I can use some tips on killing double TEPs vs Conservative players. i cant get my bears on it. I forgot about sac pawn so my fire eaters couldnt soften it up. im not sure how to deal with that problem , and ill take any suggestions.
I agree that closing the distance is the tricky bit. I frequently find champs don't quite make it unless I'm lucky with tough rolls or I'm running Madrak1. Other units do seem to wilt in the face of the sprays too, I've had a little luck with a wide cloud of Fennblades (so they can't all be sprayed to bits) getting there and damaging it, with a bomber sotening it up on the way in that seems reasonable. But the smaller units I found to struggle against them. Maybe Raiders might be okay, though I've yet to buy a unit so couldn't say myself. Alternatively, a heavy should be able to withstand a reasonable amount of punishment into them, if you can avoid the enemies' heavies...
We don't have a huge amount of Convergence players locally so it's hard to tell what works so well other than conjecture I'm afraid. Hopefully someone more in the know can help more!
Post by allinontrolls on Feb 28, 2019 17:21:38 GMT
Some general ideas:
Starting with casters kolgrima really shuts down teps. Clouds + Feat + hunters mark for thread extensions should help killing teps before killing too much of your army.
Basher could be really funny vs teps. Crit stagger and teps are really sad.
Talking about units champions are really bad into teps. One tep activation could easy kill a unit of champs. Bears are great if you are not able to increase the damage. If playing madrak2 even fennblades have no problem killing a tep.
General tips would be that Forrest's are your best friend. You can park your army behind them and charge through them cause of the Los rules.
Sacrificial Pawn would be the most annoying part against it, I guess.
Well, that's only a theoryrdes, but what about to use Jackhammer? Run a heavy beast then pop Jackhammer seems not so bad.... Although only Madrak3 possess it.
Just for charge first, Doomshaper2's feat also allow you extra speed to get the target.
Else, although it would be a weird pick, Gunnbjorn surely give you a turn before get to the charge range and withstand enough punishment - if the enemy could, of couse!
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