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Post by Jabberwokk on Mar 1, 2017 15:44:26 GMT
So as a long time legion player, most of my experience with solos are things like Death-stalkers, Forsaken, and shepherds. I mean to say that they all sit in the back doing menial things like reaving fury or shooting from a long way off. Recently I got my hands on a warlord and a Grotesque assassin. How do you use these guys without them getting killed or do you consider them missiles to be unused and then disposed of? I'm particular interested in how other factions use there solos.
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Post by Swampmist on Mar 1, 2017 15:47:28 GMT
On the Legion side, Sprint on the Assassin is a big help in allowing him to do his job and get out.
Otherwise, I tend to see offensive Solos as less of a missile and more of a scalpel, though caster buffs may change that. Hitting key pieces, getting into the backlines and blowing up support, tying up primarily shooting pieces (Widowmakers tied up by a grot assassin is my best example,) Taking out an spirit, cortex or movement, ect.
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Post by wolf9416 on Mar 1, 2017 17:35:05 GMT
It does definitely depend on the solo. If it is something with a way of keeping itself safe (sprint, reposition, etc...) then the goal would generally be to go in an scalpel something out from their army and then get out. Ideally you want to hit things that are on the outer edge of the army because if you charge into the middle of their force, usually a reposition won't be enough to keep the solo safe.
If the solo doesn't have anyway to get out, take Savio Acosta as an example, I usually try to keep them safe until they can get in range of a juicy target (hopefully worth their points or more) and send them in as a missile. If they live, awesome, but I try to get something that is worth it for their points even if they die in retaliation.
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Post by sideshowlucifer on Mar 2, 2017 0:02:46 GMT
Most solos I use are either support solos or hunters of something specific. Support ones are pretty easy to use most of the time. The damaging ones, depends on their target of choice. Most of them are meant to hunt solos or casters or are difficult to remove so are good for scenario play.
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Post by phantasmagorium on Mar 2, 2017 19:25:07 GMT
Really depends on the solo. "Missile" solos, like the Mage Hunter Assassin, I won't even take unless it's with a caster that really takes them the extra mile (Rahn or Issyria, for example). Otherwise, these days it's just hard to find the points for combat solos (unless they're free via theme force).
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spideredd
Junior Strategist
Summer Gamer
Posts: 588
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Post by spideredd on Mar 2, 2017 23:10:53 GMT
I've mostly used support solos. The few times I've used melee solos, they either die to a lucky shot, or they underwhelm me entirely. Except Pyrrhus, I like him. I'm looking forward to trying out the Punch Monk with pSevvy.
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Post by sideshowlucifer on Mar 3, 2017 4:03:18 GMT
Some of the merc/minion solos are ok. The Bokur or the Totem Hunter or the sniper guys on the weird mounts.
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skurkious
Junior Strategist
For Kith and Kriel!
Posts: 206
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Post by skurkious on Mar 3, 2017 4:48:48 GMT
Yeah I tend to stick to mostly support solos. I'll use the Kithkar once in a while because he can hide behind the other infantry and is fairly hardy but often once the opponent knows what he is he gets shot right quick. I used to use the Totem Hunter, Maximus and Gudrun in MKII but haven't got them out yet in this addition. They were so hit or miss it was hard to justify them in non-casual games. One game they would kill a bunch of stuff and get twice their points back and the next they would do nothing. I think the key though as mentioned is having a list that brings the chances of them "doing their jobs" up as much as possible.
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Levyathan
Light Addition
"I am Everywhere."
Posts: 67
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Post by Levyathan on Mar 6, 2017 21:48:04 GMT
TBH it depends on the solo, i used to use deathstalkers for instance as lone wolves that run around forcing my opponent to keep an eye on them while i played parlor games with the front lines. If they died, oh well.
My evolution of this tactic was the 3 man shredder mini pack with a beast mistress. So many assassinations i've forced with that little group, its hilarious. Pick the side the least stuff you've deployed on, zoom it up the board as fast as possible while utilising cover and then, if it survives, go round into something soft or useful to your opponent. They may not be the best anymore but 3 shredders and a beast mistress are still hard to remove once the main force has already engaged.
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on Mar 7, 2017 0:19:52 GMT
My go to solo in Mark3 has been the Machine Wraith. In my experience all of the Cryx solos that cost >2 points typically don't do enough work to make their cost back. Outside of the 1&2 point Cryx solos the only ones I find myself using anymore are Aiakos1 and the free solos in Ghost Fleet. I personally hate combat solos in Mark3. While many of them are good, I find them far to easy to kill for their cost, and the opportunity cost for including them is just far too high nowadays. Why invest 8 points into Tartarus when I can get a Stalker for the same cost? In Cryx at least Units and Jacks will outperform every faction combat solo. I stick to cheap support solos nowadays complimenting my army where needed. If I'm running a Kraken or a Warjack brick I'll bring a Necrotech or two to hang behind my jacks to repair & create Scraps, if I'm playing Skarre1 I might bring along Scrap Thralls that hang in the back if I don't have enough unit fodder, but most of the time I default to Machine Wraiths because they bring the best utility for their cost.
Machine Wraiths create a 10" no go zone for enemy Warjacks that my opponent is always extremely hesitant to enter, they're great at contesting & holding scenario elements thanks to incorporeal, and the new edition buffed their melee capability so they now have a relevant Mat 6 Pow 12 attack that's great for killing enemy support models which incorporeal helps it reach. Most of my lists nowadays contain 2-3 Machine Wraiths, with my go to game plan for them is to put one on each of my flanks and to run them full speed ahead projecting their potential threat as far as possible. Most players don't have that many magic weapons in their mark3 lists and the Machine Wraiths will typically force the few they have to one flank, making the Wraith on the second flank pseudoimmortal for the first couple turns of the game. Against Hordes opponents this allows me to focus very little effort into one scenario element early since it's likely the loan Wraith will be able to take care of it, and focus the entire rest of my army into the other elements, typically giving me a greater advantage there since my opponent is most likely contesting my lone Wraith with more than 2 points. Against Warmachine opponents the flanking Wraiths, on top of what they do in the Hordes matchups, typically cause my opponents to brick their battlegroup up in the center of the board to avoid getting Dominated. This allows me to deploy my armor cracking Centrally and create a damned if you do damned if you don't scenario for my opponent. Any amount of rough terrain in the center of the board only increases my opponent's headache with positioning their non pathfinder Warjacks, as my armor crackers will nearly always have some degree of terrain mitigation.
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Post by dicebedamned on Mar 7, 2017 13:28:34 GMT
I've mostly used support solos. The few times I've used melee solos, they either die to a lucky shot, or they underwhelm me entirely. Except Pyrrhus, I like him. I'm looking forward to trying out the Punch Monk with pSevvy. PSevy doesn't do much for Monks. The monk is all about being annoying, and whilst you could Defender's Ward him, it'd be a waste of an amazing buff - save it for the Temple Flame Guard. I prefer to take Monks with stuff that makes them ab-noxious, such as Harby - 'oh, you finally hit him, well I martyr, so he will be around next turn again I usually use my solo's as either support or as scalpels. Support solo's can sometimes make handy souls for Menoth players too. Solos like Nicia are great for the threat they project. Nicia, and those like her, do not need to do something every game, often the threat will have had an impact on your opponent's game plan, and whilst he/she is reacting to you, you have an advantage.
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spideredd
Junior Strategist
Summer Gamer
Posts: 588
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Post by spideredd on Mar 7, 2017 13:33:33 GMT
I'm looking forward to trying out the Punch Monk with pSevvy. PSevy doesn't do much for Monks. The monk is all about being annoying, and whilst you could Defender's Ward him, it'd be a waste of an amazing buff - save it for the Temple Flame Guard. I prefer to take Monks with stuff that makes them ab-noxious, such as Harby - 'oh, you finally hit him, well I martyr, so he will be around next turn again It was Vision on the Monk that I wanted to try out.
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Post by sand20go on Mar 8, 2017 4:24:34 GMT
Solos in Khador serve all the main roles: Support, Scalple, Unit Buffer. In my Butcher 3 list I use Maddy for Parlay (oh god it is GOoD), Ragman to buff offensive output (POW 20 Weaponmaster blows are a "thing"), Kell to help with incorp scalple duty, WIdowmaker Marksman to help Kell turn those snipe shots into 11 and threaten taking out 2 full columns.
In many other lists the MOW Kovnik tags along to help speed up the ManOWar and Drakhun....well he is a uber annoying counter charging FIEND!!!
Our solos that tend to sit less commonly used are Yuri (probably overcosted by 1/2 a point), Manhunter (ditto), Bad Santa (but with OW 2 if she isn't radically reworked he will be RIGHT there for no shooting FUN and Fenris (who struggles to find a role different than Drakhun). Oh and Markov - beatiful model but at 7 points hard to fit him in (though he IS in my Vlad2 list so I can fully leverage a good roll on the feat and send ALL the Uhlans to where I want em)
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Mar 8, 2017 15:14:36 GMT
As a loyal merc, we are kind of the faction for solos. There's always a solo for that. Surprisingly, however, with the emergence of the arm skew/jack spam lists, more and more I am shifting away from non-support solos. Rhupert, Sgt. Nick, and Gibbs still make my lists while Acosta, Alten, and (non-kingmaker induced free) Kell ride the bench.
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Post by cybrid on Mar 8, 2017 15:24:54 GMT
Mostly for there intended purpose but if worse comes to worse I can make a mean battle mace out of them and a sock. Also high speed projectiles comes to mind sometimes too.
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