Post by Armchair Warrior on Nov 26, 2019 20:53:18 GMT
If you're playing in a tournament this weekend, what are you bringing? Talk about the thought process behind your lists. I'll go first, and would welcome any comments.
My pairing this weekend will be Vlad 2 Wolves, Vlad 1 WGK. The lists:
Vladimir Tzepesci, The Dark Prince - WJ: +28
- Greylord Adjunct - PC: 0
- Marauder
- Marauder
- Marauder
- Juggernaut
- Juggernaut
Kovnik Apprentice Kratikoff
- Destroyer
Kovnik Jozef Grigorovich
Winter Guard Rifle Corps (min)
- Winter Guard Rocketeer 3X
Winter Guard Infantry (min)
- Officer & Standard
- Winter Guard Rocketeer 3X
Vlad 2
- Adjunct
- Marauder (Assail target)
- Conquest (late game HOF target)
Min Outriders (early game HOF target)
2X Koldun Lords
4X doomreavers, 2 with UAs
General thoughts:
Vlad 2 is the default drop if I don't see a gunline. Vlad 2 continues to be my go-to Wolves caster, and I've been tinkering around with different list builds. (I don't yet own either B4 or the Void Archon, and haven't tried those yet). I find that most model swaps with Vlad 2 are "sideways swaps" - the list isn't necessarily "better" just "different". I've recently fit the Conquest to have a great gun platform, improved scenario presence, and an anchor piece if and when I run out of doomreavers. HoF starts on the Outriders, but swaps mid-to-late game onto the Conquest, making him the ultimate murder-bot. (Also, HoF works on his secondary battery creeping barrage templates to help control flags. It's a neat trick.) I've been keeping the Marauder in to have a second jack to score zones, and Assail+Marauder = relatively fast, independent package that can help clear zones and knock stuff down for doomreavers to kill mid-game.
Vlad 1 is the default drop against gunlines, and anytime my opponent brings more than one large base. The general idea is to use my guns to force the lines to close and clear away nuisance models, then have a big feat turn with up-to 14" fully-loaded threat ranges to clear the board of heavy threats. I've been playing a similar list with 3 Marauders and 3 Destroyers, but felt I wanted more melee power on the feat turn. That said, 6 jacks, with Juggernauts being the built-in redundancy to the Marauders, can clear most threats. Sorscha gets a Destroyer for a boostable guidance-enabled gun. I have two infantry units to attack dual circle zones and ensure plenty of SPD 6 bodies to pack around Vlad.
My pairing this weekend will be Vlad 2 Wolves, Vlad 1 WGK. The lists:
Vladimir Tzepesci, The Dark Prince - WJ: +28
- Greylord Adjunct - PC: 0
- Marauder
- Marauder
- Marauder
- Juggernaut
- Juggernaut
Kovnik Apprentice Kratikoff
- Destroyer
Kovnik Jozef Grigorovich
Winter Guard Rifle Corps (min)
- Winter Guard Rocketeer 3X
Winter Guard Infantry (min)
- Officer & Standard
- Winter Guard Rocketeer 3X
Vlad 2
- Adjunct
- Marauder (Assail target)
- Conquest (late game HOF target)
Min Outriders (early game HOF target)
2X Koldun Lords
4X doomreavers, 2 with UAs
General thoughts:
Vlad 2 is the default drop if I don't see a gunline. Vlad 2 continues to be my go-to Wolves caster, and I've been tinkering around with different list builds. (I don't yet own either B4 or the Void Archon, and haven't tried those yet). I find that most model swaps with Vlad 2 are "sideways swaps" - the list isn't necessarily "better" just "different". I've recently fit the Conquest to have a great gun platform, improved scenario presence, and an anchor piece if and when I run out of doomreavers. HoF starts on the Outriders, but swaps mid-to-late game onto the Conquest, making him the ultimate murder-bot. (Also, HoF works on his secondary battery creeping barrage templates to help control flags. It's a neat trick.) I've been keeping the Marauder in to have a second jack to score zones, and Assail+Marauder = relatively fast, independent package that can help clear zones and knock stuff down for doomreavers to kill mid-game.
Vlad 1 is the default drop against gunlines, and anytime my opponent brings more than one large base. The general idea is to use my guns to force the lines to close and clear away nuisance models, then have a big feat turn with up-to 14" fully-loaded threat ranges to clear the board of heavy threats. I've been playing a similar list with 3 Marauders and 3 Destroyers, but felt I wanted more melee power on the feat turn. That said, 6 jacks, with Juggernauts being the built-in redundancy to the Marauders, can clear most threats. Sorscha gets a Destroyer for a boostable guidance-enabled gun. I have two infantry units to attack dual circle zones and ensure plenty of SPD 6 bodies to pack around Vlad.