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Post by anonbyproxy on Apr 22, 2017 0:39:24 GMT
New dwarf player here playing in a make your own battlebox journeyman.
We are currently on week one and I need help with where to go from here.
What would you suggest building up to and mostly, +10 seems like a hard pick for me.
Current stuff people brought out: 2 convergence (iron mother) and 1 other dwarf (ossrum battlebox ), and 1 of every faction but trollbloods and racist elves.
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Post by theadept on Apr 22, 2017 9:55:52 GMT
The Ossrum list I'm currently running has a battlegroup of 3 Drillers, 3 Blasters, and 4 Gunners. You can start with a Driller and three bunnies, then add a second driller at 10pts. They're a very solid 'jack, and two of them is never a bad thing.
You need to consider whether to go into the Hammerfall theme or not; it's very restrictive, but gives good benefits.
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Post by shortcutbacon on Apr 24, 2017 6:37:42 GMT
Personally I would aim for a Bunnyranch set up under Ossrum. Not that I dont love forgeguard its just hard to fit a max unit in with having them shot off the table.
Week 1 Battlebox Ossrum / Driller / Gunnerx2 / Blaster
Week 2 10points Ossrum / DrillerX2 / GunnerX2 / Blaster The Driller is a solid choice here, not only does it fit perfectly for cost it hits like a truck.
Week 3 25points Ossrum / DrillerX2 / GunnerX3 / BlasterX2 This is where things get interesting. You are now playing Trial by Fire scenario (basically The Pit without flags) While we could have added a Min unit of forge guard we probably didnt have enough bodies to screen them effectively. This is where you can aim to use the Unstoppable force spell to great effect, Ossrum moves up and pops feat and Unstoppable Force, Gunners and Blaster can now move up and nudge your opponent out of zone and sit at ARM 21. REMEMBER Ossrum has TACTICIAN RHULIC this mean all your jacks can move past each other if they have enough movement to do so.
Week 4 50points Ossrum / DrillerX3 / GunnerX5/ BlasterX3
More of the same this week, our basic bunny ranch is complete, you now have enough medium bases to effectively screen some forge guard and play ping pong with enemy models. The weeks following this can be used to add either some Forge guard or more Gunners, 3 blasters is usually enough unless the meta is running unit spam. That said thanks the POWERFUL SHOT they can put large holes into light jacks (ARM 16 or lower range).
The Journeys end Scenario involves smashing the enemy objective or caster first. For this reason a unit of Forgeguard may actually work very well. Keep the Bunny line together with forge guard following a little behind to avoid blast, use feat as nessassary to either get the alpha or back it off. Your counter charge has a number of options, remember due to Tactician RHULIC the forge guard can charge through your bunny line, if you need some landing room you can always have Ossrum use UNSTOPPABLE FORCE any attempt to advance should shunt the enemy 2 inches off the line, plenty of room for shooting and the forge guard.
Good Luck out there.
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Post by doppleganger on Apr 24, 2017 7:52:40 GMT
You may want to consider adding a basher they are great for slamming heavies out of zones for scenario and useful for dealing with high def infantry.
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Post by shortcutbacon on Apr 24, 2017 11:03:31 GMT
You may want to consider adding a basher they are great for slamming heavies out of zones for scenario and useful for dealing with high def infantry. Cant say Ive ever run a Basher in Ossrum's battle group myself, though I do enjoy a sneaky 13points in pairing it with Thor Steinhammer. Tune Up - First attack boosted hit and damage *Edit: Thanks theadeptJack Marshal - Crush; Target warjack gain an additional melee attack and +2 to damage rolls Grandslam - Basher can slam without spending focus Followup - Basher follows its slam target Flak - POW 12 b2b for good measure and POW 6 for anything else within 2 inches [Rare but fun use] Lucky thing is still effected by Ossrum's feat too.
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Post by theadept on Apr 24, 2017 18:41:34 GMT
Tune Up - All attacks boosted hit and damage Only the first attack it makes, but you make a good argument for marshaling.
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devonv
Baby's First Wargame
Posts: 4
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Post by devonv on Apr 24, 2017 21:24:42 GMT
Bashers run for miles under Ossrum. If you have any 'jacks that Ossrum isn't running, that may be an issue.
As far as protecting Forge Guard, hide behind the 'jack wall. With Tactician they don't give a damn.
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Post by anonbyproxy on Apr 26, 2017 14:15:29 GMT
Appreciate the feedback all. Bunny farm seems to be the best support for the driller. My first week netted me 2 wins! Bunnies shot a light cygnar jack into a crippled mess and my driller brought a heavy to 2 boxes on turn 2. I think a second driller would be best for week two as it is getting work done and scoring me capture point with Ossrum's adding bulldoze to let the driller push them two inches out of the zone and drill, drill, drill. My wildly scaling threat range made an alpha strike happen that no one expects from the dwarves.
My second win had the dwarf mirror box by a veteran dwarf player mismeasure and I got the alpha strike on his driller. Basically game after that.
Tl;dr battlebox good. Thinking driller for 10 pt. <Y/N>?
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Apr 26, 2017 19:49:05 GMT
If you go double driller, I think you really have to go into the theme for the Repo on Rhulic heavies. Not a bad place to be, as the Artillery Corps is busted and fast rhulic heavies are scary.
Bunny ranch is awesome, but if you like the driller and other heavies, i'd go Heavies + support in theme instead.
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Munindk
Junior Strategist
Posts: 210
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Post by Munindk on May 24, 2017 11:01:13 GMT
I'm playing in a slow (1 week = 1-2 months) journeyman league with the Rhulic battlegroup, I'm going with a Basher for scenario play.
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Post by Stormsmith Dropout on May 24, 2017 14:03:29 GMT
I love the Basher. I have 2 in my Ossrum list. They are fast-ish, hard to kill, and they open up a ton of options.
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