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Post by gobber on Jun 8, 2017 4:40:16 GMT
I'm really liking the triumph changes. He seems like a worthwhile upgrade over the defender with a few casters now (Sloan, both sieges, haley 1&2). With sloan and the haleys he's an appreciated shield guard, and a much more dangerous assassination threat than a defender given the extra 3" of threat range, extra rat, and ability to clear itself out of melee before shooting by trampling.
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Post by chillychinaman on Jun 8, 2017 5:41:49 GMT
Can someone remind me how the trample trick works? I thought you gave up your initial attacks to power attack?
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Lanz
Junior Strategist
Posts: 685
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Post by Lanz on Jun 8, 2017 5:46:32 GMT
Can someone remind me how the trample trick works? I thought you gave up your initial attacks to power attack? "When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks."
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Post by chillychinaman on Jun 8, 2017 5:58:29 GMT
Can someone remind me how the trample trick works? I thought you gave up your initial attacks to power attack? "When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks." Thanks, and here I thought Dual Attack was just Mk2's Virtuoso+Gunfighter.
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Post by Aegis on Jun 8, 2017 13:30:36 GMT
Yeah, I agree. Finally Triumph seems to be worth his price tag!
I also think he would be a good buddy for the new Trencher JR, expecially since he can be included into the Trencher theme even when Siege isn't there.
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Provengreil
Junior Strategist
Choir Kills: 12
Posts: 850
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Post by Provengreil on Jun 8, 2017 14:13:34 GMT
Yeah, I agree. Finally Triumph seems to be worth his price tag! I also think he would be a good buddy for the new Trencher JR, expecially since he can be included into the Trencher theme even when Siege isn't there. Gotta confess that bugs the crap out of me, mostly since Fire of Salvation wasn't allowed in exemplars. What worries me most about the trenchers as I'm seeing them right now is the blockhouse. terrain generation, of one of the best types in the game, is huge and they're generating quite a lot of it. Cygnar's already high DEF casters can now be guaranteed a place to hide. It's, at once, a vigilant, a fantastic artillery piece, a non-caster recursion piece(for something legitimately good), and it can even sometimes contest zones. It's way too cheap for this lineup.
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Post by chillychinaman on Jun 8, 2017 14:57:37 GMT
Is it me or is Cygnar the only faction that has allowed thematic characters into theme lists? I count Thunderhead and now Triumph. It would've been nice to be able to field Azrael or Zuriel in Children of the Dragon or Fire of Salvation, described as an honorary Exemplar in the fluff, in the Interdiction theme.
Edit, I just remembered Circle can take Ghetorix.
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Post by 36cygnar24guy36 on Jun 8, 2017 15:03:54 GMT
Is it me or is Cygnar the only faction that has allowed thematic characters into theme lists? I count Thunderhead and now Triumph. It would've been nice to be able to field Azrael or Zuriel in Children of the Dragon or Fire of Salvation, described as an honorary Exemplar in the fluff, in the Interdiction theme. Edit, I just remembered Circle can take Ghetorix. Behemoth can be taken in Jaws of the Wolf
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Post by Stormsmith Dropout on Jun 8, 2017 15:16:45 GMT
Infernal machine allows Deathjack Creator's might allows Avatar A circle theme allows Ghetorix
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Post by snotling on Jun 8, 2017 15:17:57 GMT
Deleting stealth for whole units, or even multiple units. And paying just two points for it is the reason cygnar players get social-balanced so much.
God forbid there is a weakness in the faction^^
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Post by 36cygnar24guy36 on Jun 8, 2017 15:22:05 GMT
Just deleting stealth for whole units, or even multiple units. And paying just two points for it is the reason cygnar players get social-balanced so much. God forbid there is a weakness in the faction^^ Yes! let the salt flow free!
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Post by streetpizza on Jun 8, 2017 15:31:34 GMT
Just working out theory lists now and I'm actually pretty excited about this one: conflictchamber.com/#c1201b_-0F8Wf5icaminifieiea39U9V9XikilioCygnar Army - 75 / 75 points [Theme] Gravediggers (CID) !!! Your army contains CID entries. !!! You are using a pre-release theme. (Caine 2) Captain Allister Caine [+27] - Ace [12] - Triumph (CID) [18] Captain Maxwell Finn [0(6)] Commander Anson Hitch (CID) [4] Patrol Dog (CID) [2] Trench Buster (CID) [0(5)] Trench Buster (CID) [5] Trencher Cannon Crew [0(6)] Trencher Infantry (max) [16] - Trencher Infantry Officer & Sniper [5] - Trencher Infantry Rifle Grenadier (2) [4] Trencher Long Gunners (CID) (max) [18] - Trencher Long Gunner Officer (CID) [4] Trencher Blockhouse (CID) [14] Its got a ton of infantry hate going on and if you need to crack armor you can FFE the long gunner leading the CRA, hot swap it to the cannon or the put it on the blockhouse. You've also got a big CMA from the trencher infantry. To help sandpaper the heavies down there is the potential of two weapon master charges from the trench busters (flank) triumph's boosted damage shots (or leave FFE on him to boost the maintenance phase shots) and Caine's feat. It won't work its way through a good Khador jack spam or Amon list but just about everything else should be very afraid.
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Post by 36cygnar24guy36 on Jun 8, 2017 15:37:13 GMT
I don't know how other people think, but I feel like if you are taking Triumph, you need another heavy besides him to do some lifting late game, probably either a Defender or Avenger. Busters are good, but they still need a hand.
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Provengreil
Junior Strategist
Choir Kills: 12
Posts: 850
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Post by Provengreil on Jun 8, 2017 15:42:06 GMT
Just working out theory lists now and I'm actually pretty excited about this one: conflictchamber.com/#c1201b_-0F8Wf5icaminifieiea39U9V9XikilioCygnar Army - 75 / 75 points [Theme] Gravediggers (CID) !!! Your army contains CID entries. !!! You are using a pre-release theme. (Caine 2) Captain Allister Caine [+27] - Ace [12] - Triumph (CID) [18] Captain Maxwell Finn [0(6)] Commander Anson Hitch (CID) [4] Patrol Dog (CID) [2] Trench Buster (CID) [0(5)] Trench Buster (CID) [5] Trencher Cannon Crew [0(6)] Trencher Infantry (max) [16] - Trencher Infantry Officer & Sniper [5] - Trencher Infantry Rifle Grenadier (2) [4] Trencher Long Gunners (CID) (max) [18] - Trencher Long Gunner Officer (CID) [4] Trencher Blockhouse (CID) [14] Its got a ton of infantry hate going on and if you need to crack armor you can FFE the long gunner leading the CRA, hot swap it to the cannon or the put it on the blockhouse. You've also got a big CMA from the trencher infantry. To help sandpaper the heavies down there is the potential of two weapon master charges from the trench busters (flank) triumph's boosted damage shots (or leave FFE on him to boost the maintenance phase shots) and Caine's feat. It won't work its way through a good Khador jack spam or Amon list but just about everything else should be very afraid. Actually, don't most trenchers get CRA? Something like that, especially with all the blast immunity, very well might (MIGHT) grind down Khador. Menoth not so much because of choir, but I'd still be hesitant to throw all jacks into this many trenchers with recursion and such high DEF even so. Vanquishers and repenters do exist, but they're not exactly big picks in MK 3. I think the things to fear most for you guys are elemental effects and 1 round hazards. Desecrators, sunburst pieces, etc can force trenchers out of their holes.
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Post by 36cygnar24guy36 on Jun 8, 2017 15:47:36 GMT
Just working out theory lists now and I'm actually pretty excited about this one: conflictchamber.com/#c1201b_-0F8Wf5icaminifieiea39U9V9XikilioCygnar Army - 75 / 75 points [Theme] Gravediggers (CID) !!! Your army contains CID entries. !!! You are using a pre-release theme. (Caine 2) Captain Allister Caine [+27] - Ace [12] - Triumph (CID) [18] Captain Maxwell Finn [0(6)] Commander Anson Hitch (CID) [4] Patrol Dog (CID) [2] Trench Buster (CID) [0(5)] Trench Buster (CID) [5] Trencher Cannon Crew [0(6)] Trencher Infantry (max) [16] - Trencher Infantry Officer & Sniper [5] - Trencher Infantry Rifle Grenadier (2) [4] Trencher Long Gunners (CID) (max) [18] - Trencher Long Gunner Officer (CID) [4] Trencher Blockhouse (CID) [14] Its got a ton of infantry hate going on and if you need to crack armor you can FFE the long gunner leading the CRA, hot swap it to the cannon or the put it on the blockhouse. You've also got a big CMA from the trencher infantry. To help sandpaper the heavies down there is the potential of two weapon master charges from the trench busters (flank) triumph's boosted damage shots (or leave FFE on him to boost the maintenance phase shots) and Caine's feat. It won't work its way through a good Khador jack spam or Amon list but just about everything else should be very afraid. Actually, don't most trenchers get CRA? Something like that, especially with all the blast immunity, very well might (MIGHT) grind down Khador. Menoth not so much because of choir, but I'd still be hesitant to throw all jacks into this many trenchers with recursion and such high DEF even so. Vanquishers and repenters do exist, but they're not exactly big picks in MK 3. I think the things to fear most for you guys are elemental effects and 1 round hazards. Desecrators, sunburst pieces, etc can force trenchers out of their holes. Trencher Infantry do have CRA, a 2 man CRA puts you at pow 13, so dice off 7 (unboosted) against a Khador Heavy. Trenchers are great at shooting arm 16 lights, but trying to nickel and dime arm 20 heavies using CRAs is probably not advisable.
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