igor
Junior Strategist
Posts: 122
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Post by igor on Jan 15, 2019 20:58:37 GMT
I have been running Irusk2 in WGK for some time now - and been enjoying it. In an attempt to stay up to date, focus my thoughts and perhaps even help others, I have created a (perhaps) long-winded blogpost on Irusk2 in WGK. My musings can be found here: Irusk2 in WGK. Comments, and or discussions will be highly appreciated.
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Post by Soul Samurai on Jan 16, 2019 8:09:07 GMT
That was a nice write up. I was very impressed by it's formatting: fantastic diagrams, tables, clearly broken down sections, a scattering of images for visual interest; it was very professionally done! You clearly spent a lot of time on it. Irusk with Winter Guard is very thematic and flavourful, unfortunately I'm not a very active player so I don't really have much feedback on the content of the article, but it did seem to be well thought out, detailed, and clearly communicated.
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Post by michael on Jan 16, 2019 14:17:04 GMT
“Knockdown on a stick” actually has an 18” threat, not 14”. You forgot about advancing! (Same goes for the Mortar Crew. It has such bad odds to directly hit that you might as well consider keeping it moving every turn.)
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igor
Junior Strategist
Posts: 122
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Post by igor on Jan 18, 2019 14:54:27 GMT
@ Soul Samurai, thank you for you nice words. I did spend some time. It turns out that it is pretty good for my own understanding to actually approach it methodically @ Michael, valid points. In have incorporated them. Battle reports will appear soon.
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Post by hocestbellum on Jan 19, 2019 15:10:29 GMT
Lovely article! I look forward to reading more.
It's worth noting that Artifice of Deviation can get Irusk himself up to DEF19, which can be extremely useful for keeping him alive even when you have so many Sacrificial Pawns
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Post by sand20go on Jan 20, 2019 1:47:34 GMT
So here is another thing about the artifice (the Child makes a LOT of use out of this) - it is WONDERFUL if your opponent doesn't have access to pathfinder. So you can control, for example, how much threat extension stuff get out of vengenance. That isn't a HUGE deal in WGK but it is something that is out there - and can in fact be better than say putting the grunt in the pieplate.
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Post by thebuoyancyofwater on Jan 20, 2019 6:28:10 GMT
I don't think the adjunct adds 2" of range to Artifice of Deviation since it's range is CTRL.
Cheers, Dave
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Zaku
Junior Strategist
Posts: 224
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Post by Zaku on Jan 21, 2019 10:05:45 GMT
I don't think the adjunct adds 2" of range to Artifice of Deviation since it's range is CTRL. Cheers, Dave I believe you are correct.
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igor
Junior Strategist
Posts: 122
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Post by igor on Jan 27, 2019 11:30:11 GMT
@ thebuoyancyofwater and @ Zaku, that is completely correct, of course it does not add to range CTRL. Thank you, I have changed it.
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Post by Armchair Warrior on Jan 29, 2019 1:01:18 GMT
igor, great article. As a nit, you wrote that the WGDS (Winterguard Death Star, WGI+3 Rockets+O&S) was 19 points. It’s 20. 10+6+4. A maxed out WGRC Deathstar is 19 (13+6). But you knew that... I’d love to see you add some intel on the Gun Carraige. It’s an awesome scenario piece, and likes FFE as much as the next guy (and it’s a decent delivery system). In terms of testing it with your dudespam, you could drop your two WGRC to min (10 pts), replace A&H with an Adjunct (who could give the Gun Carriage guidance and magical weapons...), and drop one Field Gun (you brought mobile knockdown on a stick in a much more reliable package so I don’t think you miss one). That frees up 18 points, vs. 17 needed, so you can also fit in the Tinker you wanted. Of course, this is no longer a purely Stalingrad type list... :-)
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Ganso
Junior Strategist
Posts: 932
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Post by Ganso on Jan 29, 2019 1:46:56 GMT
Read the battle report, I appreciate the analysis.
Definitely if you want to take on huge bases with Winter Guard fielding 1 Marauder is not going to cut it. It's not even enough to keep the Huge base honest since it will most probably survive a charge and retaliate. Something to consider in the future maybe.
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igor
Junior Strategist
Posts: 122
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Post by igor on Feb 5, 2019 16:31:58 GMT
@ Armchair Warrior, thank you. I have fixed the typo. I think intel on the Gun Carriage might be coming up soon. I'm playing around with a list containing two. I just need to paint up the second one first I am so much looking forward the the Adjunct. @ Ganso, yes, I'm slowly coming to that realisation. I'm seriously thinking about going for the trusted 3-Marauder band. We'll see, I need to play this list a bit more before I decide. There are currently two battle reports up, where the list is put to the test. More will arrive (I have a backlog).
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igor
Junior Strategist
Posts: 122
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Post by igor on Jul 19, 2019 13:14:50 GMT
igor , great article. As a nit, you wrote that the WGDS (Winterguard Death Star, WGI+3 Rockets+O&S) was 19 points. It’s 20. 10+6+4. A maxed out WGRC Deathstar is 19 (13+6). But you knew that... I’d love to see you add some intel on the Gun Carraige. ... And here you go I have finally managed to write up my third version of the WGK. This time it includes two Gun Carriages. You can read about it here: greylordarchives.blogspot.com/2019/07/winter-guard-kommand-under-vladimir.htmlI'll start a proper thread when I get started on my backlog of battle reports. Enjoy.
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Post by steeltitan on Jul 19, 2019 21:55:50 GMT
igor , great article. As a nit, you wrote that the WGDS (Winterguard Death Star, WGI+3 Rockets+O&S) was 19 points. It’s 20. 10+6+4. A maxed out WGRC Deathstar is 19 (13+6). But you knew that... I’d love to see you add some intel on the Gun Carraige. ... And here you go I have finally managed to write up my third version of the WGK. This time it includes two Gun Carriages. You can read about it here: greylordarchives.blogspot.com/2019/07/winter-guard-kommand-under-vladimir.htmlI'll start a proper thread when I get started on my backlog of battle reports. Enjoy. Thanks for the extensive post. I enjoyed reading it and the tables are very handy for future reference. I already have one game with basically your list under my belt (i ran 2x mortar instead of the captain) and it will take some time properly playing it. It offers a lot but you can rarely do it all or even a few things. S&P is expensive and comes at the expense of almost everything else. However, when you dont cast it and instead try to alpha with feat and lets say 2x BC, the damage potential of the rest of the army starts dropping off fast. Decisions decisions... How would you change the army based on the new requisition points and theme update? Free Joe, free 2x captain and a free mortar? Im not a huge fan of mortars and the captain not being able to give the field gun +2 RAT makes me sad... Im thinking of: Vladimir Tzepesci, The Dark Prince - WJ: +28 - Marauder - PC: 11 (Battlegroup Points Used: 11) - Marauder - PC: 11 (Battlegroup Points Used: 11) - Marauder - PC: 11 (Battlegroup Points Used: 6) Winter Guard Gun Carriage - PC: 17 Winter Guard Gun Carriage - PC: 17 Kovnik Jozef Grigorovich - PC: 0 Winter Guard Rifle Corps - Leader & 5 Grunts: 8 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 Winter Guard Rifle Corps - Leader & 5 Grunts: 8 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 Winter Guard Field Gun Crew - Gunner & 2 Grunts: 0 Winter Guard Field Gun Crew - Gunner & 2 Grunts: 0 Alexia2: 7 That should be 74/75
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igor
Junior Strategist
Posts: 122
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Post by igor on Jul 20, 2019 18:10:39 GMT
Thanks for the extensive post. I enjoyed reading it and the tables are very handy for future reference. I already have one game with basically your list under my belt (i ran 2x mortar instead of the captain) and it will take some time properly playing it. It offers a lot but you can rarely do it all or even a few things. S&P is expensive and comes at the expense of almost everything else. However, when you dont cast it and instead try to alpha with feat and lets say 2x BC, the damage potential of the rest of the army starts dropping off fast. Decisions decisions... This is always my problem as well. I would really like to have two BC running under feat, and S&P. The only solution I can come up with is including Sorscha0. But then she needs a warjack. So it is either giving her one of Vlad's, which messes with his warjack points (and the nice feat); or another 'jack, which then messes with the number of winter guards. I feel your pain. How would you change the army based on the new requisition points and theme update? Free Joe, free 2x captain and a free mortar? Im not a huge fan of mortars and the captain not being able to give the field gun +2 RAT makes me sad... I'm also more into field guns. I really can't seem to get the milage out of the mortar. I would make sense to allow the Kapitan a +2 on the field gun. If there is no mortars in the list it is basically only fire & displace that has any effect; besides using artillerist on the gun carriages. I have been looking at the new versions of the theme, and if I read it correctly, I think it addresses one of my main wishes for this list: namely the number of Artillery Kapitans. It seems that for each requisition we can choose between: * One WG weapon crew unit (field gun or mortar) * One WG command attachment (In this specific case, nobody) * Two WG Artillery Kapitans (yes!) * One small- or medium based solo (Joe, Sorscha0, Adjunct) I'll of cause go for two artillery kapitans. So the new list would be: Khador Army - 75 / 75 points [Theme] Winter Guard Kommand [Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28] - Marauder [11] - Marauder [11] - Marauder [11] Winter Guard Gun Carriage [17] Winter Guard Gun Carriage [17] Kovnik Jozef Grigorovich [4] Winter Guard Artillery Kapitan [3(0)] Winter Guard Artillery Kapitan [3(0)] Winter Guard Mortar Crew [0(5)] Winter Guard Field Gun Crew [0(4)] Winter Guard Field Gun Crew [4] Winter Guard Rifle Corps (min) [8] - Winter Guard Rocketeer (3) [6] Winter Guard Rifle Corps (min) [8] - Winter Guard Rocketeer (3) [6] This is 75 point on the dot. Im thinking of: Vladimir Tzepesci, The Dark Prince - WJ: +28 - Marauder - PC: 11 (Battlegroup Points Used: 11) - Marauder - PC: 11 (Battlegroup Points Used: 11) - Marauder - PC: 11 (Battlegroup Points Used: 6) Winter Guard Gun Carriage - PC: 17 Winter Guard Gun Carriage - PC: 17 Kovnik Jozef Grigorovich - PC: 0 Winter Guard Rifle Corps - Leader & 5 Grunts: 8 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 Winter Guard Rifle Corps - Leader & 5 Grunts: 8 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 Winter Guard Field Gun Crew - Gunner & 2 Grunts: 0 Winter Guard Field Gun Crew - Gunner & 2 Grunts: 0 Alexia2: 7 That should be 74/75 Alexia2 you say. Not a bad idea... I do, however think that only two solos are a bit too few for scoring flags. I think I'll stick with a "pure" winter guard list, leaving out these disloyal mercenaries
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