I wonder about Victor. Your main issue is going to be SPEED. Your longest innate threat is 11 inches - really nothing anymore in this game and in some of the scenarios. Now you DO have Irusk2's feat playing him ultra aggressively forward (though Def 19 in the artifice is very difficult to shoot out. Otherwise you are taking the alpha and while that is a LOT of boxes to chew through - people in my meta are teching to deal with ARM 21. May take them a while but see above about SLOW.
So if your intent is to offer up boxes to chew through at a Minimum I would drop Victor and go with 2 clams. With Battle lust you don't need armor cracking. You now can at least start energizing and running and bulldozing. You could drop (as above) some of the demos and get in rags or a drakhun or eliminators. For FFE you can either go Strike Tanker (a good choice) or look at MK2 favorite - Herne and Johne and Valachev which probably has as much chaff clearing as the Victor if not the sweet fire.
Post by Armchair Warrior on Jan 8, 2019 13:01:42 GMT
You might be right about Victors speed. That also makes scoring a second rectangle zone problematic. I think I’m undervaluing Energizer, and being myopic about the fact that there’s other really good FFE targets in theme. Maybe this:
Khador - Irusk 2 AK 3X3
Theme: Armored Corps 3 / 3 Free Cards 75 / 75 Army
Destroyer can hang back and score any near side rectangle zone and still do work. The Kodiak can run turn 1 and threaten any fat zone on Turn 2 along with the Bombardiers. I like the Bombardiers to round out the ranged threat, and the Strike Tanker and Marauder to handle 120mm models which are common now in my meta. 3 units, 4 solos, and 3 jacks feels very balanced for scenarios.
As a huge fan of Irusk2, i think colossals are not worth it with him. Energizer baby. 3 marauder or 2 devastators and let the MoWs make the ARM cracking job. You can put FFE on the chariot or on the tanker. And what about the greylord adjunct? Magic weapons on the chariot or the tanker? plus you upkeep one for free, so you can fully charge 3 jacks even if you upkeep FFE and solid ground...
Then, I think you should play some mechs... at least two min units. Thanks to solid ground they become difficult to remove and Irusk2 can't tune up MoW's armor, so it's handy to have someone who actually can use a wrench!
You can play double devastator, 2 full shocktroopers, one full democorps, the assault chariot, 2 min. mechanics, 2 kovniks and 2 tankers+the democorps CA for free. Still lacks of magical option (can't put the adjunct in if you don't lose a kovnik, but maybe the chariot will be too far to give it magical weapons).
Your democorp and ST make a nice brick & hammer combo. The devastators are obnoxious to remove and can causing scoring pains. Assault chariot/suppression tanker/devastators are your anti infantry. The strike tanker is your sweet sweet FFE target. I kind of miss the adjunct/sylys.