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Post by streetpizza on Jun 8, 2017 15:52:14 GMT
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. I fully agree with you. If there are more than 2 or 3 high arm targets in the list that you'll absolutely have to deal with then this isn't the right list. When there are only 2 or 3 though you'll be able to blow through the chaff surrounding them so fast that everything will be able to focus fire on them in pretty short order. Once the major shooting threats are dealt with Caine can start to bully the field too. SR2017 allows you a lot of leeway to play cagey with the scenario.
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Provengreil
Junior Strategist
Choir Kills: 12
Posts: 850
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Post by Provengreil on Jun 8, 2017 15:59:50 GMT
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. Why are people always hung up on 2 man cra's at the wrong targets? a 10 man is pow 21. That two or three times(long gunners) plus two triumph shots, one of which is boosted, plus the bunker cannon, one thunderstrike shot....Seems to me you'd have a decent shot at killing a jack every turn, plus hampering at least one more. The cheapest ARM 20 they've got, outside the rager which I wouldn't predict seeing in numbers, is the juggernaut, fieldable in groups of....9 I think. Any other jack will get them less models with the same armor. It'll be a long slog, but that's what trenchers do. No, Khador's not going to answer this one with jack spam, it'll be something else. Like steady and sturdy Iron Fleshed shock troopers, engagement via IFP, etc.
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Post by streetpizza on Jun 8, 2017 16:05:16 GMT
You think IFP would be the way to go with Finn and Trench Busters in the mix? The shocks would definitely ask an interesting question.
Remember too with those long gunners that the UA lets them re-roll damage and choose the column so you can scalpel out the cortex and move on. The trencher infantry unit can get a pow 22/23 CMA going too. Difficult to get everybody within 10" of the target though.
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Post by Stormsmith Dropout on Jun 8, 2017 16:09:11 GMT
You think IFP would be the way to go with Finn and Trench Busters in the mix? The shocks would definitely ask an interesting question. Remember too with those long gunners that the UA lets them re-roll damage and choose the column so you can scalpel out the cortex and move on. The trencher infantry unit can get a pow 22/23 CMA going too. Difficult to get everybody within 10" of the target though. Truly, I'd be living the dream against Iron fangs. They are exactly the prey my commandos hunt for. And under siege2, they'd threaten far enough to get them.
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Post by Cryptix on Jun 8, 2017 16:13:09 GMT
Man am I glad I got my MOW painted in prep for the theme force.
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Post by 36cygnar24guy36 on Jun 8, 2017 16:16:51 GMT
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. Why are people always hung up on 2 man cra's at the wrong targets? a 10 man is pow 21. That two or three times(long gunners) plus two triumph shots, one of which is boosted, plus the bunker cannon, one thunderstrike shot....Seems to me you'd have a decent shot at killing a jack every turn, plus hampering at least one more. The cheapest ARM 20 they've got, outside the rager which I wouldn't predict seeing in numbers, is the juggernaut, fieldable in groups of....9 I think. Any other jack will get them less models with the same armor. It'll be a long slog, but that's what trenchers do. No, Khador's not going to answer this one with jack spam, it'll be something else. Like steady and sturdy Iron Fleshed shock troopers, engagement via IFP, etc. The problem with massive CRAs is it leaves you at the mercy of crappy dice more so than having a higher volume of attacks, better hope you don't roll a 4 on those 2 dice! Your 16 point unit has done 5 damage! Congratulations Addendum, pray you don't roll snakes to hit either
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Post by streetpizza on Jun 8, 2017 16:24:09 GMT
If only they had re-rolls on the damage to correct for such things ... Oh look a shiny UA that gives them just that .
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Post by 36cygnar24guy36 on Jun 8, 2017 16:26:40 GMT
If only they had re-rolls on the damage to correct for such things ... Oh look a shiny UA that gives them just that . I doubt they will keep that ability
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Post by Rowdy Dragon on Jun 8, 2017 16:33:12 GMT
A reminder that a Reroll in it of itself is an increase by about 1 on a 2D6.
So 2 Man CRAs with Longunners is about POW 14s.
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Post by tesoe on Jun 8, 2017 16:34:06 GMT
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. Why are people always hung up on 2 man cra's at the wrong targets? a 10 man is pow 21. That two or three times(long gunners) plus two triumph shots, one of which is boosted, plus the bunker cannon, one thunderstrike shot....Seems to me you'd have a decent shot at killing a jack every turn, plus hampering at least one more. The cheapest ARM 20 they've got, outside the rager which I wouldn't predict seeing in numbers, is the juggernaut, fieldable in groups of....9 I think. Any other jack will get them less models with the same armor. It'll be a long slog, but that's what trenchers do. No, Khador's not going to answer this one with jack spam, it'll be something else. Like steady and sturdy Iron Fleshed shock troopers, engagement via IFP, etc. The marauder is actually cheaper than both the Juggernaut and Rager, and still ARM 20.
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Post by 36cygnar24guy36 on Jun 8, 2017 16:35:53 GMT
A reminder that a Reroll in it of itself is an increase by about 1 on a 2D6. So 2 Man CRAs with Longunners is about POW 14s. Long gunners are pow 10
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Post by Cryptix on Jun 8, 2017 16:37:43 GMT
I'm going to try this list tommorrow, with ALL THE PROXIES. Or maybe just Vassal. Yeah let's go with that.
Theme: Heavy Metal Brisbane2 (+28) - Minuteman - 0 - Minuteman - 0 - Minuteman - 0 - Minuteman - 8 - Minuteman - 9 - Minuteman - 9 - Minuteman - 9 - Minuteman - 9 - Squire 0 Arlan Strangeways - 0 Jakes1 - 0 - Charger - 9 Trencher Warcaster - 4 - Hunter - 11 - Hunter - 11
I like to call this one "let's see how broken unstoppable force is on models with a 11" walking range."
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Post by 36cygnar24guy36 on Jun 8, 2017 16:39:50 GMT
I'm going to try this list tommorrow, with ALL THE PROXIES. Or maybe just Vassal. Yeah let's go with that. Theme: Heavy Metal Brisbane2 (+28) - Minuteman - 0 - Minuteman - 0 - Minuteman - 0 - Minuteman - 8 - Minuteman - 9 - Minuteman - 9 - Minuteman - 9 - Minuteman - 9 - Squire 0 Arlan Strangeways - 0 Jakes1 - 0 - Charger - 9 Trencher Warcaster - 4 - Hunter - 11 - Hunter - 11 I like to call this one "let's see how broken unstoppable force is on models with a 11" walking range." Nice thought, but leap is a place, it will not trigger bulldoze
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Post by Cryptix on Jun 8, 2017 16:40:27 GMT
Ah....
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Post by tesoe on Jun 8, 2017 16:47:32 GMT
Heh, I just remembered that not only are Marauders ARM 20 and dirt cheap, they are also weapon masters against all huge based models. Like the blockhouse.
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