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Post by rubicon on Jun 2, 2017 17:49:58 GMT
Afternoon all,
I'm trying to build a Sorscha2 build specifically designed to dick over ghost fleet. I literally am not planning to drop her into anything else.
Any suggestions on a build just designed to be a hard counter to ghost fleet?
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Post by Kriegsspiele on Jun 2, 2017 19:10:29 GMT
WGK and it's an overkill.
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Post by rubicon on Jun 2, 2017 19:10:59 GMT
WGK and it's an overkill. An overkill?
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Post by maximumhippo on Jun 3, 2017 6:33:36 GMT
Conquest AoEs to kill Revenants. Shatterstorm on WGRC to RFP the leader models. Mortars and Rocketeers for the Wraith engine. Marksman to take out the guy hanging way in the back. Interestingly, this is one of few variations on the list where I would advocate for Max Rifle corps rather than min because swapping RFP on two units of 13 guys is better than having it on two units of 9 guys. In theory, this list should just shit on Ghost fleet. conflictchamber.com/#c3201b_-0f6Yc28t8rgc7-7-7Y7W7Y7W7Y7WKhador Army - 75 / 75 points [Theme] Winter Guard Kommand (Sorscha 2) Forward Kommander Sorscha [+27] - Conquest [37] Kovnik Jozef Grigorovich [4] Widowmaker Marksman [4] Winter Guard Artillery Kapitan [0(3)] Winter Guard Mortar Crew [0(5)] Winter Guard Mortar Crew [0(5)] Winter Guard Rifle Corps (max) [13] - Winter Guard Rocketeer (3) [6] Winter Guard Rifle Corps (max) [13] - Winter Guard Rocketeer (3) [6] Winter Guard Rifle Corps (max) [13] - Winter Guard Rocketeer (3) [6]
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Post by Netherby on Jun 3, 2017 15:39:52 GMT
Okay so here is the thing about Ghost Fleet. You ONLY need to RFP the Leader of each unit. Once the Leader is RFP'd they can no longer put their models within 3" of it and so cannot return anything to play.
So if you're going to try and make some list purely to beat Ghost Fleet you should be looking at taking models that can RFP the leaders in each unit reliably and early in the game. Once you do that, the pirate list is basically complete garbage.
Take Widow Makers, put Shatter on them and shoot each of the Leaders. Have a Destroyer on a Forge Seer and use that to kill Black Bane.
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Post by rubicon on Jun 3, 2017 17:47:26 GMT
Pistol Wraiths love to see marshalled destroyers, easy stationary target with no way of shaking it
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Post by smoothcriminal on Jun 3, 2017 18:54:01 GMT
Okay so here is the thing about Ghost Fleet. You ONLY need to RFP the Leader of each unit. Once the Leader is RFP'd they can no longer put their models within 3" of it and so cannot return anything to play. So if you're going to try and make some list purely to beat Ghost Fleet you should be looking at taking models that can RFP the leaders in each unit reliably and early in the game. Once you do that, the pirate list is basically complete garbage. Take Widow Makers, put Shatter on them and shoot each of the Leaders. Have a Destroyer on a Forge Seer and use that to kill Black Bane. What's the rules justification for leader rfp thing?
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Post by Netherby on Jun 3, 2017 19:34:56 GMT
What's the rules justification for leader rfp thing? So a unit is made up of a Leader (capital L) and Grunts (capital G). These are specific models. The unit also has a 'unit commander' which can change for various reasons. The Revenant Crews rule requires returned models to placed within 3" of the Leader (again capital L, this is a specific model). Normally when the Leader is killed, you replace a Grunt model with the Leader model. However when a Leader is RFP'd you do NOT replace a Grunt with the model and instead nominate a valid model to be the 'unit commander'. In this case the 'unit commander' will still be a Grunt model. There is currently no effect in the game which allows you to put a Leader into a unit. So once that model is RFP'd you can never fulfil the requirement of placing the returned models within 3" of it so cannot return them. This is the same interaction that lets you RFP the Kreil Stone Leader and make the unit unable to provide the aura for the rest of the game. Many return effects only require you to place the model in formation, so having a Leader doesn't matter. But the Revenants specifically have to be placed within 3" of the Leader.
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Post by Soul Samurai on Jun 3, 2017 19:52:31 GMT
It's also why Croe can actually die now. Sigh.
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Post by welshhoppo on Jun 3, 2017 21:51:55 GMT
It's also why Croe can actually die now. Sigh. "I'm Spartacus!" "No I'm Spartacus!" Bang! "He was Spartacus."
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 3, 2017 23:10:15 GMT
What's the rules justification for leader rfp thing? So a unit is made up of a Leader (capital L) and Grunts (capital G). These are specific models. The unit also has a 'unit commander' which can change for various reasons. The Revenant Crews rule requires returned models to placed within 3" of the Leader (again capital L, this is a specific model). Normally when the Leader is killed, you replace a Grunt model with the Leader model. However when a Leader is RFP'd you do NOT replace a Grunt with the model and instead nominate a valid model to be the 'unit commander'. In this case the 'unit commander' will still be a Grunt model. There is currently no effect in the game which allows you to put a Leader into a unit. So once that model is RFP'd you can never fulfil the requirement of placing the returned models within 3" of it so cannot return them. This is the same interaction that lets you RFP the Kreil Stone Leader and make the unit unable to provide the aura for the rest of the game. Many return effects only require you to place the model in formation, so having a Leader doesn't matter. But the Revenants specifically have to be placed within 3" of the Leader. That is a crazy good thing to know. It is subtle enough though, that I think a lot of people probably screw this up. I know I would never have known that if you hadn't pointed it out, so thanks.
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Post by Blargaliscious on Jun 4, 2017 2:53:47 GMT
Something else to note and point out to your newer Cryx opponents or those still using the 2016 cards - The Deathbound rule that we are talking about here was changed to this rules interaction by the errata, and it is not reflected this way on the cards that first came out in the 2016 faction decks. I was going to post a contradiction to this after looking at my cards, but thankfully had the presence of mind to look at the errata before I did that.
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Post by Kriegsspiele on Jun 4, 2017 6:13:12 GMT
That's the reason why it's already sufficient to have Alexia2 and a good amount of shooting in your list.
As said above: S2 WGK is an overkill.
Personally I prefer S1 or B3 (both with Alexia2) into Cryx. V1 Rocketeer spam works very well, too, even without any RFP.
Be careful against GF under the Coven: It's way harder than under Deneghra! S1 and B3 work best then.
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Post by sand20go on Jun 5, 2017 2:34:06 GMT
That's the reason why it's already sufficient to have Alexia2 and a good amount of shooting in your list. As said above: S2 WGK is an overkill. Personally I prefer S1 or B3 (both with Alexia2) into Cryx. V1 Rocketeer spam works very well, too, even without any RFP. Be careful against GF under the Coven: It's way harder than under Deneghra! S1 and B3 work best then. OK. So that is one unit. The next 2 shoot Alexia off the board and then what? You have to have massed RFP some ability to get their caster - which there are several who can run it. Probably a broken theme - say you build to deal with denny1 piloting it...then you see it under the coven and all the directly shooting is sad
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Post by Netherby on Jun 5, 2017 6:00:38 GMT
If they aren't using Denny1, just drop armour. The theme isn't hard to beat, it's just hard to have an answer for in steamroller.
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