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Post by challenger on Sept 21, 2018 10:13:54 GMT
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Post by challenger on Sept 21, 2018 10:50:30 GMT
Skarre3 SFR vs Axis DI
Scenario: Recon IIThe Lists:Vassal Legend to help you interpret the game:Deployment:I win the roll off and opt to go first. Axis takes the top side. i deploy with my marauders heavily on the left to push towards his flag, and my gorgers + kraken on the right to defend mine.Cryx Turn Round OneA fairly standard turn one of running. Draconic aura went on Jussika's orange unit of marauders. Axiara gave stealth to the yellow marauders just in case.Convergence Turn Round OneAxis pushed up only very tentatively. he was very aware that my list had a lot of shooting. He jammed me up with a few servitors and otherwise spread out. he did not push too far out of deployment and i felt like this was a mistake. He dumped some rough ground templates and a razor wall on my army, which was rudeCryx Turn Round TwoMy turn prioritised removing as many servitors as possible. I eliminated the elimination servitors (hehe) and got rid of all the reflex servitors. Otherwise everyone pushed up pretty hard, blood gorgers were seeking cover wherever they could get it. My biggest mistake this turn was not giving the yellow marauders repo, i ended up giving out dodge to the orange marauders and placing two of them inside the yellow unit to try to give the TEP a bit of a poisoned pillConvergence Turn Round TwoThis was a feat turn for Axis who pushed up aggressively on me. Axis placed a razor wall to try to prevent marauders getting to melee with the TEP. the TEP moved up and sprayed into my marauders hitting like.. 2.5 marauders per spray. Only three died, but he failed to damage the orange unit at all so no vengeance. Otherwise he had his elimination servitors: Score his flag, shoot some gorgers, and contest my flag.Very aggressive positioning on his vectors this turn too. score goes to 1-0 convergence favourCryx Turn Round ThreeThis turn saw Skarre feating and a big crack back at his troops. Skarre cleverly reinforced an orange marauder who got to walk up and engage his inverter and his red conservator. My orange unit got around axis' feat by preforming 2 man CRAs, one feated troop led by one non feated troop and put all their fire into the TEP. The TEP survived skarres activation and four charges from the yellow unit on 1 box due to some poor rolling on my part. the yellow unit had also received draconic. i cleared off the flag and jammed hard, and then my kraken killed the galvaniser and killshot the TEP overkilling it by 10 boxes with a super spiked damage roll.Score goes 2-1, Cryx favour. My opponent was horrified i had killed a TEP through 5 shield guardsConvergence Turn Round Threemy opponent decides if he wants a chance in this game the Kraken has to die. he has multiple vectors nearly on top of it and a bulldoze caster. His cipher clears out three gorgers. his other conservator manages to kill only one. This allows his yellow inverter to clear... more gorgers and open a path for his one inverter. It gets to the kraken but does less than half its boxes (rolled basically average).unable to get his other vector onto it, it advances and kills four marauders.He contests everywhere and passes. Score remains 2-1 Cryx favourCryx Turn Round FourMy turn sees the marauders and skarre bring the objective down to 5 boxes as well as wound the conservator. Then Jussika's orange marauders and Axiara finish off the conservator. i clear the flag too with a nifty vengeance attack with reinforcements.On the right my flag is contested by a single servitor and the inverter that came into my kraken. Saxon orrik aims and kills the servitor, and the kraken easily kills the inverter and killshots the objective, finishing it off too. That frees my iron mongers to just charge in, two on his inverter and one on his corrolary. The inverter loses 14 boxes and the corrolary is missed.i pass turn and score 4 points taking the score to 6-1 Cryx Scenario VictoryShort and Sweet Conclusion:I really like the performance of the kraken in this list. It's very hard to reach but is capable of casually taking off heavies and still contributing with its gun. The support in this list are also all fighters too. Rough game for Axis
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Sept 22, 2018 11:45:07 GMT
Nice game! I have limited experience with the Kraken, and in the past it has been pretty lack luster. Have you tried out or considered a different jack load out, like 2 leviathans or something else? I am also curious about how you feel this list does into a lot of high ARM? It’s a little deceptive to me,that all of these big beefy troll models are really only P+S 11-12 and because of base size will likely get very few models on a single large based target.
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Post by challenger on Sept 22, 2018 16:21:55 GMT
Nice game! I have limited experience with the Kraken, and in the past it has been pretty lack luster. Have you tried out or considered a different jack load out, like 2 leviathans or something else? I am also curious about how you feel this list does into a lot of high ARM? It’s a little deceptive to me,that all of these big beefy troll models are really only P+S 11-12 and because of base size will likely get very few models on a single large based target. I was really unimpressed with it in general until i played it in this list. It's melee gains a really really huge buff from Gang Fighter which takes it to MAT 8 PS21 as its "base", and once you have it loaded, Mat 8 PS24. Curse + Draconic aura gets it up to a maximum of MAT 10 PS26 which is "insanity tier" melee. Especially when that is PS26 chain weapon which ignores shields because of that, i've found it does surprisingly well into high armor. the kraken has a really great time just bullying models around the board with a screen of really annoying to remove trolls. apart from that the massed pow 14 charges from marauders, the iron mongers who are weaponmasters vs constructs, axiara and gerlak etc. there's a lot of value for grinding down armor spam. (a lot of this really hinges on draconic aura shuffling around a lot) i think if the armor spam got too hard to handle i might tech in a BoBP unit since with draconic aura they get POW 17 charges (with gang). That leaves a dent in a lot of targets! so far the other battlegroups i've considered is double leviathan, and Kharbydis the baby kraken + something else. Double leviathan went really well in my test game though that i might write a report on. I got an average of 5 pow 15s out of them a turn for two turns in a row and it made a big impact
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Post by challenger on Sept 25, 2018 9:25:22 GMT
Skarre3 vs Thagrosh1 CotD
Scenario: Standoff
The Lists:
Vassal Legend:
Deployment:
I won the roll to go first and my opponent took the top side. i placed my kraken on the open side where nothing could really obstruct its movement and flanked with both marauders.
Cryx Turn Round One:
In a super inventive round one strategy that has never been seen before i cast my spells and just ran everyone forward at top speed. Jussikas unit received draconic and they also got the prowl battleplan because Nyss Raptors threat really, really far.
Legion Turn Round One:
my opponent spread his hex hunters out to try to avoid AOE attacks, and flanked hard to the left with his Raptors. Apart from that Thags and the Boys moved right up middle together with animii up. he uses his spell martyr to drop an obliteration into my marauders on the right and kills one, but reinforcement undoes this moments later
Cryx Turn Round Two:
I use my turn to exploit a few weaknesses in his positioning. Left side marauders push up and kill two hex hunters. Skarre gets Repo3 battleplan and feats, moving up and killing three nyss raptors herself. Then my gorgers just spread out generally. my right side marauders all just sit back on the edge of the circle - they own the zone they dont need to push up into Typhon sprays.
Finally my kraken fires its aoe5 at zuriel hitting him and wounding him. i boost damage on bayal but whiff badly. i kill three hex hunters with a combination of blast and the side cannon.
Legion Turn Round Two:
My opponent really struggles to get work done this turn. His Nyss Raptors have their shots bounce (first one misses, second one is toughed). They contest the zone. He clears out his rectangle and runs bayal to contest mine. Azrael gets strength buffed by thags (hey! i know that spell!) and kills my objective with his two shots.
Then zuriel puts on his big boy pants and fights bloodgorgers, managing to take down three. His spray is really sad that my orange marauders are fire immune from draconic
craelix pewpews some marauders to death, killing two. score moves to 2-0 legion favour
Cryx Turn Round Three
Skarre3 fairly casually gunned down the two contesting nyss and my marauders moved up and dropped some fire bombs at Thags objective. i had to be creative and use some CRAs to avoid his -2 STR aura.
my gorgers charged craelix (backstrike due to his facing), the hex hunter, typhon and surrounded zuriel and killed craelix and the hex hunter. That let my right marauders spread out in the zone, again respecting Typhon.
with curse and gang fighter my MAT 10 PS21 kraken killed zuriel in three hits, then killed bayal and killshot the enemy objective killing it too. i score 3 zones additionally
score moves to 4 Cryx to 2 Legion
Legion Turn Round Three
Thagrosh goes for a desperation play and his forces go in with one final all out attack. Thagrosh goes to melee and drops and obliteration into my gorgers. Typhon goes in with melee and sprays. Azrael pushes into the left and his ice witches manage to kill multiple marauders with sprays.
When the dust clears, i may have lost most of my gorgers, but my army is completely intact.
score moves to 5 Cryx, 3 Legion as he is unable to contest my zone
Cryx Turn Round Four:
Winning at this point would require either assassination or clearing both circles. i opt for assassination. Skarre shoots thagrosh and casts dash and swaps Draconic over to the kraken. Axiara clears out the shepherd in the way and my gorgers run to engage both typhon and Thagrosh.
the iron mongers curse thagrosh, and then the kraken goes in at MAT 10 P+S 25 and kills thagrosh in two swings, ending the game.
Conclusion:
Another game where this list feels like an absolute attrition and scenario monster. When the ogruns go first they just get to own the zones. The kraken was absolutely critical to this match as it brought both remove from play, and hit so hard that it was capable of one rounding any heavy on the legion side - even Typhon under the -2 str aura and with excessive healing up. Although i did not get a chance to take him out
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Post by challenger on Sept 29, 2018 7:13:32 GMT
Skarre3 SFR vs Vlad2 AC
Played a fairly short game of Skarre3 vs Vlad2 - i think how short it is lets me draw some actually quite interesting conclusions
Scenario: Standoff
The Lists:
Deployment:
Winning the roll off and opting to go first, i was given the top side. I deployed jussika centrally this time to try to spread her steady aura better. Other than that it was a fairly standard deployment. My opponent counter deployed his Demo corps opposite the kraken. Advance moves gave him some table space
Cryx Turn Round One:
Dash, Deceleration and Draconic aura goes out and the trolls scream and charge at the top of their lungs running 12" directly towards the khadorans, foolishly so, as khador are the master of the suicidal charge.
I used Axiara's repo 3 battleplan to give Skarre an 11" move essentially, it really helped get her central which is where i like her. Blocked by all my own models so my order of activation is hard
Khador Turn Round One:
Vlad's hand of fated assault chariot fires off into my gorgers, only managing to kill two. It repositions back and Vlad's army just pushes up. He's careful to keep his demo corps outside of 12 of the surviving gorgers, and the demo corps are toughed. His shock troopers shield wall up the sight side to try to keep me occupied
Cryx Turn Round Two:
This is where the game really goes sideways for my opponent. Jussikas unit advances towards the demo corps with the help of Pathfinder from saxon and take shots into his demo corps. At 5s to hit (some needed 4s) and dice-2 they inflict a lot of damage onto them, as well as lighting 5 of them (everyone except drago) on fire.
Skarre (once again with reposition 3) pops feat and spams out her spells. in particular - draconic aura goes onto the gorgers. Skarre then takes out half the assault chariot with her cannons and kills a demo trooper with her handcannon.
The gorgers go into the Assault Chariot - the fact that it is living and not a construct works against it heavily here and with three PS13 charge attacks and three PS13 secondary attacks the chariot is killed easily.
The kraken then advances within 12" of the demo corps and between its flayer and hellblaster reduces the unit down to 2 heavily wounded, on fire troopers and Drago.
On the right side, 3 marauders get charges into the shocktroopers and the rest run. i high roll my damage a little and kill one shock trooper (needs a 13, i rolled a 16), and the other two charged are left on 2 and 1 box respectively.
Khador Turn Round Two:
Fire rolls happen and another demo corps member goes down as Tough had expired and he had only 1 box left from making a tough earlier. This leaves my opponent with only one demo corps member who can be feated on. Drago is out of range of the kraken. his devastator is out of range of the kraken even with Assail. Considering his options - my opponent concedes.
Conclusions:
This game was over really really quickly. But Vlad2 AC is an extremely powerful list. It's pilot definitely was not as experienced as i was, but after a lot of experimenting i really think Skarre3 SFR is just that advantaged into AC. When you have two units with chain weapons, a lot of valuable guns, and the ability to light things on fire it all adds up. Tankers even are really limited in the value they can print when Deceleration + Steady Tough makes pow 10s bounce, so they have to rely on making covering fires in front of the troops.
Of course - that's far from a game changing strategy in this case, as i only went to melee on a side that was fairly irrelevant. My guns took out the squishy targets.
Overall - this list has been undefeated into AC and this game is one (particularily stompy) example of many. I expect a very strong player could defeat it, but i'm unsure of if they could get it better than a 60/40 in skarre's favour
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Post by challenger on Sept 29, 2018 15:27:33 GMT
Wraith Witch Deneghra - A Breath Stealing casterSo when deciding my list pair with Skarre3 one thing has stuck out to me - i really really don't want to play Gaspy3 slayers. It's just that it seems like a boring list pushing a lot of efficient stats across the table. But it has plenty of bad match ups too and just overall.. it doesn't excite me. So feast your eyes on my current list:```ini Cryx Army - 75 / 75 points [Theme] Black Industries [Deneghra 2] Wraith Witch Deneghra [+28] - Deathjack [23] - Malice [15] - Nightwretch [0(7)] - Nightwretch [0(7)] - Slayer [10] - Slayer [10] - Slayer [10] - Slayer [10] Eilish Garrity, the Occultist [5] Soul Trapper [1] Soul Trapper [1] Warwitch Siren [4] Black Ogrun Ironmongers [6] Cephalyx Overlords [8] ```The basic idea of the list is trying to fight as dirty as possible. It's fighting on a few different vectors1. Deneghra is a dangerous assassinDenny2 natively threats 15" in melee due to SPD7 + charge + shadow step. You can extend this almost trivially to 18" either by pulling the target or her with a hellmouth. This can even be done without touching Deneghra's focus (empower Deathjack is enough to cast a hellmouth). If Deneghra can get to melee with you, she can hit you for a d6+3" teleport. This is absolutely terrifying IMO as the condition is merely "denny hits you once in melee"There's a lot of different followup on this - Malice has a drag gun. Deathjack can use hellmouth if it hasn't been used already. Slayers can 2 handed throw you. Iron mongers can curse you. Deathjack can breath stealer you too. If you count back arc (+2 to hit), curse (+2 to hit) and breath stealer (-2 def) almost any caster in the game is hit extremely easily. heck, at that point you may as well shadowbind them too with the war witch's melee.2. Play with enemy models, manipulate threat!With access to hellmouth, drag, possession, power attacks and dark banishment this list seems like it will be playing with the opponents models more than they get to! Breath Stealer is also a very strong debuff for managing threat ranges3. It's asking a radically different question to Skarre3Skarre3 is running a lot of very efficient single wound infantry with combined arms. Skarre does zero offensive spell casting but a fair bit of shooting. Deneghra on the other hand is really demanding a magic weapons answer and is slinging a lot of offensive spells. neither are particularily easy to shoot, but black industries less so. I feel like throwing the opponent into a silly list chicken scenario is really good for me.As for how i settled on the list:- Deathjack - DJ is an insane model in this list. He's extremely expensive but is a power piece. Able to sling multiple spells a turn, or one round a lot of models. With curse of shadows or Damnation he gets to be really strong. Snacking makes sure that he stays chugging against infantry focused lists that can't kill him immediately
- Malice - Malice is a really awesome late game piece. Malice underpreforms a little bit if souls aren't on the table but when easy access to souls is on the table Malice becomes a monster. Able to go to 13/22 (13/26 vs shooting and free strikes) makes Malice very resistant to attacks. Drag and Possession are two very powerful abilities. Strong scenario piece
- 4x Slayers - I struggled to see a reason to take other models over these bad boys. at 10pts a pop they get three initials, the option to do a combo strike at a respectable pow 22, and they're pretty good vs shooting.
- Eilish - This list has a lot of offensive spellcasting. I really, really want puppet master in the list. Hellmouths whiffing has to be one of the worst feelings in warmachine if you've boosted the hit and roll a 1,1,1 or something
- Soul trappers - They play quite a lot of roles. From flag sitters on Mirage to easy contesting models. They also can act as disposable hellmouth beacons. Finally they give me a chance to fill malice or deneghra up from a distance.
- Warwitch Siren - She's essentially an empower bot. I figured it would be really nice to have one. the spray is also very much appreciated. Empower is critical because with a single empower deathjack gets enough focus for an unboosted hellmouth
- Black Ogrun Ironmongers - Curse is amazing, as is the ability to run around stapling on arms that fall off cryx jacks with their terrible grids. They're no slouches in melee either
- Cephalyx Overlords - good small unit for scoring, and the sprays are great at unjamming the list or just scoring value in general. Denny2 can even incorporeal one of them on feat so it can walk around spraying people
I'm really looking forwards to getting in reps with this list. i think it has a lot of potential. I don't think this will be its final form as i experiment around to improve my match ups and list. It just seems so fun!
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Sept 29, 2018 20:40:50 GMT
I really like your list and appreciate the way you laid out your thought process of how, what, and why. Denny2 is a lot of fun and quite a different type of caster, I had played her previously and still might go back as well It’s a personal preference perhaps, but I would rather have The Withershadow Combine instead of the Cephalyx. Another source of Puppet master, a free upkeep, Magic attacks, an extra Breath Stealer or Venom, the Withershadow Combine I think brings a whole lot more to the list. You’d have to lose one Soul Trapper though, but meh. In the past I also liked throwing a jack to be Marshalled by an ILO, for the potential Dark Shroud, but to each his own. I’ve never played with Malice, but I have been playing a lot with Scaverous lately and I find that relying on souls is really tough, likewise the harpoon drag is wonderful on paper, but against any aware player, is very difficult to pull off. You could replace malice with another slayer and have enough points for another War Witch and then like wise one point leftover to upgrade the Cephalyx to Withershadow. If you really want to play around with your opponent's stuff, trade in the soul trappers for a Machine Wraith for a more functional solo and jack threat. I guess the big problem with that, is that any list that is going to be able to really threaten you, lists with Magic attacks and weapons, is going to be able to kill the machine Wraith as well, but it’s not like the should trappers were so hardy themselves. Anyway, those are just some of my thoughts.
With regard to your Battle Reports, keep them coming! It’s great to hear what others are doing out there, and I guess I just love this game so much I just like reading about it too. Your opponents, especially the the Vlad2 one, as you implied may not be to your level I think, but either way I think the way you are playing Skarre3 is “Admirable”, see what I did there?! I really like the way you detail some of the reasons of how and when you cast your spells and position your pieces. I look forward to more from you, and hopefully will get back to writing some of my own reports soon.
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Post by challenger on Oct 1, 2018 4:43:12 GMT
I really like your list and appreciate the way you laid out your thought process of how, what, and why. Denny2 is a lot of fun and quite a different type of caster, I had played her previously and still might go back as well It’s a personal preference perhaps, but I would rather have The Withershadow Combine instead of the Cephalyx. Another source of Puppet master, a free upkeep, Magic attacks, an extra Breath Stealer or Venom, the Withershadow Combine I think brings a whole lot more to the list. You’d have to lose one Soul Trapper though, but meh. In the past I also liked throwing a jack to be Marshalled by an ILO, for the potential Dark Shroud, but to each his own. I’ve never played with Malice, but I have been playing a lot with Scaverous lately and I find that relying on souls is really tough, likewise the harpoon drag is wonderful on paper, but against any aware player, is very difficult to pull off. You could replace malice with another slayer and have enough points for another War Witch and then like wise one point leftover to upgrade the Cephalyx to Withershadow. If you really want to play around with your opponent's stuff, trade in the soul trappers for a Machine Wraith for a more functional solo and jack threat. I guess the big problem with that, is that any list that is going to be able to really threaten you, lists with Magic attacks and weapons, is going to be able to kill the machine Wraith as well, but it’s not like the should trappers were so hardy themselves. Anyway, those are just some of my thoughts. With regard to your Battle Reports, keep them coming! It’s great to hear what others are doing out there, and I guess I just love this game so much I just like reading about it too. Your opponents, especially the the Vlad2 one, as you implied may not be to your level I think, but either way I think the way you are playing Skarre3 is “Admirable”, see what I did there?! I really like the way you detail some of the reasons of how and when you cast your spells and position your pieces. I look forward to more from you, and hopefully will get back to writing some of my own reports soon. Hey there, thanks for the response and haha i did see what you did there! Denny2's list is currently really open to modifications and changes - it feels like there's a lot of places where i can tweak and optimise. Thanks for the tip on the withershadow combine i'll give them a go for some future games. I've also considered the ILO but poitns are so tight! Malice is an interesting piece who i'm going to be watching very carefully. My locals all assure me that Malice is a lot better on the table than in the dojo so shes going to be put through a trial by fire for a while! really glad you like the reports, i have another one or two coming soon, including writing up one of my experimental ghost fleet games maybe!
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Oct 1, 2018 21:49:19 GMT
Very cool, I’m excited to see how things turn out for you. I had been thinking of Denny2 again myself, and your discussion of her sort of got my creative thoughts buzzing, so I might dive in there. Currently I’ve been running a very effective Skarre1 Dark Host list, and while it has been great fun, I’m sort of bored of it. I had been looking for a good pairing and spent a lot of time trying out a Scaverous Black Industries list, umm lists, but they keep falling short. I might spend a little more time on that endeavor, but also have a load of Slaughter Fleet models to build and still keep coming back to Denny2, so we’ll see... In the meantime, definitely give Malice a shot, probably will be awesome for you, it would be great to see!
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Post by challenger on Oct 3, 2018 7:34:02 GMT
Deneghra2 BI vs Ashlynn IrregularsGot a game in vs Mercs recently. My opponent showed me two lists i felt advantaged into with Skarre3 (Ashlynn + Crosse2 both in Irregulars). I realised my opponent was probably going to play it safe and drop the list with heavier amount of magic weapons which was Ashlynn, so i dropped Deneghra to see how it went Scenario: Standoff
The Lists:
Vassal Legend:
Deployment:
I won the roll off and was given top. i ended up weighting my jacks towards the right hand side of the board because it was a little bit more open and i wanted to see if i could just overpower a flank. My opponent did a roughly symmetrical deployment, but had his mule and nyss on the right
Cryx Turn Round One:
My opponent makes his advance moves basically straight forwards
Normally i would have just bolted straight forwards 14" with Denny, but i had a bit of a pickle. If i went straight forwards eiryss could shoot denny and then i'd lose my focus next turn. If i blocked with my jacks then ashlynn could use the mule to throw my jacks out of the way and land the shot anyway.
I settled on running denny to the left and building her a bunker that was out of range of a quickened mule. Deathjack placed himself inside another fortress that was out of range of the mule, but in range if my opponent used quicken.
Mercs Turn Round One
my opponent is very worried about me just zerging all my slayers into him and setting the line of engagement very far towards his side of the board, so Ashlynn opts to feat immediately. Quicken goes onto the mule.
The mule walks up and shoots the orange slayer, landing the easiest crit of its life due to ashlynn feat. the orange slayer is thrown into the objective and stops, green hits orange and doesnt move, and Death jack is thrown back into my support models but due to the very low collateral damage (pow 8) no one is harmed except for the orange jack who took the direct hit
Eiryss then moves up and shoots deathjack to make sure he stays down.
Cryx Turn Round Two
Given the option of feating or not feating i decide to hold it for an additional turn. Right now a feat means an entire unit of nyss will slam into my heavies with magic weapons.
This is a pretty relaxed turn as i'm simply waiting out ashlynn's feat. Curse goes onto the mule and it is then dragged by Malice and the two nearby slayers finish it off. I contest the left zone with my overlords.
Deneghra hellmouths the lead nyss with puppet master, hitting thanks to the reroll and eiryss and both nyss are killed. Despite the fact that Eiryss is down i still opt to retreat deneghra which works against her amazing assassination game just because i don't want to tempt fate.
I throw one of my arc nodes and a soul trapper in front of my heavies to jam
Merc Turn Round Two
My opponent tries to clear off my node using aiyana to kiss, then two handcannon shots from holt. they both low roll, so gibbs tries and he low rolls too (but kills the trapper).
The nyss and the nomad predictably go in and a slayer is killed and the badly damaged node is finished off.
He keeps an extremely defensive posture with his nomads on the left, going as far as retreating them. Alexia has 3 risen contest the circle and sends a thrall warrior into my overlords
Score goes 2 to mercs, 1 to cryx.
Cryx Turn Round Three
This turn i go all in clearing his models. The nyss are cursed making them effectively 12/11 which is a really poor statline. Using two of my slayers and malice i clear out most of the nyss completely.
Deathjack goes in on the nomad on the right and kills it, as well as killing the two nyss in melee with him. 5 focus is a hell of a drug
i send my final slayer left into the zone to kill his thrall warrior. it's essentially impossible for him to score any zone except his own at this point. I send the cephalyx overlords down and they target thorn gun mages at the rear of his list to land sprays on the risen and clear the zone for me.
Denny activates and hellmouths to clear aiyana and holt before feating and hitting 6 models letting me incorp my entire battlegroup that is still alive. Without aiyana and holt my opponent basically can't clear any heavy in my list.
Denny retreats as far as physically possible. I have such an attrition lead that the last act of a desperate player would be to try to kill her. Distance is the best protection. Soul trapper contests his box.
i score 2, and the score goes to 3 Cryx to 2 Mercs
Merc Turn Round Three:
my opponent looks at the board state and concedes. my jacks are basically immune to his gun mages, and even if his battlegroup was magic they can't win a 2 v 5 heavy fight
Conclusion:
The Eiryss + Mule combo really kept Denny2 honest this game, but holding the feat and accepting some losses while you carefully scalpel out the models with magic weapons felt really good. I had expected personally to lose 2 heavies during that so to lose only one felt amazing.
i think my opponent feated a bit early, and sent eiryss + mule combo in a little bit early. Although he was in a race against time on this because the threat of 2 hellmouths a turn tearing holes in his list was very real.
Overall happy with everything in the list's performance this game
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Oct 3, 2018 11:43:41 GMT
Very good game! The list worked well, kind of like you had planned all along. In the past, I found a defensive Denny2 FEAT to be very effective which it obviously was once again. The problem I always face is being patient enough to not try and force the assassination FEAT, which I find an opponent rarely gives. I’m hoping to get a game or 2 in soon, so hopefully I will be able to share some of my own reports. As an aside, you use the Black Ogrun Ironmongers and the Cephalyx in your list and seem to get pretty good work out of them. They are not units that I’ve been able to squeeze into my list yet, which cuts down on my scoring potentially, but I guess I’ll have to see if I can make it work otherwise?
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Post by Gamingdevil on Oct 3, 2018 12:41:54 GMT
challenger I'm glad the list is working for you, I've never gotten her to work for me like that, but maybe I should give her another try. Growl I find that it's almost always better to include both of those over going for the full 90 points of jacks, unless going for a janky skew. They add a level of utility to the list that is often better than the jacks. Both are small units so are excellent at scoring zones. Cryx jacks are made of paper, so having the Iron Monger around to help out after taking an alpha is always great (they repair 2+ systems per model). Overlords take care of Gremlin Swarms and infantry alike (I really love the no LoS needed thing) and are a pain to get rid of. Deciding you're not going for the third freebie from the get-go also gives you a lot more freedom in adding more utility, like Machine Wraiths, Aiakos, or an ILO. If you start from the opposite mindset, you will always feel like you need to drop those last 2 points of utility for another jack so you can get the redundant arc node or Scavenger.
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Post by Cookielol on Oct 3, 2018 19:48:09 GMT
Thank you for these amazingly detailed lists. Strongly considering your Denny2 list. Its that or Scourge to be paired with DarkHost. (SFR is in the mail!) How do you think the Denny2 list will fair into a meta that is Colossal Heavy and has Good/High Quality Shooting? I feel that Scourge might be better to simply jam there, but love the "jank" denny delivers.
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sorokin
Junior Strategist
Posts: 775
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Post by sorokin on Oct 25, 2018 18:00:14 GMT
Great and infomative write up, love it! I just wondered why you put Jussika on Marauders instead of the Bloodgorgers, since, on paper, they seem to benefit more from her presence. I am sure there's a deeper reason for that and I'm intrigued what that is.
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