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Post by jrock589 on Feb 12, 2020 23:06:26 GMT
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Post by Soul Samurai on Feb 13, 2020 13:36:40 GMT
Well written, and your army looks great. I love Kraye, it's nice to see him in action.
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Post by darkangeldentist on Feb 13, 2020 23:49:38 GMT
Nice report, useful summary and I will be exploring your blog further as a result of reading this.
It has left me with a number of questions though, some decision related which I can ascribe to time constraints and unfamiliarity but others are concern the list design.
One particular question regarding the in-game decisions though is, what was Arlan doing during the game? In heavy metal he is an awesome solo since repo (3) lets him get around much better than his SPD 5 would normally suggest and with command 7 he can end 10" back from the jack he used the ability on. Another is to ask if you considered sending Thunderhead into melee on feat turn. It may not hit the hardest but POW 17 with 2 attacks plus whatever you buy can get the job done. With his decent ARM and extra 2 boxes, unless the spitter has fury on it, a retaliatory strike isn't likely to do anything.
I was also a bit surprised that a spitter removed the strider, didn't repulsor field come into play? Or did he two-shot the poor battle engine/stop the push?
If you had remembered to use Arlan to remove disruption, do you think the game would have played out differently?
I'm a bit fond of unusual lists and think the list you played was rather fun, however I'm a bit confused about the sword knights. I know it's a unit and that they can do some work, if you get flank but they are really a bit too easy to kill and I'd have thought a unit of mechanics, possibly even with a morrowan priest or two for shield guards might have proved more useful. (Chip damage is far less useful when it just gets fixed back up the following turn.) I am quite fond of field mechanics as a cheap unit because the gobbers have just enough DEF to sometimes be a pain to hit and trencher mechanics are awesome. I need to reserve a special mention for trencher mechanics with Kraye, they are decent enough at range to help trigger the feat, their repair ability is often invaluable and being able to 'dig-in' makes them a lot harder for enemies to deal with at range. Not as cheap and you can't use repo' and benefit from dig-in on the same turn but they are a tremendously useful little package.
Will you be making any changes to the list?
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on Feb 18, 2020 20:32:40 GMT
Great report thank you for sharing this! Sword knights are great, they flank and krayes jacks can easily set up flanks with repo! Or they unjam your jacks. My Kraye looks like this:
Cygnar - Kraye
Theme: Heavy Metal 75 / 75 Army
Stockpile - Steamroller Objective
Captain Jeremiah Kraye - WJ: +28 - Squire - PC: 0 - Centurion - PC: 17 (Battlegroup Points Used: 17) - Ironclad - PC: 12 (Battlegroup Points Used: 11) - Ironclad - PC: 12 - Ol’ Rowdy - PC: 18 - Minuteman - PC: 9 - Minuteman - PC: 9
Archduke Alain Runewood, Lord of Fharin - PC: 0 Journeyman Warcaster - PC: 0 - Charger - PC: 9 Captain Arlan Strangewayes - PC: 4
Sword Knights - Leader & 9 Grunts: 13
THEME: Heavy Metal
Lots of synergy, I really like kraye. If you cannot get the alpha tough, then you are in trouble. But hit and run tactics combined with high arm on rowdy and centurion helps!
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Post by jrock589 on Feb 18, 2020 21:48:44 GMT
Nice report, useful summary and I will be exploring your blog further as a result of reading this. It has left me with a number of questions though, some decision related which I can ascribe to time constraints and unfamiliarity but others are concern the list design. One particular question regarding the in-game decisions though is, what was Arlan doing during the game? In heavy metal he is an awesome solo since repo (3) lets him get around much better than his SPD 5 would normally suggest and with command 7 he can end 10" back from the jack he used the ability on. Another is to ask if you considered sending Thunderhead into melee on feat turn. It may not hit the hardest but POW 17 with 2 attacks plus whatever you buy can get the job done. With his decent ARM and extra 2 boxes, unless the spitter has fury on it, a retaliatory strike isn't likely to do anything. I was also a bit surprised that a spitter removed the strider, didn't repulsor field come into play? Or did he two-shot the poor battle engine/stop the push? If you had remembered to use Arlan to remove disruption, do you think the game would have played out differently? I'm a bit fond of unusual lists and think the list you played was rather fun, however I'm a bit confused about the sword knights. I know it's a unit and that they can do some work, if you get flank but they are really a bit too easy to kill and I'd have thought a unit of mechanics, possibly even with a morrowan priest or two for shield guards might have proved more useful. (Chip damage is far less useful when it just gets fixed back up the following turn.) I am quite fond of field mechanics as a cheap unit because the gobbers have just enough DEF to sometimes be a pain to hit and trencher mechanics are awesome. I need to reserve a special mention for trencher mechanics with Kraye, they are decent enough at range to help trigger the feat, their repair ability is often invaluable and being able to 'dig-in' makes them a lot harder for enemies to deal with at range. Not as cheap and you can't use repo' and benefit from dig-in on the same turn but they are a tremendously useful little package. Will you be making any changes to the list? Oh jeez. You have given a lot of things to learn from here. Arlan I was aware of. I did not utilize him as I had largely forgotten about the ability to remove disruption, and had played him too conservatively. Also - I do recall that the Stormclad had his Cortex downed very early in the exchange. As a result Arlan did not have much opportunity to save the 'Clad. Storm Strider...I honestly cannot remember! I do remember that the initial Charge hit like a tank, but I believe I had entirely forgotten about the Repulsor Field. I will have to keep an eye on that in the future. (My Strider has only been engaged in melee twice. I do not play him as often as I should.) Thunderhead into melee was something that I considered. However, in the end I wanted to try to eek more value out of him at range, and I was hoping to use him when the gators closed in. I was very aware that the gators were coming in, with Bog Trogs ambushing in tow, and that it would have been easy for Kraye to be overwhelmed on the backline with nowhere to run. Sword Knights is an easy answer - I have them fully painted, and my Mechaniks are not. I wanted to play this BR Game with a fully painted list. Also I sometimes find they make a useful 'Support' model for Centurions with Kraye. You keep them just far enough behind to charge in and remove minor threats that are stopping the Centurion from charging. Flank gets a lot of work done in some of those situations. Trencher Mechs are unfortunately one of the units I do not own (I only just got into Gravediggers a few weeks ago and everything is on my painting table still). I have also made some changes to this list (Some of which you have already mentioned). Revised List looks like this: Cygnar [Theme] Heavy Metal [Kraye 1] Captain Jeremiah Kraye [+28] - Centurion [17] - Centurion [17] - Centurion [17] - Thunderhead [20] - Squire [0(5)] Anastasia di Bray [3] Captain Arlan Strangewayes [0(4)] Journeyman Warcaster [0(4)] - Firefly [8] Field Mechaniks (min) [3] Storm Strider [18] Goodbye Sword Knights - Hello Mechaniks. Goodbye 'Clads and Hell Centurion-Spam. Thunderhead stays put because I am a Thunderhead Fanboi.
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