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Post by Armchair Warrior on Dec 21, 2018 3:29:04 GMT
So we’ve talked about Vlad 2 and Sorscha 3 in Armored Korp. Well, Irusk 2 is in our Champions roster, so I gave him a whirl tonight in AK.
And yeah, I kissed a Kommandant and I liked it.
This was my list:
Theme: Armored Corps 3 / 3 Free Cards 75 / 75 Army
Supreme Kommandant Irusk - WJ: +27 - Victor - PC: 34 (Battlegroup Points Used: 27)
Man-O-War Siege Chariot - PC: 15
Man-O-War Suppression Tanker - PC: 0 Man-O-War Suppression Tanker - PC: 0 Man-O-War Strike Tanker - PC: 0 Man-O-War Kovnik - PC: 4 Man-O-War Kovnik - PC: 4
Man-O-War Shocktroopers - Leader & 4 Grunts: 16 - Man-O-War Shocktrooper Officer - PC: 4 Man-O-War Shocktroopers - Leader & 4 Grunts: 16 - Man-O-War Shocktrooper Officer - PC: 4 Kayazy Eliminators - Leader & Grunt: 5
Game synopsis: I played championship belt against Crucible Guard - Locke with all the rocketmen, the forge guard, a dragonsbreath crew, propsero, and a robust jack load out. I went first and advanced moved the Shocks and Chariot, and after he moved up Turn 1 (doing some decent ranged damaged into my aggressively positioned Chariot), I started unloading Turn 2 with the FFE Chariot - hot swapped to Victor - who nuked nearly an entire unit of Forgeguard sitting in a trench. (Sports Center play of the day — Chariot slamming Prospero’s marshalled jack over Prospero, who died from the collateral damage.). From there, I started going up on scenario and attrition and won on the top of Turn 5 with Irusk scoring 2 zones to get the job done.
Some thoughts on the list and tactics:
FFE on the Chariot is sick. It’s equally sick on Victor. FFE on Victor is totally worth the loss of Energizer in my book, since once you get one turn of running you basically have most of the board covered in your 20” threat. (And, the 12” secondary batteries are decent!)
Double advance moving Shocktroopers are good. DEF 14, ARM 21 Shocktroopers with Tough are delightfully hard to remove even against an opponent that has Rust.
Battle Lust on Kayazy Eliminators is still good. Also, I did not miss the Demo Corp since the Shocktroopers get so far up the board so fast, and then I have the Eliminators, that I didn’t find I needed the extra damage output.
Irusk 2 is nice since you really don’t need Atanas. It’s nice to save the points.
The double Suppression Tankers are really helpful for dialing up the infantry denial. The Strike Tanker in this list totally did work, but is one piece that feels like it could get axed for something else. The list could lose 1 Kovnik. I’m trying to think ahead to when I can put a Graylord Escort in the list.
I’d love a 3rd unit of MOW in here somehow, but I think that’s a no-can-do with the the Chariot in there at the same time....
Without Iron Flesh, the MOW STs do melt do dedicated armor cracking so I’m not positive that the 2nd unit is essential vs. a different MOW unit.
Just to prove to myself it could be done, I tried to keep the essential parts of the load out in the list but fit in 3 units of MOW. This is what I came up with.
War Room Army
Khador - Irusk 2 Double Trouble
Theme: Armored Corps 3 / 3 Free Cards 74 / 75 Army
Supreme Kommandant Irusk - WJ: +27 - Victor - PC: 34 (Battlegroup Points Used: 27)
Man-O-War Siege Chariot - PC: 15 Man-O-War Suppression Tanker - PC: 0 Man-O-War Suppression Tanker - PC: 0 Man-O-War Kovnik - PC: 4 Man-O-War Shocktroopers - Leader & 4 Grunts: 16 - Man-O-War Shocktrooper Officer - PC: 4 Man-O-War Demolition Corps - Leader & 4 Grunts: 14 - Sergeant Dragos Dragadovich - PC: 0 Man-O-War Demolition Corps - Leader & 4 Grunts: 14
So...show me your Irusk 2 list and tell me how it performs.
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Post by thebuoyancyofwater on Dec 21, 2018 5:30:10 GMT
In that second list I'd drop the shock trooper UA to change the second demo corps unit to more shock troopers. Then use the remaining points for battle mechaniks.
Actually, I might try that list...
Cheers, Dave
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Post by borderprince on Dec 21, 2018 6:13:13 GMT
I'd agree with that - Solid Ground means the ST UA is less important for Irusk2.
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Post by hocestbellum on Dec 21, 2018 10:20:33 GMT
Yeah, he's great, but it's not like this was unknown; he was one of the first casters tested in the CID, and he gets mentioned in almost every AC caster discussion. Before this week it had been months since I'd played, but this is the list I was running:
Khador Army - 75 / 75 points [Theme] Armored Corps
[Irusk 2] Supreme Kommandant Irusk [+27] - Destroyer [14] - Juggernaut [13] Man-O-War Kovnik [0(4)] Man-O-War Strike Tanker [0(5)] Man-O-War Strike Tanker [0(5)] Ragman [4] Battle Mechaniks (min) [3] Man-O-War Demolition Corps (max) [14] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [4] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [4] Man-O-War Assault Chariot [14]
And this is the one I'd like to try:
Khador Army - 75 / 75 points [Theme] Armored Corps
[Irusk 2] Supreme Kommandant Irusk [+27] - Destroyer [14] - Juggernaut [13] Man-O-War Kovnik [0(4)] Man-O-War Strike Tanker [5] Man-O-War Strike Tanker [5] Kayazy Assassins (max) [15] - Kayazy Assassin Underboss [0(4)] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [0(4)] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [4] Man-O-War Assault Chariot [14]
I much prefer the Assault Chariot to the Suppression Tankers, I must admit. And I've never felt the pinch of not having Iron Flesh because Tough lets you shrug off dedicated ARM cracking quite effectively, and between his feat and AoD Irusk has a reasonable ability to dictate the terms of engagement anyway.
Much prefer the two jacks to the Colossals, as well, as Energiser lets me use them as zone-contesters if I need to keep the STs and the Chariot safe.
Strike Tankers with FFE are hilarious.
You should always take the ST CA. He costs 0.8 pts more than a standard trooper; even factoring in Solid Ground, 0.8pts for Assault, Sturdy and +1 MAT is a fantastic deal, and the 6th man in a Shield Wall unit is fantastic.
I like Ragman because he can palm off stray fire on to the Shocktroopers, and he can let the STs with Battle Lust take on Colossals
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Post by Valcaro on Dec 21, 2018 11:11:21 GMT
Yeah, he's great, but it's not like this was unknown; he was one of the first casters tested in the CID, and he gets mentioned in almost every AC caster discussion. Before this week it had been months since I'd played, but this is the list I was running: Khador Army - 75 / 75 points [Theme] Armored Corps [Irusk 2] Supreme Kommandant Irusk [+27] - Destroyer [14] - Juggernaut [13] Man-O-War Kovnik [0(4)] Man-O-War Strike Tanker [0(5)] Man-O-War Strike Tanker [0(5)] Ragman [4] Battle Mechaniks (min) [3] Man-O-War Demolition Corps (max) [14] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [4] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [4] Man-O-War Assault Chariot [14] And this is the one I'd like to try: Khador Army - 75 / 75 points [Theme] Armored Corps [Irusk 2] Supreme Kommandant Irusk [+27] - Destroyer [14] - Juggernaut [13] Man-O-War Kovnik [0(4)] Man-O-War Strike Tanker [5] Man-O-War Strike Tanker [5] Kayazy Assassins (max) [15] - Kayazy Assassin Underboss [0(4)] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [0(4)] Man-O-War Shocktroopers (max) [16] - Man-O-War Shocktrooper Officer [4] Man-O-War Assault Chariot [14] I much prefer the Assault Chariot to the Suppression Tankers, I must admit. And I've never felt the pinch of not having Iron Flesh because Tough lets you shrug off dedicated ARM cracking quite effectively, and between his feat and AoD Irusk has a reasonable ability to dictate the terms of engagement anyway. Much prefer the two jacks to the Colossals, as well, as Energiser lets me use them as zone-contesters if I need to keep the STs and the Chariot safe. Strike Tankers with FFE are hilarious. You should always take the ST CA. He costs 0.8 pts more than a standard trooper; even factoring in Solid Ground, 0.8pts for Assault, Sturdy and +1 MAT is a fantastic deal, and the 6th man in a Shield Wall unit is fantastic. I like Ragman because he can palm off stray fire on to the Shocktroopers, and he can let the STs with Battle Lust take on Colossals I really like your approach, though I would personally probably swap the Destroyer for a Devastator. It really cements your scenario presence without the need to put shockies too far forward. Also Solid Ground does wonders for Rain of Death. Not sure about the Assault Chariot, but I'm still skeptical about the MoW BEs as whole. This is personal bias though, they probably do a ton of work, just not in my Meta (Protectorate/Circle heavy).
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Post by hocestbellum on Dec 21, 2018 12:01:02 GMT
I really like your approach, though I would personally probably swap the Destroyer for a Devastator. It really cements your scenario presence without the need to put shockies too far forward. Also Solid Ground does wonders for Rain of Death. Not sure about the Assault Chariot, but I'm still skeptical about the MoW BEs as whole. This is personal bias though, they probably do a ton of work, just not in my Meta (Protectorate/Circle heavy). Yeah, nothing wrong with a Devastator. I like the Destroyer for the threat projection, but it's certainly a matter of taste more than necessity. As for the Assault Chariot, I'm perpetually surprised how much work it can get done. In matchups where it's strongly unfavoured (like jackspam), it still has a 3-dice KD thresher attack (impact), a P15 KD charge, and Dual Attack. You can kick over a jack/beast, shoot the squishy support, and then repo into a more annoying position. Even if you just use it as a zone contester, it's very durable for its speed and quite durable for its cost. And on the flip side, there are some matches you just win because of it. Up to 4x 4" High Explosive AoEs will mash single wound stuff up to ARM18 pretty darn cheerfully, and Advance Move really lets you apply the pressure. If you're going second, you threaten 34", so your opponent might not be able to move troops more than 7" up the board without getting them wrecked. If you go first and run you can threaten almost anywhere you like for turn 2. Obviously the amount of pressure you can apply varies depending on what you're facing, but sometimes you just win because it keeps your opponent in such a bad spot. My main issue it generally manoeuvring that massive base
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Post by borderprince on Dec 21, 2018 12:37:04 GMT
... You should always take the ST CA. He costs 0.8 pts more than a standard trooper; even factoring in Solid Ground, 0.8pts for Assault, Sturdy and +1 MAT is a fantastic deal, and the 6th man in a Shield Wall unit is fantastic. ... I wouldn't say always, but more "think really hard and have a good reason not to". And in the context of the lists being discussed, I would say that being able to change a unit of Demo Corps to STs is a good reason to do so, as the STs are so much better in a grinding came, which Irusk2 likes.
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Post by michael on Dec 21, 2018 16:36:14 GMT
Probably just a typo in the original post, but Rust doesn’t affect Shocktroopers. (I’m sure you meant “Withering Humour” but hey...)
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Post by Armchair Warrior on Dec 21, 2018 17:00:21 GMT
Probably just a typo in the original post, but Rust doesn’t affect Shocktroopers. (I’m sure you meant “Withering Humour” but hey...) Indeed it was that. Rust on a rocket.
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mrtuna
Junior Strategist
Posts: 117
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Post by mrtuna on Dec 21, 2018 21:52:34 GMT
I somehow want to make three max Shock troopers (no command attachment) work with Irusk2. So much meat, 15 bodies vs the normal 12.
Not sure if you can still fit in quite enough punch though. But I guess shockie with battle lust isn't terrible.
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Post by sand20go on Dec 21, 2018 23:10:40 GMT
Irusk2 is great but I haven't prioritized getting him on the table largely because......
He is, BY FAR, the weakest link in the AC package. Old Man stats. And with Battle Lust and Tough Bubble (and his feat) he has a risk reward aspect to him being a bit too far forward and dying horribly. There are ways to deal with that - from the artifice to put his defense up to the general meat mountain quality of AC but absent support bloat for some shield guards or Orin to keep spell hate away he has a BIT TARGET on his head screaming - "kill me" rather than no knock down tough Shocks or Battle Lusted Demos......and thus if you can keep him alive I could be one of the best (or just "the best") AC pilots we have with his tools.
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Post by hocestbellum on Dec 21, 2018 23:24:55 GMT
I mean, that's kind of true of any caster in AC; it's a very meaty force. As you say though, he does need to be a bit more forwards.
But on the other hand, he's pretty easy to make DEF19, and as a small base your entire army is screening models. Wish his own tough aura worked on him, though! And that there weren't so many sprays
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Post by sand20go on Dec 21, 2018 23:32:57 GMT
I mean, that's kind of true of any caster in AC; it's a very meaty force. As you say though, he does need to be a bit more forwards. But on the other hand, he's pretty easy to make DEF19, and as a small base your entire army is screening models. Wish his own tough aura worked on him, though! And that there weren't so many sprays What I mean here is that Butcher 3 (for example) is tougher and can whether the storm. Vlad2 can be a bit further back - unless/until he wants to hot swap Hand of Fate. Strakov2 has repo/stealth to help him. Lord goat can also be squishy - why I haven't played him that much until recently.
But yes. Solve all (plop him in an artifice, put him behind Victor) and you have a great pilot.
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Post by Armchair Warrior on Jan 6, 2019 22:45:25 GMT
So I’m fussing around with list building seeing ifI can abuse Irusk 2’s toolkit to abuse box and armor spam, and create a Miserable Metal Mountain. Conditions for the list:
- At least 4 max units of MOW. - At least 2 must be Shock Troopers
In terms of a competitive list, the best I’m coming up with now is this:
Khador - Irusk 2 AK Miserable Metal Mountain 3 / 3 Free Cards 75 / 75 Army
Supreme Kommandant Irusk - WJ: +27 - Victor - PC: 34 (Battlegroup Points Used: 27)
Man-O-War Suppression Tanker - PC: 0 Man-O-War Suppression Tanker - PC: 0 Man-O-War Kovnik - PC: 4 Man-O-War Kovnik - PC: 4
Man-O-War Shocktroopers - Leader & 4 Grunts: 16 Man-O-War Shocktroopers - Leader & 4 Grunts: 16 Man-O-War Demolition Corps - Leader & 4 Grunts: 14 - Sergeant Dragos Dragadovich - PC: 0 Man-O-War Demolition Corps - Leader & 4 Grunts: 14
I like the symmetry and double Kovnik to get board position quickly with the Shock Troopers. I like Victor because FFE on Victor is balls good and gives the list significant ranged threat. I’m envisioning the strategy being to advance move the shocks and suppression tankers, and then run the DemoCorp behind the shocks. Keeps everybody tight and in the 10” bubble too.
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Post by hocestbellum on Jan 7, 2019 15:13:03 GMT
I'm intrinsically against any list that chooses not to run the Shocktrooper UA. It's worth it just for getting the 6th model (great for shield wall combinations and occasional CMA), and on top of that you get some really great abilities. Even with your stated aim of the meat mountain I would still run all the Shocktrooper UAs.
In fact, I'd probably run three UA'd units of Shocktroopers over the Demo Corps. And then take Ragman. Slightly fewer models (18 vs 21), but considerable more durability and not really any loss in hitting power.
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