Post by skathrex on Jun 12, 2017 8:08:48 GMT
Soo tried her against Gf this weekend with this list:
conflictchamber.com/#c3201b477p8C9v8t8c8M8I7X7W7X7Wi6
Khador Army - 75 / 75 points
!!! Your army contains a CID entry.
(Sorscha 1) Kommander Sorscha [+29]
- Destroyer [14]
- Torch [18]
- Sylys Wyshnalyrr, The Seeker [4]
Kovnik Jozef Grigorovich [4]
Kossite Woodsmen (min) [7]
Lady Aiyana & Master Holt [8]
- Koldun Kapitan Valachev [4]
Winter Guard Rifle Corps (min) [8]
- Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (min) [8]
- Winter Guard Rocketeer (3) [6]
Winter Guard Gun Carriage (CID) [17]
The Point of that list was to try diffrent things. Mainly Kossites and the Gun Carriage and how good they where with removing the leader models.
I lost the game due to assasination but learned a few valuable lessons.
1. and most important: Assasination and Sorscha. Against many opponents Sorscha is pretty safe with Def18/20 but against Denny1 its another story, she doesn't even have to KD you. Feat + crippling grasp and you just get casually shot of the table.
Lesson= Orin is a MUST in the army! Without the theme to protect her she needs the spell protection.
2. Terrain is a thing. Especially with SR17 and the LOS blocker in the middle. That alone makes Denny1 so much stronger since she can just hide behind it. Makes Assasination a lot harder and her feat a lot safer. There is no real fix for that.
3. Focus: When you want to Windrush every turn for protection and cast a boosted Freezing grip, there isn't much Focus left to allocate to your Jacks. That was a reason to add Forge Seers to my army. So the Jacks can punish the Doomchickens when they come forward to arc spells.
4. Kossites: They did exactly what they were supposed to do. Together with Freezing Grip, they casually removed most of a Unit starting in the back, so that the last 3 models could be easily shot from something else.
5. Gun Carriage(CID): Not sure. With freezing grip its obviously awesome too but withouht it Impact attacks against Def13 can go wrong, but if you go in you go deep. Works good as a Frontline piece imo and the bombards force your opponent to spread out or get severly punished. Difficult Terrain is not joke either because Denny really doesn't want to cast ghostly when you hit her lines with the GC.
6. A&H&V: Problem is, if you want to give magic weapons you don't want to be in range for Holds pistols since you run the risk of just getting shot. Don't like it since Magic Weapons aren't that important. You just have to take the alpha from the incorp stuff and remove Blackbane.
New Ideas:
Forge Seers as mentioned above. Will bring at least 1. Brings focus for the Jacks or a magic attack for the Incorp Pirates.
Ruin! I don't know why I haven't thought about that earlier, but Ruin has a Magic Club. Which means he threatens the Wraith Engine and everything else incorp. In Addition he is spell imune that makes him pretty hard to remove for GF. Planning on playing him a bit forward to try to bait a feat.
conflictchamber.com/#c3201b477p8C9v8t8c8M8I7X7W7X7Wi6
Khador Army - 75 / 75 points
!!! Your army contains a CID entry.
(Sorscha 1) Kommander Sorscha [+29]
- Destroyer [14]
- Torch [18]
- Sylys Wyshnalyrr, The Seeker [4]
Kovnik Jozef Grigorovich [4]
Kossite Woodsmen (min) [7]
Lady Aiyana & Master Holt [8]
- Koldun Kapitan Valachev [4]
Winter Guard Rifle Corps (min) [8]
- Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (min) [8]
- Winter Guard Rocketeer (3) [6]
Winter Guard Gun Carriage (CID) [17]
The Point of that list was to try diffrent things. Mainly Kossites and the Gun Carriage and how good they where with removing the leader models.
I lost the game due to assasination but learned a few valuable lessons.
1. and most important: Assasination and Sorscha. Against many opponents Sorscha is pretty safe with Def18/20 but against Denny1 its another story, she doesn't even have to KD you. Feat + crippling grasp and you just get casually shot of the table.
Lesson= Orin is a MUST in the army! Without the theme to protect her she needs the spell protection.
2. Terrain is a thing. Especially with SR17 and the LOS blocker in the middle. That alone makes Denny1 so much stronger since she can just hide behind it. Makes Assasination a lot harder and her feat a lot safer. There is no real fix for that.
3. Focus: When you want to Windrush every turn for protection and cast a boosted Freezing grip, there isn't much Focus left to allocate to your Jacks. That was a reason to add Forge Seers to my army. So the Jacks can punish the Doomchickens when they come forward to arc spells.
4. Kossites: They did exactly what they were supposed to do. Together with Freezing Grip, they casually removed most of a Unit starting in the back, so that the last 3 models could be easily shot from something else.
5. Gun Carriage(CID): Not sure. With freezing grip its obviously awesome too but withouht it Impact attacks against Def13 can go wrong, but if you go in you go deep. Works good as a Frontline piece imo and the bombards force your opponent to spread out or get severly punished. Difficult Terrain is not joke either because Denny really doesn't want to cast ghostly when you hit her lines with the GC.
6. A&H&V: Problem is, if you want to give magic weapons you don't want to be in range for Holds pistols since you run the risk of just getting shot. Don't like it since Magic Weapons aren't that important. You just have to take the alpha from the incorp stuff and remove Blackbane.
New Ideas:
Forge Seers as mentioned above. Will bring at least 1. Brings focus for the Jacks or a magic attack for the Incorp Pirates.
Ruin! I don't know why I haven't thought about that earlier, but Ruin has a Magic Club. Which means he threatens the Wraith Engine and everything else incorp. In Addition he is spell imune that makes him pretty hard to remove for GF. Planning on playing him a bit forward to try to bait a feat.