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Post by Havock on Mar 28, 2019 15:47:19 GMT
Also as a finisher, probably want at least 1 Kodiak for the Trancers to auto kill them. Yes you're trading a 13 point heavy for a 3 point psychiatric patient from time to time but the ability to stop them just hanging out behind forests and not have to risk missing them and thus triggering Poltergeist is worth it. Frankly if you're playing something like Butcher and chucking your Kodiak out there is a prelude to Butcher getting nasty then it's 100% worth Autohits are always good, Elims can sidestep before they blow up as well I believe as it triggers on hit.
And about the Kodiak; it's still an ARM20 jack that's sitting there, it will require attention.
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Juris
Junior Strategist
Posts: 578
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Post by Juris on Mar 28, 2019 17:53:29 GMT
Also as a finisher, probably want at least 1 Kodiak for the Trancers to auto kill them. Yes you're trading a 13 point heavy for a 3 point psychiatric patient from time to time but the ability to stop them just hanging out behind forests and not have to risk missing them and thus triggering Poltergeist is worth it. Frankly if you're playing something like Butcher and chucking your Kodiak out there is a prelude to Butcher getting nasty then it's 100% worth Autohits are always good, Elims can sidestep before they blow up as well I believe as it triggers on hit.
And about the Kodiak; it's still an ARM20 jack that's sitting there, it will require attention.
No, although Sidestep triggers on hit, it is not resolved until after the attack is resolved.
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Post by chickenslayer on Mar 28, 2019 23:26:38 GMT
Yes, this isn't an action movie. The Trancer blows up first.
That said, Eliminators are still of good value against this list because they provide a method of dealing with the Halberds and are annoying for both the Halbs to hit on the return and the Railless to effectively kill, plus they're good for blocking in Admonition moves and the like
Long story short, I find that with the necessity to cast Windstorm every turn you're basically playing a 4 focus caster and that really puts a strain on allocating and casting your other spells. Leaving 1/2 BCs on Sorscha really helps keep your options open.
I mean, that's great and all but frankly it's small potatoes compared to the benefit you get out of running Jaws with a different caster who does just stack her effects with their own threat buffs.
Furthermore, Old Witch can get greater focus effeciency in Wolves due to the effects of Kolduns duplicating Forge Seers with some bonus Puppet Strings, Guidance and other tricks thrown in.
The real key though is that you want Marauders threatening 12". That's the length of a zone and makes it super awkward for a CG player to run the long scenario game because their huge bases become liabilities.
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Post by Havock on Mar 28, 2019 23:53:50 GMT
Well, that's what you get for getting 1, maybe 2 games a month tops :v
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Post by steeltitan on Apr 11, 2019 8:51:37 GMT
I had a different CG experience yesterday, with my opponent playing Gearhart:
After quite a few games with OW2 in Jaws, I decided to switch it up and run B3 in Jaws instead. My list for B3 is:
Although B3 offers me less protection from CG's strong shooting, having Energizer for my whole battle group means that each jack threatens 10" base, 12" for two jacks with Boundless Charge and 13" for Ruin. Under OW2, you could only have two jacks threaten 10" from Boundless Charge and you needed Malakov to have one jack threaten further. The difference between 10" and 12" for your whole BG is quite significant.
Another more personal reason to switch to B3 is that, with a bit more experience under my belt, I have more time late-game...which means B3 really starts to shine. I used to run out of clock around turn 4.
Before the game, my opponent was quite convinced it was going to a one-sided game, in CG's favour. His list shoots a lot and hard. However, I eventually won the game on scenario, after 7 rounds. The last few rounds were just spent switching back and forth the clock because my opponent only had 14 seconds left (versus my, I believe, 17 minutes). Terrain helped mitigate a lot of his damage and slowed down his force (despite tactician) and Butcher could dance around the central building and keep scoring and taking out a model here and there. My opponent thinks that his Syvestro list is a better match-up for him so I will likely find out soon how that plays for B3.
I didn't really see a main issue playing against this list like I did playing versus Syvestro and Trancers. The whole list just packs a punch but if I had to isolate one particular problematic unit, it would probably be the CG Infantry (POW11). In combination with rust (+2), oil (boosted damage) and potentially the feat/prey (+2), they just do so much damage, especially under mini-feat (dual shot). Snipe makes it so that you can't just stay outside of their threat (16") without giving up board presence.
Gearhart's battle plan, giving the army tactician, makes it hard to get to them as well because he can simply have Assault/Shock Troopers/Jacks in front of them and shoot through his own line.
What are you experiences playing Khador into Gearhart? What do you think of the match-up and do you see any particular issues that are hard to play around?
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