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Post by tesoe on Jun 2, 2017 14:27:12 GMT
Hey all! I'm working on my first actual Merc army and I was hoping for some advice.
Here's the core of the army:
Theme: No Theme Selected
Captain Damiano - Sylys Wyshnalyrr, The Seeker - Nomad - Mangler - Nomad Orin Midwinter, Rogue Inquisitor Steelhead Heavy Cavalry - Leader & 4 Grunts Steelhead Riflemen - Leader & 9 Grunts
I'm also taking Steelhead Halberdiers and Captain Sam MacHorne & the Devil Dogs.
My question is; full Halberdiers and min Devil Dogs, or min Halberdiers and full Devil Dogs?
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Jun 2, 2017 14:57:37 GMT
ur army is gonna get wiped out fast
the only successful damino lists feature trenchers digging in or idrians going to ground or blasts will rip u to bits
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Post by tesoe on Jun 2, 2017 18:54:22 GMT
ur army is gonna get wiped out fast the only successful damino lists feature trenchers digging in or idrians going to ground or blasts will rip u to bits Thanks for the info. I don't own Trenchers or Idrians, but I'll keep it in mind. May I ask your thoughts on taking a full unit of Halberdiers and a min unit of Devil Dogs, vs. a min unit of Halberdiers and a full unit of Devil Dogs?
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Post by gobber on Jun 2, 2017 20:40:52 GMT
ur army is gonna get wiped out fast the only successful damino lists Damiano is very flexible and can run many different units well. Trenchers/Idrians are definitely some of his most powerful lists, but it's far cry from being the only ones that can be successful. If you're bringing a max unit of cav you'll absolutely need a full unit of halberdiers. Halbies get much better with weight of numbers if you're able to find a second unit. It can be difficult to get full value of the cav without Stannis around (between reposition, vengeance, etc you've got a lot of free moves); if you dropped Sylys and the Devil Dogs you'd have a kingmaker list and get Orin & Stannis for free. Adding trenchers and kell would make this the classic kingmaker list; otherwise the full steelhead list is also serviceable. Other modules Damiano likes: Kayazy+Wrongeye & Snapjaw 2x press gangers+doc Spamming nomads Have also had good results from thorn gunmages, forgies, nyss, and alexia.
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Post by tesoe on Jun 2, 2017 22:53:51 GMT
Thanks. Stannis, Dr. Nick, and a decent Kingmaker list are something I'm looking at for on down the road. Right now I sorta looked around at the Merc I had for my main factions and realized I was a caster and some jacks short of a list. I'd always like Damiano. So I figured what the heck, time to make a list.
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tanan
Junior Strategist
Posts: 209
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Post by tanan on Jun 3, 2017 5:13:57 GMT
In my opinion, Damiano MK3 is about minimum battlegroup, riflemen, halberdiers, HACs and perhaps a minion warlock. Something along these lines:
Mercenary Army - 75 / 75 points (Damiano 1) Captain Damiano [+28] - Buccaneer [6] - Vanguard [11] - Vanguard [11] Anastasia di Bray [3] Rhupert Carvolo, Piper of Ord [4] Wrong Eye [17] Horgenhold Artillery Corps [6] Horgenhold Artillery Corps [6] Steelhead Halberdiers (max) [11] Steelhead Riflemen (max) [14] Steelhead Riflemen (max) [14]
It has very effective shooting, it can build up DEF17 halberier unit with Wrongeye support and with two shield guards enemy will be struggling to remove it fast enough. You an play a similar list in theme, where you are swapping wrong eye, HACs and rhupert for ambushing boomies, trenchers and some non-optimal solos. The trenchers are not so good as everyone is saying. Yes, they are annoying to remove but require a lot of support from Damiano to be effective.
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Munindk
Junior Strategist
Posts: 210
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Post by Munindk on Jun 4, 2017 13:23:35 GMT
I think both Devildogs and Halberdiers need to be maxed out to be usefull. You can max both if you drop Orin or Sylys.
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Post by tesoe on Jun 4, 2017 16:51:11 GMT
That's a thought. I was bringing Orin to help with incorporeal and stealth models. There aren't a lot of those in my local meta though.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Jun 5, 2017 13:47:22 GMT
I personally am pretty big on Min Devil dogs + Buccaneer. Being B2B with a jack makes Sam quite resilient and then you can auto knockdown things on a tanky cheap chassis. I agree on the full unit of Halb's though; basically necessary.
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Post by tesoe on Jun 5, 2017 16:16:30 GMT
I personally am pretty big on Min Devil dogs + Buccaneer. Being B2B with a jack makes Sam quite resilient and then you can auto knockdown things on a tanky cheap chassis. I agree on the full unit of Halb's though; basically necessary. Thanks. I have been considering a Buccaneer with her. It's a matter of finding the points though.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Jun 6, 2017 18:50:16 GMT
if you put mass infantry on the battlefield that are not immune to blasts in the early game they will all die so fast your head will spin
that is fine if they cost 11 points like halberdiers. it is not fine if they cost 18 points
devil dogs are designed to work with jonas murdoch who lets them go to ground and gives them assault along with the cygnar faction buffs, but cygnar players don't take them because they're not legal in theme and they still not good enough for 22 points compared to their best stuff
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Post by doppleganger on Jun 6, 2017 22:48:18 GMT
I find blasts pretty rare at the moment cygnar electroleap spam is the big thing at my local and pretty much impossible for infantry to defend against. Regardless I'd always recommend full halbie units as they are cheap and hit surprisingly hard, you may want to consider if your not running theme taking ragman as sac pawn keeps him alive among the halbies and combined with Damianos feat let's halbies and cav hit really hard.
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Post by gobber on Jun 7, 2017 3:05:39 GMT
If you decide to run Doppelganger's double steelies+ragman, I'd highly suggest looking at Alexia1. That comes in at 36 points for 31 bodies (before recursion). With damiano feat and raggles, Alexia hits at ps17 and will easily one-round a heavy herself. Rhupert can be a valuable addition to the package as well.
Blasts are pretty manageable in my meta. Leaps, boosted sprays, blasts with continuous effects, and the like are pretty common in order to deal with ever-present blast-immune trenchers, satyxis, etc. These generally tend to be more expensive attacks, which are easier to overwhelm by sheer numbers. Spreading out your halberdiers is generally a far better defense than clumping up b2b for Nick's aura.
I don't know if anyone has ever tried it, but I'd be curious as to how this performs: Damiano+2 nomads+talon Free: Kell, Stannis, Nick Min Rifles 60 Halberdiers
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Munindk
Junior Strategist
Posts: 210
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Post by Munindk on Jun 7, 2017 7:02:16 GMT
if you put mass infantry on the battlefield that are not immune to blasts in the early game they will all die so fast your head will spin that is fine if they cost 11 points like halberdiers. it is not fine if they cost 18 points devil dogs are designed to work with jonas murdoch who lets them go to ground and gives them assault along with the cygnar faction buffs, but cygnar players don't take them because they're not legal in theme and they still not good enough for 22 points compared to their best stuff Devil Dogs can spread out a bit and avoid some blast damage, they gain no benefits from bunching up. Saying you have to run them in Cygnar is a bit harsh, mercs have ways of helping them too. Damiano can give them +2 DEF, although Sure Foot is going on the Threnchers something like 10 times out of 10. Magnus can give them +3 DEF against ranged and magic. DEF 15 and 16 is pretty good, it means that most things will have to boost to hit on average dice. Both casters have other tricks for the Devil Dogs too, like Dead Eye and Snipe, so I wouldnt dismiss them as a viable Merc unit.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Jun 7, 2017 7:27:06 GMT
if you put mass infantry on the battlefield that are not immune to blasts in the early game they will all die so fast your head will spin that is fine if they cost 11 points like halberdiers. it is not fine if they cost 18 points devil dogs are designed to work with jonas murdoch who lets them go to ground and gives them assault along with the cygnar faction buffs, but cygnar players don't take them because they're not legal in theme and they still not good enough for 22 points compared to their best stuff Devil Dogs can spread out a bit and avoid some blast damage, they gain no benefits from bunching up. Saying you have to run them in Cygnar is a bit harsh, mercs have ways of helping them too. Damiano can give them +2 DEF, although Sure Foot is going on the Threnchers something like 10 times out of 10. Magnus can give them +3 DEF against ranged and magic. DEF 15 and 16 is pretty good, it means that most things will have to boost to hit on average dice. Both casters have other tricks for the Devil Dogs too, like Dead Eye and Snipe, so I wouldnt dismiss them as a viable Merc unit. i didnt say you have to run them in cygnar i said they are way better in cygnar for very obvious reasons and still dont get taken def 15 devil dogs die to blasts and eleaps and cras and lots of other common stuff
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