So Sorcha1 in Wolves is VERY strong Mar 4, 2019 16:02:16 GMT
Post by sand20go on Mar 4, 2019 16:02:16 GMT
What about Menoth?
Imo if you go with S1 WoW you have a problem fighting Menoth since S1 might very well work into new Harbi, but I don't see it working into HR at all.
Also the second list needs to cover all variations of shooting or you loose to any Cygnar, CG, Rasheth out there
Great points and on my mind. As much as for my benefit (remembering models and things) as for others....
CG. We agree. Wolves in this version is going to struggle with "spray for days" and Huge bases. Ergo the other list (in my case Vlad2, for others very possibly Irusk2) needs to be tuned in a way to take those on. However, with Maurader and Strike Tanker (and arguably the Seige Chariot) we have some things that can "punch up" and put significant damage on things like the Vulcan or the Railess at Range. See above for the math if you can get 2 strike tankers and a Drakhun onto a Railess. Interesting turn. Feat and put out 3 superserums on the above and try to kill one Railess. Remainder (hopefully at least 2) go on Shocks to move up as road blocks to stop charges onto Victor who then forces the Vulcan or other jack to "back up". Next turn you try to shoot the next Railess off the table/Bully The Vulcan back.
The other advantage is that absent 3 units I think you can truly consider going without Altanas, putting in Saxon and freeing up additional points so you can get closer to quad tankers. I got a month to do some testing.
Pie plates of nope can be your friend given correct positioning.
Cygnar - Would seem to be getting, absent Gravediggers, AC and then that creates challenges for them because of the arm and box skew. Again, with some fine tuning of the Vlad2 list you have the things to go hunting Stormstriders or Colls. Not worried.
Menoth - Here I think we have some challenges. The book's 5 inch bubble insn't great for no stationary but helps and keeps S1 honest. No Spells within 10 bigger as that means FIVE doomies committing to the stupid thing and that is a BAD trade. Gravus is an even bigger issue without shooting. (thus the argument for destroyers) as no stationary on Exemp. models creates serious challenges in EI. Add in Self Sacrifice and Damage sharing to shut down zerk and I think that the Wolves into Menoth seems "bad" and thus you have to try to wring out the win with AC. Again, Huge base hunters and hoping for a good drift from a rocket pod into some demos for a sweet sweet vengenance move to take out a Coll.
Now it should be said that with Beast-09; Ruin and Sorsha1 herself the list CAN play for assassination. B with shield guard, doomies and Hyperaggressive creates some real questions for people. Ruin is Ruin. S1 is S1 and while you don't have "pop and drop" in the list you Still can put out a decent amount of damage and force their caster to stay back.
Can AC cover all? Well I think I will take my chances. Remember, just the PRESENCE of S1 and 30 doomies is going to force a lot of your opponents to drop their dudes be gone list unless they out chicken your chicken (que Vizzini from Princess Bride). By fine tuning your AC to take on huge bases at Range I think that you start to be OK here).
PS. You mentioned Winds. And while the shooting CAN be a challege I would point out.....
A) Spell ward means no influence of note, bloodmark, or breath of corruption (except on own models or through drifts)
B) No real way to stop freezing of their units.
C) Fog and Clouds means def 15 doomies. That isn't necessarily something the turtles want to see and often can miss
D) GENERAL rareness of sprays (this lists kryponite would be the Railess, for example, or the Bird for the Autohitting pulse) is a challenge. Sentinals are a recognized issue (see Makeda game above)
E) As the above games suggest - Scenario. Use a unit (or 2) to get deep and jam/contest. Score. And then hold back a unit (or 2) to kill off things he sends into your's. Doomies with Brittle frost punch significantly above their weight. For laughes and chuckles ran Buy or Boost. 6 doomies and the Koldun Lord (to land the Brittle) have a 91.5% chance of killing an undamaged Derp. If he wasn't able to medicate and it has 3 damage, the odds go up to 95.6%. So force him in - by freezing/killing the stuff that would get there. Derp commits. Kill Derp. Refreeze the infantry.