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Post by Cryptix on May 18, 2017 15:14:45 GMT
And for a full list:
Skorne Army - 72 / 75 points [Theme] Winds of Death
!!! Your army contains a pre-release entry. !!! Your army contains CID entries.
(Hexeris 1) Lord Tyrant Hexeris [+28] - Archidon [10] - Archidon [10] - Razor Worm [7] Venator Dakar [0(4)] Venator Catapult Crew [0(5)] Venator Catapult Crew [0(5)] Venator Reivers (max) [15] - Venator Reiver Officer & Standard [4] Venator Reivers (max) [15] - Venator Reiver Officer & Standard [4] Siege Animantarax (CID) [17] Siege Animantarax (CID) [17]
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Post by Cryptix on May 19, 2017 0:29:21 GMT
Also, remember the Siege Animatrax is a Calvary model. You can use impacts to break a line of Infantry surrounding the enmy lock/caster, and you get boosted charge attack rolls.
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didder
Junior Strategist
Posts: 166
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Post by didder on Jun 26, 2017 20:11:39 GMT
The dynamic update is officially out, and the results of the CID on our battle engine seem quite good.
The battle engine is now Spd 8, cantankerous tokens provide no stat boost now, but you can still spend them to boost melee accuracy or damage. The Crit Smite on the tail got replaced with Knockdown (not crit!) 35 boxes, and I believe the CID had it at 34 boxes at the end, so after all the feedback it got 1 more box I think. Arm20, and again I believe at the end of the CID it still had only arm19, so 1 more point of armor I think. Independent attack on the spears now allows those spears to make attacks before the SA's movement. I don't think it had that by the end of the CID either, although I could be wrong.
I got one very recently. It's ready to go. I'll be trying out it very soon probably in a Makeda1 or Zaadesh2 list where accuracy can be buffed a bit.
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granor
Junior Strategist
Posts: 353
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Post by granor on Jun 26, 2017 22:03:53 GMT
cantankerous tokens provide no stat boost now, but you can still spend them to boost melee accuracy or damage.
This rule also allows you to buy melee attacks.
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Post by Cryptix on Jun 27, 2017 0:23:30 GMT
I'll be using it as an Inviolable resolve target in my Zaadesh2 praetorian list
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granor
Junior Strategist
Posts: 353
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Post by granor on Jun 27, 2017 14:02:21 GMT
The black spot interaction seem super good to me with the independent spears. I assume you get the black spot attacks right away.
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Post by sardonicartery on Jun 28, 2017 19:23:49 GMT
Played the new SA with Xerxis1 last night. Liked it, but then again, Xerxis1 polishes everything.
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Post by toconut on Jun 29, 2017 11:39:39 GMT
I've been playing the CID version since it was first released and it's bonkers in winds of death. Now that it's even more resilient I might think it's even too strong. My list is:
Rasheth -Aradus Sentinel -Aradus Sentinel
Siege Animantarax
Reivers full+ua Reivers full+ua Slingers full Cannon (free)
Extoller Willbreaker (free) Dakar (free)
I'm not sure yet about the battlegroup and the free choices (those are very up for debate). I'd love to have paingivers, but I'd have to drop 4 slingers, that are crazy good.
The list is VERY solid, actually one of the most impressive gunlines I've seen (and I've been playing cygnar for years). Siege Animantarax is very much needed. It gives a solid anchor and flanking tool, it is perfect for eyeless sight and magical weapon and it scores in the same areas as heavies (since the list is mostly infantry). Its melee output is very good but I rarely need it (and it's not easy to get tokens, there are matchups where I shoot it first turn with all the army at dice -8 to get the least amount of damage possible but I avoid it if not necessary.
KD on the tail is another very useful tool, it can save you from charger spam locking a couple in melee.
Out of all the pieces in the list the BE is probably one of the strongest I'd say.
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granor
Junior Strategist
Posts: 353
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Post by granor on Jul 2, 2017 17:19:07 GMT
Bot1 drive.google.com/open?id=0BwDLR6YQge4TZGpwaHVrRGJIMHMI set my SA on one side and the infantry on the other. Setting the wall to help the infantry. My opponent ran everything forward. Top2 drive.google.com/open?id=0BwDLR6YQge4TNlh2QTRndFhXRU0My SA trample forward and shoot at the beasts and putting on limited damage. My slingers move up and hit the rune shapers and the reaviers do the same. I am able to kill off 2 of them. I was also able to toss a large 5 man CRA onto a beast doing a little damage. The closest SA gets shadow play. Marketh gets up to toss a mortality next turn. Bot2 drive.google.com/open?id=0BwDLR6YQge4TMHZyNkxyczEwTFUMy opponent rushes his beasts and kills my archidon. The last attack crit slams him into Marketh killing him. I should have kept him further back He also tries to kill the cannoneer by charging the drakkar killing him but fails to remove the cannoneer with a few missed attack rolls. He then feats. The lone rune shapper on the right runs to engage some slingers. The ones on the left shoot the SA damaging one giving it a rage token and not doing anything to the other. Top3 drive.google.com/open?id=0BwDLR6YQge4TZnNuNi03d3gwNG8So mulg has to die this turn and I have to deal with the healing feat. I re-read my casters card discovering he has grievous wounds on his melee weapon after dropping shadow play so i could cast 2 mortalities. Shammon steps back and shoots mulg for no damage. My caster charges the proxied earthborn cutting him with mercy for 14 damage on a huge dice spike. I then toss mortality on mulg boosting the to hit because the obstruction gives him cover. The slingers flare the stone holder and the reviers kill through all the promotes to shut it off for this turn. The soulward steps forward hitting mulg and using the soul from the dead drakar to hit him for 13 damage. The right SA charges mulg but I forgot he has admonition on him. THe SA then rolls for 4 gun shots and shots mulg to death repositioning in front of morgoul. The other SA charges a rune shaper killing it and the buddy with impact attacks. He then shoots some welps forgetting that I should have been shooting the remainder of the stone. I do leave one rune shaper alive just out of frame on the left. Bot3 drive.google.com/open?id=0BwDLR6YQge4TX0FjdENfcFU2NHMThe proxied mauler comes up and kills my right SA. The axer charges a clump of infantry killing all 4 of them. THe other muler tries to kill a few slingers but misses one. One rune shaper moves in front of the SA. My opponent bunched his stone in the middle of the table to keep everyone under the stone for the added strength during their attacks. End drive.google.com/open?id=0BwDLR6YQge4TTmNSVVBmTXNTVWcMy lone remaining SA uses his new independent attack to boost to hit and damage the rune shaper in front of it killing it. The SA then tramples forward killing the rest of the stone and repositions forward again but just misses getting the enemy caster into melee. My slingers all move out of melee and die (I forgot the drakkar also increases their melee attack rolls). Shammon shoots the proxied mauler. My soulward getting another soul from the slinger getting killed on a free strike then shoots him too spiking a good 13 damage. My caster then charges in finishing the beast off with 2 transfers to spare and feats. The cannoneer gets engraged and charges the now blind mauler killing it. My reaviers try to clear off the zone but fail. I forgot the slingers get +1 to hit from the drakar and not just +1 to ranged attack rolls so they just walk out of melee and are killed by free strikes. I forgot to take a pic at the end of my turn so you can see my opponent charged my caster with his and failed to kill morgoul2 so he conceded. SA: These guys seem really good. They have a good number of attacks and the speed to bring them to bear. I was able to kill the entire stone thanks to their ability to bring good range attacks to bear over long distances. The reposition is very useful as well as the new independant attacks rule on the spears. Being able to boost those attacks really makes unjamming the SA reliable. The rat 5 vs small bases is a weakness as most infantry will require a 7 to 9 to hit but the gun is good otherwise and you get enough attacks that rolling the 7s on support is worth the risk.
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granor
Junior Strategist
Posts: 353
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Post by granor on Jul 7, 2017 21:03:35 GMT
Start drive.google.com/open?id=0BwDLR6YQge4TQmJBVzA5X3ktQ1EI am trying to keep the SA in the middle so they can get whipped by the paingivers. This ended up not working well and I will need a new plan next game. Slingers lost AD because khador jacks are super weak and need the help. Spoilers: This is what losing at list selection looks like. I am still not sure the best place to put the wall I get. Top1 drive.google.com/open?id=0BwDLR6YQge4TWUJLR05JUEYxd00I keep the SA within advance and whip distance giving them 2 rage tokens each. I give the right SA incorporeal. Everyone else runs. Bot1 drive.google.com/open?id=0BwDLR6YQge4TRWx0dXQ3Z2xqZ3cKhador is able to drift 2 AOEs onto my officer killing him and the 3 guys around him. The sniper misses the Shaman and the jacks on the left put up a cloud wall. All the jacks of course keep just outside of the 13” SA charge range. Top2 drive.google.com/open?id=0BwDLR6YQge4TaDlUTy1jcHktQUUIt is hard to tell what happened here. The SA move up shoot at jacks and move back. I was able to spike some rolls and put 18 damage on the Marauder. The reivers CRA but don’t do much damage. The second SA only rolls 2 shots and doesn’t do much damage. The paingivers heal up both of my SA to full. Soulward runs to the middle so I can charge next turn through the clouds. The shaman takes out the sniper hugging the middle obstruction. Ghost shot for the win. Bot2 I forgot a picture here but the jacks move up and shoot again. This time the drifts are terrible and all the reavers live. The jacks are able to kill off the shaman and through blast damage hit morgoul2 for a chunk of damage too. The smoke could goes up and khador scores one point on scenario. The mechanics do walk up and fix the marauder for 67% of the damage I had put onto it. One of the other jacks got healed up too. And Feat….. Top3 drive.google.com/open?id=0BwDLR6YQge4TT3BINmJETjdUV0USo I am feeling the pressure. I have NINE heavies in front of me being arm 23(with feat) and 34 boxes each. I don’t feel like I can wait out the feat but I also don’t know how I am going to do any damage through the feat. I start with my slingers they move around the clouds, flare one of the jacks and toss weapon master shells doing 0 damage. The ability for these guys to hurt jacks is extremely overrated (dice -13 is sad). The soulward gives my right SA eyeless sight. Marketh walks through my right SA to toss a mortality onto a jack. The reavers cra up and shoot it for 4 damage. The drakaars do 1 or 2 points each to different jacks. I realize my right SA can not be whipped for it’s last rage token because it is incorporeal right now. That is a problem. Morgoul2 walks up and mortalities another jack on the right hand side. Right SA charges in knocks down 2 of the jacks rolls 2 shots and tosses them into the jacks in front of it because they are mortalitied, that means I will do damage right? That doesn’t work at all. I repo into a better position because I charged to get 2 impact attacks. The archidon gets enraged and prodded hits the jack with a crit. We are sure the toss will get the jack out of melee range so I do not toss him and instead buy and boost damage again not doing much (arm 23 down to 21 with pow 17 is just a problem when you only get 2 attacks). The right SA charges in and knocks down all 3 jacks then shoots the mechanic med based UA. I was able to kill it but it took 3 attacks. The SA then repos out of melee with all the jacks. Again the pow 18 doesn’t do much because of the feat. Bot3 Well my plan of knocking everyone down to reduce focus efficiency fails because Jumpstart sure does make everyone stand up again. My SAs get put into the dirt by 2 jacks each. Their survivability was kind of impressive to be honest. One of the gun jacks kills off marketh but needed broadside to do it. I concede. Conclusions: I like the SA and ordered 2 from my FLGS. My last weeks troll opponent mentioned after watching some of our game he doesn’t like the cannonneer and feels it doesn’t do much work. I agree and order another shaman and will be taking him out of the list as I already have a raider. Nine heavies is a problem for this list to the point where you either drop your other list or just run your SA down each edge of the board and hope to catch their caster. Another shaman would help with this pressure too. I get the feeling that any winds of death list will need a strong assassination component to it in order to get past some of the heavier armor matchups. An aggy could be a good addition to the list with the two sturdy SA but I worry about the size of the bubble. I am still scratching my head over how to deal with any faction that can drop six or more non-living heavies into me and back them up with some kind of damage reduction.
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didder
Junior Strategist
Posts: 166
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Post by didder on Jul 7, 2017 21:30:10 GMT
Well, it's great that the ETC had a great showing for Skorne, but looking at the lists there are hardly any heavies. It's extremely pronounced, especially on the Titans. A bit supportive of beasts < jacks, but there will never be a definitive word. I prefer to just play and not worry about this kind of thing.
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granor
Junior Strategist
Posts: 353
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Post by granor on Jul 7, 2017 21:53:02 GMT
Well, it's great that the ETC had a great showing for Skorne, but looking at the lists there are hardly any heavies. It's extremely pronounced, especially on the Titans. A bit supportive of beasts < jacks, but there will never be a definitive word. I prefer to just play and not worry about this kind of thing. huuu wrong thread?
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granor
Junior Strategist
Posts: 353
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Post by granor on Jul 14, 2017 19:33:41 GMT
Played another game vs menoth. The SA did excellent work and were MVPs before I put my caster too close and died. I was trying to have zaal1 run the list and he did a good job. (put in an aggy and rhinodon for awaken spirit) IR was on one of the SA. Didn't get any pics sorry but I wanted to put in here the SA are still impressing me. Khador's 9 jack builds are still a big problem for me I need to look to other lists I think.
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regleant
Junior Strategist
Sometimes things go right
Posts: 267
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Post by regleant on Jul 24, 2017 6:39:05 GMT
I'm curious how people are managing their Beast Handler resources in light of the S.A. The biggest weakness I see with the S.A. is that it requires Rage Tokens to be good, and that means we need 3 Beast Handlers as dedicated support (assuming the opponent doesn't "help".
Assuming you go first....
Do you choose not to apply any first turn, and run everybody? Then whip it on Top of 2? Or do you whip it Top of 1 and accept the Beast Handlers will be far behind on the next turn?
So far, I've only used the model in 1 game (it died Top of 2 to Vlad1's nearly-entire army). But I am seeing where I will have problems supporting it. I'm not saying it isn't good, but it is not as straight-forward easy as others (e.g. Circle BE).
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zich
Junior Strategist
Posts: 690
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Post by zich on Jul 24, 2017 7:00:15 GMT
I only got to play the Derp Turtle this weekend, so take my experience with a grain of salt. I don't even take Beast Handlers in the lists that have it. It mostly shoots for a turn or two in which Rage Tokens do not matter. Then it will usually have taken some chip damage and have a token or two. And I'll usually find someone to stab it a bit to get it to full. Morghoul2 can do this if he has nothing better to do, so can a Soulward. A small Reiver CRA is fine too. Just make sure to not have Shadow Play up on it. And sometimes the Rage tokens are just overkill.
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