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Post by Cryptix on Apr 28, 2017 2:08:29 GMT
I've been trying to make a pair for my new Gaspy2 Dark Host list but I can't seem to make a list that can deal with the likes of Defender Spam under Sloan. My first attempt was using Shade1 and Lamentation to make her choose between Fire Group and Guided Fire, but then I realized I was still crutching on Stealth tech. Next I tried a Gaspy3 Infernal Machines Inflictor spam with min-max Mcthralls and Brutes, but then there's the pow 15 shots and knockdown AOEs. Any advice?
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walden
Junior Strategist
Posts: 136
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Post by walden on Apr 28, 2017 3:49:15 GMT
I've been trying to make a pair for my new Gaspy2 Dark Host list but I can't seem to make a list that can deal with the likes of Defender Spam under Sloan. My first attempt was using Shade1 and Lamentation to make her choose between Fire Group and Guided Fire, but then I realized I was still crutching on Stealth tech. Next I tried a Gaspy3 Infernal Machines Inflictor spam with min-max Mcthralls and Brutes, but then there's the pow 15 shots and knockdown AOEs. Any advice? The ghost fleet. It doesn't matter what they kill when you put it back on the table and charge them.
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Post by darrwood on Apr 29, 2017 23:11:37 GMT
I've had a lot of lucky with Denny 1.
Denny 1 Barathrum Deathripper Night Wretch Min Carrion Thralls x2 Satyxis Raiders and UA x2 Satyxis Gunslingers Wrong Eye and Snapjaw
You run the Carrion Thralls up, and position them just outside the range of Sloans guns (Or most of them, don't worry about a few hunter shots).
Shoot the Carrion Thralls with the Gunslingers and turn them into clouds.
Run the force barriered satyxis into the clouds. It will put them at Def 18. Remember, true sight ignores the clouds for LOS, but not the concealment it offers.
Also, don't cluster the clouds all in one place. Position them so that a it takes multiple covering fires to block you off. Additionally, if there is some terrain you can use instead, have Denny cast Ghost walk, and use it.
Put the two sea Witches and Denny just outside their move and shoot range.
At that point, they have to move to shoot you, so they are rat 6 with boosted shots. It means they need boosted 12's to hit. That means they will only hit about 1/3 of the time.
The following turn you move forward and engage everything and feat. It means you are effectively def 16 in melee, meaning he needs 10's to hit, so every attack must boost. You Def 22 vs ranged (14 base, +2 force barrier, +2 denny feat, +4 engaged) so he can't shoot you.
Then the following turn you just kill him.
The counter tactic is to back up the turn you pop clouds, but if that happens, you just focus on tying some stuff up and holding scenario.
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Post by schostoppa1 on Apr 30, 2017 0:48:52 GMT
If 8 point mechanithrall units make it through CID....9 max squads bull rushing defenders. lol
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Post by tarviche on Apr 30, 2017 4:18:54 GMT
Ghost Fleet with three or four units that are either recurring or incorporeal is tough to shoot down, I would agree. If they've spent points on electroleap sources like Stormlances and Fireflies they can still do a lot of damage, but you can almost ignore Defenders and Hunters if you keep your caster safe.
Coven is also the only direct defense against a True Sight/Eyeless Sight gunline. You have to use your feat early, sometimes turn one if you go second, and make sure you keep your juicy targets close enough to Egregore that nothing can just walk out of the feat zone and shoot (tricky against Sloan's defenders). If they just back up, though, you might just get scenario points and then get shot up next turn.
If the CID goes through, it might be more effective to take 9 or 12 Brutes to shield guard your high value targets in Infernal Machines.
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Post by mekame on Apr 30, 2017 5:01:23 GMT
Well, and if you're going on the incorporeal aspects of the fleet most electroleap sources won't work terribly well anyway - no inheritance of the magic attack down the chain. Doesn't apply if someone like Nemo decides to chain lightning personally via spell, but still a pain to eliminate.
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