igor
Junior Strategist
Posts: 122
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Post by igor on Feb 17, 2023 9:50:24 GMT
Comrades! I'm still waiting for the nice postman to deliver an Army Core Starter Set at my doorstep. Whilst waiting I have been doing some completely theoretical speculations on what we actually can play out of the box, so to speak. I think we can do a 50 points army that can work. Now I just need to actually try it on the table. My musings are here: greylordarchives.blogspot.com/2023/02/winter-korps-what-can-we-build.html (Be warned: it became somewhat longer than I expected). Until next time. For the Motherland!
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Post by michael on Feb 17, 2023 15:20:29 GMT
Nice thoughts! Regarding Ilari: I think he’s the scout caster because he does the heaviest lifting in the smallest games. Valerii would be pretty sad giving battle plans to one unit tops, and Ekaterina would have a huge spell list and arc nodes and no clue what to do with it. Ilari can get up to three shots on feat turn, by the way: initial, reload, feat shot. That is (one of the reasons) why his gun is only POW 10 and Crit Armor Piercing. Straight Armor Piercing with three RAT 8-10 POW 10 Weapon Master equals “I murder your caster unless you bring lots of shield guards.” I think Ilari’s ideal feat turn is: Feat, Aim (effective RAT 10), shoot the target with a Flare shot (we’re assuming this is a “I want max chances” assassination run), reload, shoot the target with a boosted effective RAT 12 Crit Armor Piercing shot. A RAT 12 boosted attack roll brings your Crit odds up into the “as high as it can possibly be” range; I mean you hit DEF 14-16 on “anything but all 1’s”. I have a spreadsheet somewhere, but as I recall, you’re sitting around the 70% Crit hit odds range for a caster DEF 16 or lower. One of your jacks goes and kills something — I like daydreaming that you drop an AOE on the caster and the AOE happens to kill something extra — and Ilari gets to do that huge shot a second time. At this point, realistic worst case, you’ve put three POW 10 weaponmaster shots into the target, potentially with two of the damage rolls boosted. Nothing to lightly ignore, certainly! I agree that the Arkanists unit is practically an auto-include! That unit — and probably another two Rocketeers and chain gunners if I can manage that somehow! — are probably my next purchases! Last thought: I think the Shocktroopers Gunners are worth giving some additional consideration. Sprays are not as good as they used to be, but 6 potential RAT 8 SP 10 POW 12 seems…appealing. I REALLY want to stick some of these guys in a Guard Tower and get SP 14 guns! Also, the Shocktroopers are incredibly durable against blasts and effectively immune to fire and cold elemental blast damage (resistances stack, leading to -2 dice on the blast damage roll!). They are reasonably protected against regular bullets; I’ll take effective ARM 19 (15 + 4 extra damage they can soak before dying) against POW 10-12 guns any day! Just some thoughts! I am super excited to get my hands on this box in the near future!
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Post by michael on Feb 28, 2023 16:27:06 GMT
I do need to amend one of my previous claims. The last rules update clarified that resistances do not stack. If you benefit from multiple resistances, only one die gets removed from the roll. Shock Trooper Gunners are still pretty beefy against blasts regardless!
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Post by axehappy on Mar 28, 2023 6:07:41 GMT
I have thoughts, but am historically bad at expressing army list thoughts and reasoning. Also, my thoughts may be skewed because I got one of those preview kits so have access to 4 heavy jacks and Ekat to compare against.
I'm in hard agreement that arcanists are an auto include. Even if they did nothing other than act as empower bots all game they're points well spent.
I'm also not sold on Shock Troopers, but think they may have potential.
I think the officer is fine enough but she seems a bit lacking compared to the other Armies solos.
If one only has 1 of each jack to play with I feel as if the shield guard Dire Wolf is pretty mandatory. I have trouble deciding between the cannon and bombard. Both are good. I think I lean towards the cannon unless the enemy has a lot of anti-knockdown tech or is spamming a lot of squishy enough infantry that I want that AOE.
My versions of the slammer Bears tend to take advantage of the Heavy Cannon. Momentum doesn't need a crit, it's 15" range and has a collateral damage pow of 16.
I think the rocketeers are hands down the worse of the weapon attachments. They slow the entire squad down and only have a range of 8. With no pistol they can't even do the 4d6 charge thing so they're basically a one shot and then they die horribly thing.
Also, the auto cannon, with volume fire and some increasing chance to hit from the standard (or EKat) actually puts out as much damage as the rockets against jacks, can shred units (S/MWI) and has a longer range so actually do some damage and stick around. Still slows the unit down though.
Grenade porter giving everyone frags, not slowing the unit down and having a rifle allowing them to participate in CRA. Better at AoEs than the rocket, faster unit and allows a harder CRA.
I like the autocannon the best personally.
I think the command cards tend to be pretty META dependent aside from Power Swell and Old Faithful. Free Focus and making a jack function again are always good.
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