Vanguard 10 -Vanguard 10 -Toro 13 - Sylys (free) Gastone 4 -Vanguard 10 Rocketmen (max) 16 -x3 WA 6 -UA 4 Alchemists 7 Thorn GM 9 Thorn GM 9 Anastasia 3 Colbie 3 Ragman (free) Gorman (free) Gibs (free)
I think it’d be alright, but as I haven’t actually played any CG models, and I’ve pretty much gotten out of mercs, I don’t actually know... thoughts or suggestions?
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on Aug 27, 2018 21:14:30 GMT
Just placed 2nd in a local steamroller of 14 playing Ashlynn Rocketmenx2. I will say from a glance your list lacks punch. You have one model that hits above a p+s 14? Especially with the Crucible Guard units, you need things to hit hard when you need to hit hard; your list just doesn't do that. Yea the +4 swing against constructs can be cute, but that only brings you up to 18, which is the starting point of your Toro. Many people will get around your Vanguard set defense with just walking forward and attacking, or trampling forward and buying attacks. I like a heavy on Crosse1 because he's just a focus battery you can use to fuel a jack and be aggressive with it while he sits on a flag or behind a forest.
Blast damage will ruin your day on anything other than the Rocketmen. Your list probably doesn't want to see Hordes armor skews/bricks, especially Skorne, with Krea making your Thorn Gunmages and Rocketmen even more sad. I would say you need at least 1, but probably 2 more heavies to start (you can use Colbie for those extra points needed to bump up to a Nomad or Toro). You have a lot of support pieces and not many workhorses, so you need to beef up the number of models to do work with.
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Post by smartalek on Aug 27, 2018 22:29:49 GMT
Just placed 2nd in a local steamroller of 14 playing Ashlynn Rocketmenx2. What's your full list?
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 28, 2018 0:37:01 GMT
War Room Army
Mercenary - Ashlynn rocketmans
Theme: Llaelese Resistance 3 / 3 Free Cards 75 / 75 Army
Ashlynn d'Elyse - WJ: +29 - Nomad - PC: 11 (Battlegroup Points Used: 11) - Nomad - PC: 11 (Battlegroup Points Used: 11) - Nomad - PC: 11 (Battlegroup Points Used: 7)
Gorman Di Wulfe, Rogue Alchemist - PC: 0 Major Harrison Gibbs - PC: 0 Gastone Crosse - PC: 4 - Nomad - PC: 11 Anastasia di Bray - PC: 3 Ragman - PC: 0 Eilish Garrity, the Occultist - PC: 5
Crucible Guard Rocketmen - Leader & 9 Grunts: 15 - Crucible Guard Rocketman Captain - PC: 4 - Rocketman Gunner - PC: 2 - Rocketman Gunner - PC: 2 - Rocketman Gunner - PC: 2 Crucible Guard Rocketmen - Leader & 9 Grunts: 15 - Crucible Guard Rocketman Captain - PC: 4 - Rocketman Gunner - PC: 2 - Rocketman Gunner - PC: 2
THEME: Llaelese Resistance ---
GENERATED : 08/27/2018 17:36:28 BUILD ID : 2067.18-06-10
dis is how u do dat
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crow
Junior Strategist
Posts: 310
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Post by crow on Aug 28, 2018 1:50:09 GMT
I like the rocketmen, but I was also hoping to pull off the cloud wall maneuver I guess. I mean having rocketmen that can bounce out from a cloud and then repo back through the cloud wall seemed pretty legit when I was originally making the list. Not only that but with so many shield guards running around, even if your opponent does get a shot off, you can almost choose where it goes. Add in that everything is super speedy for mercs (and ashlyn can help) and you can dance around objectives and such. Oh, and the toro is for counter charging anything that goes through the cloud wall. All that being said, I guess I'm just not in it any more with mercs, and maybe I was looking into things that were nothing... I've never gotten use out of a nomad (or at least not enough to make me want them over dwarf warjacks). They need focus, which none of our casters seem to have, and running one always seemed a stretch with three being almost pointless to me :/ . Oh well, guess that's why I faction jumped except for dwarves... always fun, and super nice .
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Post by gobber on Aug 28, 2018 2:00:29 GMT
I'd think you'd want to sub one of the rocketdude gunners for an upgrade to a toro? admonition+countercharge is great fun (and +1 def ain't nothing to scoff at for her feat)
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 28, 2018 3:24:31 GMT
I'd think you'd want to sub one of the rocketdude gunners for an upgrade to a toro? admonition+countercharge is great fun (and +1 def ain't nothing to scoff at for her feat) no. 44 points is all u can spend on warjerks and without giving up a free solo. And you need dem all. 4 nomads is 4 beaters. me have played this about 40 times now in multiple configurations
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 28, 2018 3:26:19 GMT
dere is a possibility that Crucible guard infantry would be good because they can remove upkeeps and set many many things on fire and corrosion under asslynn's feet. have not tested yet
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on Aug 28, 2018 3:32:06 GMT
It was very close to what shoe posted. I don't own 4 Nomads.
Mercenary Army - 75 / 75 points [Theme] Llaelese Resistance
[Ashlynn 1] Ashlynn d'Elyse [+29] - Nomad [11] - Nomad [11] - Vanguard [10] Anastasia di Bray [3] Eilish Garrity, the Occultist [0(5)] Gastone Crosse [0(4)] - Nomad [11] Gorman di Wulfe, Rogue Alchemist [0(4)] Major Harrison Gibbs [4] Ragman [4] Crucible Guard Rocketmen (max) [15] - Crucible Guard Rocketman Captain [4] - Rocketman Gunner (3) [6] Crucible Guard Rocketmen (max) [15] - Crucible Guard Rocketman Captain [4] - Rocketman Gunner (3) [6]
I'd rather run the version shoe posted because there are a lot of times that I've wished I had a 4th Nomad, but alas, I don't have one. As for focus, when I play Ashlynn she usually just hangs back, allocates focus, upkeeps spells and feats. I've camped 1 or 0 on feat turns many times and have been completely safe. With that, you can have 3 nomads full powered (Crosse's nomad is included in the count) and do a huge attrition turn.
I'm mainly a dwarf player, though taking a self-imposed hiatus from Rhul to explore The Resistance and work on my fully converted Cephalyx army, so I get what you mean by comparing the Nomad to Rhulic jacks. Though Rhulic heavies still need focus just like Nomads do to do heavy lifting. Yes, Ossrum makes them hard to remove, but I play Ashlynn and Ossrum similarly: fueling 1-2 heavies a turn to do some piece trading. My 1st game in the tourney was the first time I've actually done more with Ashlynn outside of upkeeps and allocating: I got to flashing blade down a Wraith Engine, Stalker, and a Bane Rider.
Though your plan with the cloud wall is cool, having def 18 Rocketmen to guns achieves a similar outcome. I can see you want to play more guerrilla with your tactics, where I tend to use my Rocketmen to jam and threaten the assassination with feat (Defensive Order + Feat means you're rarely getting hit by those free strikes flying out of engagement and onto a caster; doesn't always work, but if the opportunity presents itself...). Otherwise I just attrition with the DEF skew and gravity bombs and Nomads. I think for your cloudwall idea, a min unit of trenchers and Toros would achieve a similar outcome while allowing you to take a solid melee unit of Stormblade Infantry or a solid ranged powerhouse like Trencher Longgunners.
Going back to your original query, if you're intent on the guerrilla tactics with cloudwall and reposition with small arms fire, I would still suggest Toros or Nomads over the Vanguard (1 is great and has its uses if you're set on it). This is because eventually the lines with clash and you can't sustain the cloudwall strategy with how live scenarios are; you'll need some piece-trading power.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 28, 2018 6:30:27 GMT
asslynn rocketmans just aks if teh other clown can wipe def 16 rocketmans faster dan she can win on scenario. cloud walls just slow it down. killing 27 rocketmans is hard. killing 14 is less so
u cannot improve on teh formula. it does what it does and more is mor
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Post by postindirty on Aug 28, 2018 22:28:15 GMT
gastonne with a nomad = fukin yuk
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Post by postindirty on Aug 28, 2018 22:28:44 GMT
gastonne with a mule =
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 29, 2018 1:06:44 GMT
gastonne with a mule = again... only 44 pts for max solos. need max big hitters and all the listed solos. send crosse's nomad in to die and make him a super solo. also mariner is better than mule with crosse. gets an extra shot per game and hit more useful targets.
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Post by postindirty on Sept 2, 2018 22:35:02 GMT
only so far as attrition is required, the mule's shot is fantastic for disruption and setting up all sorts of other silliness
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Sept 3, 2018 2:14:03 GMT
only so far as attrition is required, the mule's shot is fantastic for disruption and setting up all sorts of other silliness yes but u see i am a not very silly fellow
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