Hashmal
Junior Strategist
Posts: 557
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Post by Hashmal on Nov 5, 2018 19:15:14 GMT
In the interests of filling out the tactica, helping new players, and getting things rolling, I’m diving back in to writing. To celebrate my return to long-winded tactica, I have a two-fer for you! Two versions of a Warcaster who embodies the best of the Protectorate – or the worst, depending on who you ask. One of the first models I picked up when I started playing this faction in the early days of Mark II. You know him, you love him – Servath Reznik. HIGH EXECUTIONER SERVATH REZNIK (REZNIK1) Overview Reznik1 has got to be one of the coolest looking Warcasters in the game. He wields a bigass dogbone sword and brandishes a parchment that should read COME AT ME BRO if it’s painted right. He has a deep toolbox of spells and abilities that would make any player swoon. However, Reznik1 is held back by a couple of key deficiencies, making it tough for him to execute his game plan on a turn-by-turn basis. He’s one of those ‘casters that, when the stars align, he will make people want to quit the game. More often, though, he misses a critical roll and costs you the game. I recommend him to people who like high risk/high reward or who really, really hate Telekinesis (more on that below). Stats & Abilities Reznik1 has a good stat line. SPD 5 is a little slow, but not unusual for the faction. MAT 7 helps him hit things, which he can get very good at doing. DEF 14 ARM 17 is a perfectly acceptable statline for a tankier Warcaster. 17 HP isn’t bad, but combined with his DEF/ARM means he’s not wading into the thick of things turn-on-turn. FOC 6 is average and one of those deficiencies I mentioned earlier (again, more below). He has a P+S 14 2” melee range weapon, which is bog standard, but with an added twist of Purgation – he punishes upkeeps with additional dice on attack and damage. Ouch. His Abilities are where things begin getting interesting. Excruciator is a fun, thematic rule that has Reznik putting a living enemy warrior model on a Wrack. It’s RFP which is nice, but only for living warrior. And Reznik1 won’t be too close to the fighting, so don’t expect to use this for much more than funsies. Witch Hound, on the other hand, is a situational ballbuster of an ability. Against some matchups it does nothing. Against spell-heavy armies like Circle, Cryx, some Ret, and some Cygnar, it can completely ruin their day. A free battlegroup model move after a successful spell lands means that Telekinesis *never* works and can potentially put a Warjack in a place the opponent does not want. Reznik1 hates on spells – your opponent should never forget this. Spells For someone who hates magic, Reznik1 has a pretty good list of his own. Brand of Heresy: Warjacks in his BG get boosted attack and damage rolls against target enemy model/unit. God this is such a good spell. As an offensive spell, you’re going to need to invest in a boost to help stick the landing. Higher risk with FOC 6, but when you land it your opponent will blanch. Engine of Destruction: An all around great self buff. +2 SPD, +4 MAT, and +4 STR turn Reznik1 from average into a Butcher-level butt kicker. Paired with Purgation, Reznik1 can chop down heavies himself. Downside is that he has a very obvious threat vector (12” linear) and usually blows his stack soloing something. Use with care, but this ability can win games with the SPD buff alone. Hex Blast: Upkeep stripper. More spell hate. Nice! A little less consistent than on a higher FOC caster, but a good pocket spell when you need it. Ignite: +2 to melee damage rolls. A faction staple. Also about the only thing Reznik1 has that helps infantry in any way. Perdition: Offensive spell that can trigger a free Warjack move towards the closest enemy model. Amazing on paper and the source of so many crushed dreams in practice. More on this later. Feat: JUDGMENT DAY. Reznik1 strips all enemy Focus and Fury within his CTRL; prevents upkeep or Focus allocation from Warcasters/Warlocks (no Resourceful for you!) and lights anything that casts a spell on Fire next turn. The secondary effects are nice and can be a pacing hit to your opponent but the main draw of the Feat is the FOC/FURY stripping. You can use this defensively to stymie a Warjack-heavy force, or force a Warlock to cut for Fury, but I find these to usually be poor uses of the Feat. Its main use is to set up assassination. If an opponent is within 19” of Reznik1, they can be affected (22” if your opponent gives Reznik a perfect charge, but I don’t assume such circumstances). And it is darn hard to stay farther from him than that given how scenarios play out.
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Hashmal
Junior Strategist
Posts: 557
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Post by Hashmal on Nov 5, 2018 19:17:59 GMT
Good Stuff A change of pace from how I normally do this. Themes now dominate list building. As such, doing a model-by-model breakdown of good/bad/ugly isn’t very useful. Instead, I’ll list cross-cutting models (those available in 2+ themes) I would recommend taking here, then delve into themes next.
Always take the Choir or bring a detailed essay on why you’re not (special exception for Vindictus).
Warjacks: Reznik1 is unsurprisingly more of a Warjack ‘caster than not. Because of how Brand of Heresy works, he tends to favor ranged Warjacks. He has limited Focus and Brand + allocation to even one melee Warjack will leave him practically dry. It’s hard to build a list around this as a result. This problem is also compounded with his threat range increasing spell requiring damage on an enemy model.
Warjacks I would recommend:
Scourge of Heresy: All that talk about ranged Warjacks and my first recommendation is a melee one. You take Scourge for his potential. He hits *damn* hard (yay Purgation!) and with a good MAT. Arcane Vortex provides YET ANOTHER layer of spell defense and allows you to ignore spells you don’t want to get hit with even with Witch Hound, like Crippling Grasp or Parasite. His Bond gives him a free move when Reznik1 gets busy in melee. Not always possible to trigger, but your opponent must respect a Bond + Perdition charging Scourge – he can go surprisingly far (up to 16” of non-linear threat).
Reckoner: Reznik1 helps with hitting, but a Reckoner Flaring a target helps Reznik1 stick that Brand on a heavy. Also good in conjunction with Rhoven & Honor Guard to strip stealth from a heavy or a Warcaster. A good set-up piece, but not vital given its cost and low ROF.
Guardian OR Revenger: Reznik1 can use arc nodes, given his offensive spell catalogue. Pick one and take it – dealer’s choice on that. A Guardian if you want to hit hard at the expense of more limited arcing or a Revenger who is more mobile and still hits respectably with Ignite, but not quite as hard as a Guardian.
Redeemer: Serious synergy with Brand of Heresy. Turns the little guy up to 11. Downside is that if the Brand misses, you might not be set up to fuel him. I have run three of them in one list and it does okay. A good choice for him, regardless.
Repenter: Pretty much the same logic as the Redeemer, except he’s cheaper, shorter ranged, and can run with less Focus investment more easily. Your choice on which direction you want to go. Given how good sprays are in the current game, I think this little guy edges out the Redeemer (and that pains me to say).
Judicator OR Revelator: Our Colossals are good picks with Reznik1. They don’t synergize with Perdition, but with four guns each, Brand is amazing for their output. They also serve as a fantastic anchor to a list. With Judicator’s CID changes, I would definitely recommend her over a Revelator (Brand + Judy = hellaciously dead infantry squad), but the Revelator is still solid.
The rest of the Warjacks can be taken with Reznik1, but he doesn’t do anything special for them nor do they bring anything special to his army.
Solos: We have a few cross-cutting solos that Reznik1 appreciates. Only one Mercenary option sings to Reznik1.
Severius0: Available in Creator’s Might and Exemplar Interdiction. In my opinion, a must-take. Reznik1’s biggest weakness is his need to stick offensive spells. Eye of Menoth helps with that. Taking Sevy0 requires a Warjack be removed from Reznik’s BG, but that trade-off is worth it. Doubly recommended if you’re going a gunline approach – a Reckoner is a fine option to put on the not-so-old-man given its turn-by-turn Focus needs and Sevy0’s personal toolkit.
Hierophant: Available in all themes except Guardians of the Temple. Reznik1 needs Focus. This guy gives it and also extends the casting range of his offensive spells. Taking him means you can consider leaving the Arc Node at home. IMO, a must-take.
Vassal of Menoth: Available in all themes. Reznik1 needs Focus. These guys give it. Recommended.
Wrack: Available in all themes. Reznik1 needs Focus. Notice a trend?
Vassal Mechanik: Available in all themes. Reznik1 favors Warjacks. Not vital takes, but these guys help keep the wheels on and also win the gunfight if that erupts.
Covenant of Menoth: Available in Creator’s Might and Faithful Masses. You’d take this for knockdown prevention on your BG and to be very annoying at contesting/scoring flags. He’s good, but I would consider other solos before him.
Reclaimer Gatekeeper: Available in all themes except Creator’s Might. A decent solo on his own, Reznik1’s focus efficiency gets a pretty good shot in the arm with Glimpse of Fate. His other abilities are pretty secondary to this. Not a must take, but worth considering. Biggest hit against it is that it’s not in Reznik1’s best theme force, Creator’s Might.
Eilish Garrity: Available in all themes. With access to a bunch of Blessed, Dispel, Hex Blast, and Purification effects in-faction, we generally want Eilish less than other factions do. I’ve never fielded him and still do not feel like I’m missing out by not owning him. However, Reznik1 is the sole exception in that he has two offensive spells that are game defining when they work. Eilish brings Puppet Master to the Protectorate. For Reznik1, that is incredibly, incredibly important. Strongly consider bringing Eilish if your game plan relies on landing Brand of Heresy or Perdition (and if it doesn’t, question why you’re playing Reznik1 instead of someone else).
Units: I only recommend one here, as we only have the Choir besides as a cross-cutting unit (which you are taking already).
Visgoth Rhoven & Honor Guard: Available in Creator’s Might and Exemplar Interdiction. Recommended to mitigate Stealth if you are shooting without Sprays or need to stick that Brand on a Stealth unit. Also provides two semi-resilient Shield Guards, which is nice.
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Hashmal
Junior Strategist
Posts: 557
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Post by Hashmal on Nov 5, 2018 19:18:59 GMT
Themes Reznik1 can perform in every theme given his toolkit. He prefers some to others. I have listed the themes I believe he does best in, with the top at the top and descending from there.
Creator’s Might: Unsurprisingly, this is Reznik1’s top theme as it focuses on Warjacks and not so much on infantry. Severius0 is in theme and is absolutely a must-take. Free Upkeeps first turn is largely worthless, as Reznik1’s only friendly Upkeep is Ignite, but Reposition 3” on solos and Choir is money against armies packing blast damage and Electro-Leap. I recommend springing for a cheap infantry unit to screen your ‘jacks on the advance. I like Steelhead Halberdiers, but dealer’s choice on this one. You just need something relatively self-sufficient as Reznik1 won’t be helping them. You can take or leave the Attendant Priest too. Idrians are, as always, a fine option, but expensive. Consider Anastacia di Bray for a solo if you find distant flags are proving difficult to contest – she has helped me out markedly in the past.
Exemplar Inderdiction: The rest of my recommendations are really a matter of preference, as I believe Creator’s Might to be Reznik1’s best theme. EI is tight because the theme benefits are super good for him (+2 to deployment and Blessed weapons on Warjacks – yes, that includes guns too). Plus, if you were already taking Idrians, Errants are basically a straight points swap. Downside is the relative lack of free stuff and the fact that Exemplars require a bit of shepherding to get them where they need to be, which Reznik1 can’t be bothered to do. This theme also gives you access to the awesome Sevy0 and the Hierophant, which are two solos he should not leave home without. Also, Hex Blast means that Blessed warjack weapons aren’t as relevant as in other matchups, even if Reznik1 hates casting it because it’s expensive. In my opinion, a close contender for his top spot.
Faithful Masses: Well, it is arguably our other best theme so I guess I should mention it. Reznik1 favors self-sufficient infantry, which this theme is chock full of. Idrians, Zealots, Deliverers, and Paladins all require minimal to no support to do their job and Reznik appreciates that. Plus, FM features some of our best solos too in the Champions of the Order of the Wall and the Allegiants. Plus plus, Hierophant is here too! Yay! Theme benefits are really good, as well: a free Wall for Reznik1 to hide behind, er, command the field nobly from and +2/+2 on melee attack/damage rolls when a warrior model dies within 5” of a Warjack. You could easily take 40ish points of dudes and the rest in Warjacks and have a compelling list. The problem becomes that you can do this with many other Warcasters whose kits will better complement that build.
Guardians of the Temple: This one hurts me a little because I originally had it second until I thought about it. No Hierophant and no Sevy0 really hurt this theme force for him. Plus the theme benefits don’t do as much for him (a benefit to Temple Flameguard if you are taking them which is questionable and a benefit to Daughters of the Flame if you are taking them which you really, really should). However, it does give access to some of the Protectorate’s best infantry in the Flame Bringers and helps said infantry hit at a respectable level with Ignite. Guardians has some trouble hitting hard and Reznik1 is one of the few ‘casters who helps them overcome that. Plus, Pyrrhus and Nicia are incredible solos and it’s easy to hit the 40 points to take them free (2x Flame Bringers, 1x Daughters, boom you’re done). This theme does *not* help Reznik1 execute his game plan, but I think it’s criminally underrated and is poised to do well given the current Steamroller scenarios. It is so, so fast. Once Guardians gets a CID, I think it will be a top tier contender for the game, let alone the faction.
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Hashmal
Junior Strategist
Posts: 557
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Post by Hashmal on Nov 5, 2018 19:19:14 GMT
Builds and Tactics: Recommendations for building a Reznik1 army: - He likes Warjacks who have guns. Preferably ones that can achieve multiple damage rolls per activation (Colossals, sprays, high ROF).
- Reznik1 has no ability to keep jammers out of your lines. Take this into account in your build, either with a screening/jamming unit of your own or just have a plan for freeing your stuff up (Brand of Heresy sprays work pretty damn good).
- Bring Focus support. You will need it.
As far as tactics, your turn-by-turn with Reznik1 should consist of identifying what needs to die and then executing a plan to kill it. This may consist of simply arcing a Brand of Heresy, setting up a Perdition, or just allocating and camping like a boring dude (hey, boring wins games). ALWAYS keep in mind the threats presenting to Reznik1. He is a medium base with 17 ARM and 17 HP who likes spending Focus. He will go down surprisingly fast. Some neat tricks to keep in your back pocket: - Witch Hound attacks can be ranged attacks. Most people forget that part of it. This is brutal on a Colossal, who can’t benefit from the movement but can fire while engaged.
- Look for opportunities to Witch Hound into an unfavorable position for your opponent. Usually you will want to retreat from engagement threat range if possible, but sometimes you can bury into something (if for example you got tagged by Kiss from Aiyana against an army that wanted to shoot you, you might be able to move into melee engagement and raise your DEF).
- Engine of Destruction should be thought of as a threat range increase for Reznik1’s Feat and Perdition assassinations first and a damage buff second. Reznik1 can threat 12” with it up and Feat a further 12”. Stack a Perdition somewhere in there and possibly a Scourge of Heresy Bond and you are looking at a Cygnar/Circle/Legion level jank assassination.
- Reznik1 is not going to get the caster kill himself unless your opponent stands there looking at him from 12” away for no good reason. Just put that one to bed now.
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Hashmal
Junior Strategist
Posts: 557
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Post by Hashmal on Nov 5, 2018 19:19:27 GMT
Matchups Reznik1 has both favorable and unfavorable matchups. Generally, I like him into Hordes and less so into Warmachine, as Hordes usually features fewer guns on average that can just kill Reznik1 and more spells, as well as Warlocks who need to come forward into Feat danger in order to be relevant to the game. Exceptions abound to everything, though.
Cygnar: Middling to strong matchup. Protectorate in general is better into Cygnar than other factions, so that works to our advantage. Reznik1 is particularly good against Cygnar spellcasters like the Haleys (boy does Haley2 hate him) and the Protectorate has the tools to win the gunfight. Gravediggers poses a problem with ubiquitous cloud walls and should be considered when building a list. However Brand positively stuffs Trenchers and except for Eilish they have no good way of getting rid of it.
Khador: Strong matchup. Reznik1’s gunlines are better and Brand is brutally punishing on the infantry selections they have. If they go heavy spam, Ignite helps Reznik1’s BG hit at the required levels for success. Khador has extremely limited access to Magic shooting, so Passage is strong here.
Protectorate: Middling to strong matchup, entirely depending on what your opponent is fielding. Reznik1 does pretty okay into Harby, since he can generate a ton of important damage rolls, doesn’t care about Awe or Purification, and can threaten Harby with a good ranged assassination. He also does pretty well into infantry-heavy tournament lists because he can pack a surprising number of sprays in his package. However, Protectorate doesn’t really cast offensive spells at Warjacks, making Witch Hound very situational. Moreso, Reznik2 is a *terrible* matchup for Reznik1 (funny, right?) and if your opponent is fielding him you almost can’t drop Reznik1.
Cryx: Middling matchup. Witch Hound is highly relevant versus Cryx and our sprays can wreak havoc on their infantry. Downsides are that Gaspy3 9 Slayers is strong into gunlines and ours can’t chew through it (though Reznik1’s Feat can at least cramp Gaspy3’s style and serves as a strong counter feat) and you would also need to find a source of non-Incorporeal or Magic Weapons to effectively deal with Dark Host. Not impossible, but like I said: really comes down to how well you prepared to fight Cryx with your list.
Retribution: Weak to middling matchup. Ret's CID updates improved Ret's game into our Warjack-heavy builds pretty effectively. Shadows of the Retribution in particular does quite well against massed Warjacks, as every gun is Magical now. Oy. Beware of Shadows paired with any damage buffing 'caster (like Ossyan or Issyria). On the plus side, we have okay game into the rest of the faction and are probably better suited to tangle with the new Goreshade4 than others because we can deny his ability to stick spells. And Reznik1 loves it when you 'cast at him. This one will depend on how you build Reznik1 and what you intend to do with his army.
Mercenaries: Middling matchup. Reznik1 does okay into several Mercenary builds as-is. Witch Hound is less relevant but access to ranged Magic weapons is more limited, making our gunfights punishing for them. However, lists like Magnus2 and Ossrum can pose challenges for us that might be difficult to overcome. Also, the advent of Rocketmen in Llaelese Resistance makes a Redeemer build extraordinarily sad.
Crucible Guard: Weak to middling matchup. The new kid on the block is poised to do a number on us if we field a gunline, which Reznik1 really likes doing. I’m particularly leery of Rocketmen who can hit DEF 18 Blast Immunity under Syvestro, Alchemical Treatment on Warjacks, and Fire Immunity on several infantry squads. That said, if you can clear a lane for a charge, their heavies are made of paper and will fold under any concentrated pressure. And Reznik1 hits very hard. Plus, Witch Hound is relevant in some matchups!
Convergence: Weak to middling matchup. Another matchup I’m not crazy about because of the ubiquitous Shield Guard present in-faction. You need to build Spray-heavy to overcome it, but then I am concerned about their ability to hit hard and out-threat much of our army. Axis and Lucant in Destruction Initiative both present real problems for us and I’m sure Locke will as well once she hits circulation more.
Trollbloods: Middling matchup. Trolls run a bunch of not psycho DEF infantry who don’t appreciate Brand of Heresy. Count on them being immune to CE: Fire, but not Fire damage. This will be more of a game of keep away while you leverage guns to shave down their front lines. Troll Warlocks tend to play closer to the front, so keep an eye for assassination opportunities.
Skorne: Weak to middling matchup. Skorne pretty much plays our heavy game better than us at this point. I need more games into it, but double Siege Animantarix (Derp Turtle) poses a challenge for us because of easier access to Magical shooting and really high threat ranges. At least Witch Hound is relevant vs. Skorne, who combine a mix of Protectorate defensive buffing and Cryx offensive debuffing.
Circle Orboros: Middling to strong matchup. God Circle hates Reznik1. Their main threat extension is an offensive spell! Witch Hound is rarely irrelevant in the Circle matchup. You still have to keep your wits about you vs. Krueger2 and Una2, but generally Circle prefers not to fight Reznik1. If you take Reznik1 in EI, prepare to hear some serious complaining.
Legion of Everblight: Middling to strong matchup. Generally, Protectorate punishes Legion. They have limited access to Magical shooting, enabling us to win the gunfight and our lights hit hard enough to threaten their heavies (especially once you get Ignite up!). The X factor right now is Primal Terrors under Anamag – Witch Hound is irrelevant in this matchup and I’m not convinced Reznik1 can power through all the beef to score a win.
Minions: Middling matchup. Depends on what they’re taking. Reznik1 isn’t crazy about Maelok Gator Spam, but Maelok isn’t crazy about Witch Hound. Arkadius can threaten from super far, but Reznik1 might be able to delete his army from range before they hit. Rask is just a pain in the ass. Overall I’d play Reznik1 into this but it’d be a game.
Grymkin: Weak matchup. Honestly, don’t like my chances into Grymkin. Many Shield Guards, a bunch of Arcana that can stuff Reznik1, and Gremlin Swarms that he can’t deal with outside of including a Sanctifier, who he doesn’t really do much for (though there is an argument for it given its Focus efficiency). Grymkin have rather static threat ranges, but aside from Perdition (good luck getting that off vs. Grymkin) Reznik1 does too. At least Witch Hound can be relevant depending on the Warlock.
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Post by paradox on Nov 6, 2018 20:21:21 GMT
Ill echo the exmplar warder recommendation again, especially because you seem to like Rez1 in CM and EI. Undying shield guard and helping his melee stats are both good things.
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Hashmal
Junior Strategist
Posts: 557
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Post by Hashmal on Nov 6, 2018 20:49:48 GMT
I will slot him in here, but I like him less with Reznik1. I don't think Reznik should be going into the fray unless he's ending the game, so I'm less interested in bumping his melee stats. That said, a Shield Guard with Inhuman Resolve is decidedly good, so he merits a mention. Props to the Warder for being self-sufficient, which Reznik1 really appreciates.
Also, thanks for reminding me to add two of these buggers to my shopping list.
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Post by paradox on Nov 6, 2018 21:56:37 GMT
I will slot him in here, but I like him less with Reznik1. I don't think Reznik should be going into the fray unless he's ending the game, so I'm less interested in bumping his melee stats. That said, a Shield Guard with Inhuman Resolve is decidedly good, so he merits a mention. Props to the Warder for being self-sufficient, which Reznik1 really appreciates. Also, thanks for reminding me to add two of these buggers to my shopping list. I aim to please. Got two sitting in my paint queue right now.
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Post by dragonpup on Nov 17, 2018 19:19:28 GMT
I haven't had a chance to play with Reznik1 at all, but I am toying the idea of using a unit of Idrians for the merc unit choice (maybe just a min unit+ua) in Creator's Might. Self sufficient, and able to do work ahead of the jack line feels useful.
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Post by greytemplar on Nov 17, 2018 20:40:48 GMT
Reznik1 is a very fun caster. And in certain situations Excruciator can be game winning, particularly if there is an opportune clump of infantry you need to clear.
And unlike many Protectorate caster, he is one of the few casters we have who has the ability to absolutely END something in melee. He can be pow20 with both ignite and Engine up, and if the target was foolish enough to have an upkeep on it... I ended Butcher3 that way once, he thought 6 focus would save him and left SoD up on himself.
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privvy
Junior Strategist
Formerly The Nomad on PP's forums
Posts: 317
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Post by privvy on Apr 6, 2019 15:58:30 GMT
Martyring this thread to throw in some Reznik1 ideas that have worked for me.
An all light list is very fun. As for competitive, I couldn't say, but it has won me a few games and lost just as many. I feel that light warjacks are always efficient and trade up very well, especially with the amount of buffs we can leverage:
Reznik1 -2x Dervish -2x Repenter -2x Redeemer -2x Revenger -Scourge of Heresy -Hierohpant Sevy0 -Dervish 2x Min Choir 3 Wracks
Brand on any front line unit just gets it deleted by the Repenters. On average dice, 2 Redeemers wreck most battle engines. A P+S 18 Dervish onto a Brand target trades up very nicely. It started as a joke list, but I might keep going with it.
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Post by paradox on Apr 6, 2019 16:13:02 GMT
Martyring this thread to throw in some Reznik1 ideas that have worked for me. An all light list is very fun. As for competitive, I couldn't say, but it has won me a few games and lost just as many. I feel that light warjacks are always efficient and trade up very well, especially with the amount of buffs we can leverage: Reznik1 -2x Dervish -2x Repenter -2x Redeemer -2x Revenger -Scourge of Heresy -Hierohpant Sevy0 -Dervish 2x Min Choir 3 Wracks Brand on any front line unit just gets it deleted by the Repenters. On average dice, 2 Redeemers wreck most battle engines. A P+S 18 Dervish onto a Brand target trades up very nicely. It started as a joke list, but I might keep going with it. Nice. I like the concept and Im going to have to try it. One thing: how necessary is the 2nd revenger? Seens like that could be a better 10pts. Between the one revenger and hierophant help, seems like a second is not necessary.
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privvy
Junior Strategist
Formerly The Nomad on PP's forums
Posts: 317
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Post by privvy on Apr 6, 2019 16:57:47 GMT
The second Revenger is more for target selection and tarpitting. Have each one on a flank to throw Brand out, depending on where it's needed. They just contest zones so well and can take hits that would cripple the Dervish front line. It's been working, but if I wanted to really go all in on the concept, I could drop one and Scourge for 2 more Redeemers and maybe make space for another Dervish or double Vassal. I find that I really don't need additional focus with Brand, though.
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Post by paradox on Apr 6, 2019 18:48:05 GMT
Heres a hot take:
Theme: The Creator's Might 3 / 3 Free Cards 75 / 75 Army
High Executioner Servath Reznik - WJ: +28 - Hierophant - PC: 3 - Dervish - PC: 7 (Battlegroup Points Used: 7) - Dervish - PC: 7 (Battlegroup Points Used: 7) - Redeemer - PC: 11 (Battlegroup Points Used: 11) - Redeemer - PC: 11 (Battlegroup Points Used: 3) - Repenter - PC: 8 - Repenter - PC: 8 - Revenger - PC: 10 - Scourge of Heresy - PC: 16
Scrutator Potentate Severius - PC: 0 - Dervish - PC: 7 Wrack - PC: 1 Wrack - PC: 1 Exemplar Warder - PC: 0 Exemplar Warder - PC: 0 Vassal of Menoth - PC: 3 Vassal Mechanik - PC: 1 Vassal Mechanik - PC: 1
Choir of Menoth - Leader & 3 Grunts: 4 Choir of Menoth - Leader & 3 Grunts: 4
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privvy
Junior Strategist
Formerly The Nomad on PP's forums
Posts: 317
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Post by privvy on Apr 7, 2019 13:23:18 GMT
That looks pretty strong too, and it covers both of the big guy's weaknesses in his lower DEF and his ability to get shot off the table. I may build a second warder and try it out.
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