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Post by voidbender on Dec 23, 2019 14:23:25 GMT
Having yet to find any solution for Tridents within Legion, my remaining option seems to be to play Not Legion:
War Room Army
Legion of Everblight - Not Legion
Theme: Oracles of Annihilation 75 / 75 Army
Sacral Vault - PC: 17
Primal Archon - PC: 8 Wrong Eye - Wrong Eye & Snapjaw: 17 - Snapjaw The Forsaken - PC: 0 Hermit of Henge Hold - PC: 5 Blighted Nyss Sorceress & Hellion - PC: 0 Blighted Nyss Shepherd - PC: 1
Farrow Valkyries - Leader & 2 Grunts: 8 Farrow Brigands - Leader & 9 Grunts: 15 - Farrow Brigand Warlord - PC: 4
THEME: Oracles of Annihilation ---
GENERATED : 12/23/2019 08:55:08 BUILD ID : 2089.19-07-18
74pts of minions, in theme. Each likely more effective vs lists with Tridents than models to be found in Legion.
Submerge from snapjaw needs no introduction, and may pair well with the Primal Archon's knockdown counter charge.
The sacral vault is the only thing legion can hire to stop mortality and blinding light, which are on the casters most likely to run the Tridents.
With any armor debuff the brigands become a serious threat to a Trident, particularly the one they prey. They also have dig in, and are a solid unit all around with hog wild.
I think this will be best run by lylyth1 or, dare I say it... Bethayne. They are the only ones with a debuff to help the minions here. Lylyth1 is likely to be my first choice with the following battlegroup to help finish off anything the minions leave on a few boxes.
Lylyth, Herald of Everblight - WB: +30 - Succubus - PC: 0 - Ravagore - PC: 16 (Battlegroup Points Used: 16) - Nephilim Bolt Thrower - PC: 11 (Battlegroup Points Used: 11) - Harrier - PC: 3 (Battlegroup Points Used: 3)
However, I don't like only camping 1 each turn with a squishy caster vs high accuracy and high threat-range shots that can ignore stealth (mage sight or Issyria's feat). I also think she can only be considered with the sacral vault because she is so vulnerable to Blinding Light.
Bethayne, theoretically, could drop the sacral vault. She could hide in belphagore on my opponent's turn, not depending much on def, and pop out in the maintenance phase free of any status effects. In that case I could essentially swap out the sacral vault and hermit for Rorsh and Brine and another Primal Archon, which can tap Rorsh on the shoulder for feign death and a small transfer for free charges for Brine. I don't believe the hermit will often get close enough to debuff the Tridents anyway with their shot volume to spare and 3-dmg snipers.
Thoughts?
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Post by voidbender on Dec 25, 2019 1:18:12 GMT
First test of the list today, with Lylyth1 vs Stryker1. Scenario was Anarchy.
My opponent's list to the best of my memory: Stryker1: Stormy Knight Ol'Rowdy Lancer
Jr. Firefly Strangeways Laddermore Tactician solo x2
Storm knights UA WA Storm Lances Storm Lances
I deployed the sacral vault centrally because it's so slow, and to not be blocked by the objective or flag. Wrong eye, snapjaw, primal, and Valkyries were deployed to the right by the zone with a house towards the central side. Lylyth, battlegroup and other solos deployed left to the more open side, and brigands deployed far left to go left of some burning Earth for the zone. My opponent deployed symmetrically with the Storm Lances on the flanks, each escorted by a tactician. Brigands prey left Storm Lances.
Legion turn 1: Everything runs forward except the sorceress, lylyth dropping 3 fury behind my flag. In hindsight I should have stayed a little farther back and/or walked the succubus to put a cloud up for stealth. I was within assault threat of the (my left) Storm Lances with snipe. I underestimated their (23"!) threat.
Cygnar turn 1: My opponent courteously threw an arced earthquake into the bolt thrower also catching lylyth to really drive home what he could do. Fortunately between my 2 transfers, the hermit, and a couple of Lancers not having line of sight through a forest (and possibly courtesy), he put snipe on the storm knights inn preparation for the next turn and advanced up. Storm knights mini feat for +3arm and such. Each lancer unit has arcane shield, left unit threats melee on all but a sliver of the zone. The right unit moved centrally around the house to go toward snapjaw for attrition over scenario
Legion turn 2: Valkyries run to the empty right zone. I don't like having them so far from lylyth, but having a unit for each done is worth it here. Snapjaw submerges and trample forward to contest his flag. The primal Archon moves farther up but behind the house, ready to counter charge anything that comes to snapjaw.
Lylyth backs up and parasites the lancer, putting some additional dmg with the second shot. Ravagore has a decent roll at dice even damage for a well placed scather in front of storm knights. Vault directs a dead Knight to hit the parasited lancer in the back, and the bolt thrower finishes it off. Shepherd sits on my flag. Succubus puts a cloud in the bolt thrower and hermit hides behind that cloud and burning Earth. 2 brigands toe the left zone outside melee threat, two more bait Lances to come in for melee. They dig in. Sorceress does wind ravager behind snapjaw and a central forest, harrier runs in front of it.
Cygnar turn 2: Right Lances charge snapjaw and harrier. Primal counter charges first lancer knocking it and snapjaw down (they weren't likely to miss him anyway). 2 more Lances get on snapjaw, 2 kill harrier. Laddermore comes in and leaves snapjaw on 3 boxes. Tactician solo runs just short of the zone.
Left Lances take the bait, missing def 16 at range, killing the two bait members in melee. Storm knights come forward around the scather and pop my Shepherd, also contesting with 3-4 members. Ol'Rowdy perks through the central forest. Stryker feats.
I score the right zone bottom of 2 because his solo couldn't quite contest. Legion 1-0.
Legion Turn 3: 2 Valkyries run around the house to engage and block the solo from getting into the right zone, 3rd chills behind the house. Primal and snapjaw stay put, no bother even rolling on +8 arm Lances, not to count unyielding.
Hermit walks up to flag, -2 arm aura. Ravagore his contesters, 2 survive. Sorceress sprays 1 more down. Lylyth walls behind burning Earth and shots am unengaged member is the left Lances, who are outside of feat, parasites them. Brigands go hog wild! I think shots were dice off 1 from the 5 unengaged members between parasite and prey, they destroy the unengaged members. Charges at dice minus 3 kill the rest with attacks to spare. I cannot repo all into zone, so bolt thrower shots last contested of my flag rather than the tactician solo in the zone. Wrong wit does star crossed from his trench.
I score my flag and the right zone. Legion 3-0
Cygnar turn 3: Corrosion plinks a couple Lances from my theme benefit. Right Lances are fairly well jammed up, they and laddermore finish off snapjaw and miss the sorceress under star crossed. Stryker changes a Valkyrie to unjam the solo, misses, eventually causes it to tough, camping zero. Firefly walks up, misses the other, boosts and misses another attack. Strangeways misses a spray. At the end of it all, he just manages to kill the two valkyries with no activations left to walk into the zone.
Storm knights assault brigands in the zone, two tough to be cleared by solo, leaving one in the zone to contest. Ol'Rowdy contests my flag.
I score the right zone with my remaining Valkyrie.
Legion 4-0
I can now just end turn to go to 5.
Summary notes: I need to be much more careful with lylyth, which is my primary motivation to try Bethayne, but the list has more output with lylyth's shots, the bolt thrower, and parasite being model/unit which was a big deal here.
My opponent likely should have sacrificed the output of 1 Storm Lance to contest the zone. I would have only been up by one at the bottom of 3.
If that had happened, I think parasite and hermit plus bolt thrower and a charging ravagore take out Ol'Rowdy to score my flag, and the brigands likely clear the left zone. Each of our right flanks collapse, though the primal could still contest a turn or two.
The list did better than I anticipated into this matchup, which is a good sign given the similarities between a Trident and an assaulting unit of Lances. The brigands were really MVPs of the game dominating the left flank, and the valkyries with 4 points from the right zone.
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Post by copperflame on Dec 26, 2019 14:11:07 GMT
Awesome write up mate! Thanks! You are much better about earning control points than I am - I could stand to learn that lesson But I've played against enough Swans to almost always assume you are within shooting distance I'm glad your opponent was nice enough to not argue too much about LOS.
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Post by voidbender on Dec 26, 2019 18:30:16 GMT
Thanks! My opponent was great. I don't think he looked into the turn 1 assassination too much, knowing it was an easily avoidable mistake in a practice game. It was later we realized it probably wouldn't have worked anyway. If all had line of sight, which we're pretty sure was not the case, lylyth would have taken 2 unboosted pow12. That could kill her, but most likely leaves her with 5 boxes and the unit vulnerable on my turn.
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Post by voidbender on Feb 10, 2020 16:12:27 GMT
I finally took this to a tournament, where I could test it vs it's intended matchups. Won 2 if the 3 of the games I used it.
Game 1: Opponent's list: Infernal Sloan Hunter x6 Minuteman x2
Princess Regna Wretch x2 Umbral Guardian x2 Cultists WA x3 Orrin
Scenario: King of the Hill I won the roll and went first.
Play was sloppy on both sides in that we each forgot rules in ways that hurt ourselves, but I think it's a decent match: at least when lylyth has some cover to hide behind all game. I clocked at the top of 7 with scenario tied at 7:7.
Game 2: Opponent's list: (approximately) Garryth2 Imperatus Moros
Trident x2
Jack Marshall solo Gryphon Arcanists x3 Ghost sniper x2 Void Archon
Destors
Scenario: Spread the Net I won the roll and went first again. Snapjaw, brigands, and hermit on left faced off against both Tridents and snipers. My vault was central, but everything else in both armies was deployed to my right to take advantage of a tower deployed just right of center and rubble for Garryth to hide in.
I think he deployed the Tridents over there because they don't need Garryth's help, could control his zone, and he wanted volume of shots vs the brigands. However, preying brigands just behind snapjaw is precisely what I had hoped to use vs the Tridents from the start.
He feats bottom of 1 to keep me back, planning to press into my right zone bottom of two.
Top of two I tried to parasite destors but killed the one in range with lylyth's shot. Darn? That opened view to moros, so I parasite him and removed him with ravagores and bolt thrower shots.
I narrowly avoided a Gryphon headbutt followed by imperatus assassination bottom of two, was 1/4" out of warpath +walk with Gryphon. Moral of the story, blocking lanes with the primal is better than trying to set up a cheeky counter charge, especially with shadowbind aura vs warpath.
The rest of the game was a grind. Snapjaw and brigands eventually beat out Tridents and start claiming his zone. As attrition swings my way I catch up and come ahead on scenario.
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Post by voidbender on Feb 10, 2020 16:42:33 GMT
Game 3: Opponent's list: (approximately) Wurmwood Cassius Wold Wrath Wold Warden x2 Wold Wyrd x2
Gallows Grove x3 Hermit Black clad Stone shaper x2?
Shifting stones x2 Sentry stones x2
Scenario: recon 2
I lost the roll, chose side. Brigands and hermit deploy on left access from the wild Wrath and prey it, since with sacred ward they are about the only thing I have to threaten it.
Lylyth and vault are on the right. In hindsight, I should have put the vault on the central side of lylyth1 to get souls from the brigands.
Battlegroup mostly central. Bottom of 1 I manage to take out a sentry stone with lylyth, leaving her naked but mostly hidden behind a forest. I run the bolt thrower to 3.1" in front of her (aware of hellmouth shenanigans with extra die from the wold wrath animus) to help block even more line of sight, and park the vault with two souls next to them both. And a cloud from the succubus for stealth vs Wyrds if they somehow got LoS. It was enough to deter an assassination attempt.
The brigands ran turn 1 spread out, then continued to approach the wold wrath under dig in. They eventually did their job, hermit plus prey using hog wild for both shots and charges left it on 3 boxes, random Shepherd charge at dice -9 finishes it off clearing the zone for a harrier to score. I was a bit careless with my ravagore and snapjaw, losing them both the turn before leaving attrition close.
The brigands mostly die the following turn from a spray and a hellmouth
Wrong eye continued to be MVP the rest of the game cutting for fury and killing Wyrds because my opponent always had higher priority targets for his attacks. In the end it came down to a few damage spikes vs contesting stones on the right zone and a Valkyrie getting critical knockdown with a free strike vs a wold Warden on trample, preventing bought attacks to save another member of the unit, allowing me to contest his flag bottom of 7.
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