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Post by Cryptix on Mar 8, 2017 15:36:29 GMT
So this is my first Circle list. I think it's pretty good, but I tend to be really bad when it comes to making lists first try. Mind poking out a few holes i my list for me?
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Post by blackpenny on Mar 9, 2017 3:41:02 GMT
Hmmm, those look pretty good to my eyes. I haven't played more than one MKIII game so far and tanith won't come in till next week, but I can tell you what I like to do.
For Tanith you've got a good thing going with the double reeves set up, that's a powerful tool they can use with a lot of different ways to play it, but the thing you've got to watch out for is blasts and sprays. I can think of a few khador lists that could blast or rampage through those one hits with ease, not to mention fire and other continous effects. Ive got a similar list that has warpwolves run past the reeves after they take cover to provide some multi wound meat shields.I would probably diversify the war Beasts too, maybe a feral to mitigate to heavy Armor threat.
The other list I would definitely take a heavy hitting unit in place of a unit of bloodtrackers, blood pack, warp wolves, whichever you feel would work best.
Sorry all the time I have for now, good lists overall!
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Post by oncomingstorm on Mar 9, 2017 9:58:50 GMT
Just a few thoughts:
The Tanith list:
1. I'm not sure about doubling up on Purebloods - the animus is redundant, and if you're trying to maintain a spray-assassination threat, I find that three purebloods in the magic number, with two often lacking the punch to get the job done. Personally, I'd swap one of them out for either a feral (potentially dropping the gorax) a Stalker, or Loki. It'd give you a bit more versatility, and potentially more stopping power for cracking armor (a weakness of the list.)
2. Similar to the purebloods, I don't know that I'd double up on the moonhounds. I tend to find that they're most useful to hold back for a critical turn (either assassination, or a turn where you just HAVE to remove a bunch of high def infantry. Two seems redundant here, and bear in bind that if you drop a moonhound and the gorax, you're most of the way to being able afford a Feral - IMO a better investment, if only to give more anti-armor potential.
3. As I mentioned earlier, this list looks like it could really suffer against armor. Two purebloods, even with warp strength and scything touch, will have a hard time dealing with any armor stacking list (Ragnor MK, Khador jack-spam, etc) and I'm not sure that it's particularly good value to use 40 points of reeves to delete (effectively) a heavy a turn (provided you can get affliction where it needs to go.)
4. The skinwalkers are a curious choice - what role do you see them fulfilling in your list?
5. I just noticed that this list is in theme - it doesn't change many of my recommendations, but I do question why you're passing up the primary benefit of the theme (ambushing Wolves of Orboros.) If you want to run in theme, I'd definitely find a way to fit them in - maybe drop the Skinwalkers?
The Morvahna List:
1. 2 Goraxes (Goraxii?) are nearly always redundant - they're not workhorse beasts, especially with the Mk3 drop to Mat5, and thus they should usually be hanging well back, out of threat range. Also, stalkers are one of the LAST beasts you want to primal, as you can often get way more value out of them with hit and run tactics (especially since Morvahna's feat enables hit-and-run so well.) I would think about dropping one of them, or drop both and find 4 extra points for a feral.
2. I'm confused as to what value the Bokurs add to the list. Morvahna has sac pawn, so she's not that vulnerable to shooting (incidentally, I highly recommend a unit of shifting stones for her to sac pawn to.) I can see the value in potentially shield guarding a beast from Alten Ashley, but it seems like a corner-case use of 10 points.
3. When you're looking for a regrowth target with Morvahna, you want a unit that is going to be hard for the opponent to clear completely, which is also annoying enough that they have a hard time ignoring it. I find Bloodtrackers work best for this, but Reeves can work as well. Wolves are just a bit too easy to clear out (though I DO like them with morvahna, given the synergy between reposition and her feat.)
4. Morvahna NEEDS Gallows Groves. She's an offensive spellcaster at heart, and one of her greatest strengths in the ability to use Harvest and eruption of life to murder hordes of infantry in a turn. Gallows groves give her more coverage, even if they don't necessarily increase her threat range with the way strange growth was changed in Mk3.
5. Just a general critique: This list is very focused on clearing infantry, which is something Morvahna does extremely well. When I play Morv1, I tend to skew the list more towards armor cracking, which gives you game into heavier-armored lists, while allowing Morv to clean up infantry swarms. Sentry stones are great, but I'm not sure on Bloodweavers, the double stalker, the night witch, etc...they all seem redundant.
A final note on list pairings: Both of your lists handle infantry extremely well, but share a weakness to armor/box spam lists. The general logic in list pairings is to avoid doubling down on your weaknesses, and cover them with your other list to avoid being caught out. While there's nothing wrong with pairing Tanith with Morvahna, I'd skew at least one of the lists to pack a bit more of a punch, and to get up the table faster (to put more pressure on scenario.)
Hope that helps!
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Post by Cryptix on Mar 9, 2017 14:20:10 GMT
How's this instead?
Circle Army - 75 / 75 points
(Morvahna 1) Morvahna the Autumnblade [+28] - Gorax Rager [7] - Feral Warpwolf [18] - Feral Warpwolf [18] - Druid Wilder [4] Sentry Stone & Mannikins [5] Sentry Stone & Mannikins [5] Shifting Stones [3] Tharn Bloodtrackers (max) [16] - Nuala the Huntress [4] Wrong Eye [17] - Snapjaw Gallows Grove [2] Gallows Grove [2] Gallows Grove [2] Fuel Cache (Steamroller) [0]
Circle Army - 75 / 75 points [Theme] The Wild Hunt
(Tanith 1) Tanith the Feral Song [+31] - Feral Warpwolf [18] - Pureblood Warpwolf [17] - Argus Moonhound [6] - Shadowhorn Satyr [12] Reeves of Orboros (max) [16] - Reeve of Orboros Chieftain & Standard [0] Reeves of Orboros (max) [16] - Reeve of Orboros Chieftain & Standard [0] Wolves of Orboros (max) [11] - Wolves of Orboros Chieftain & Standard [4] War Wolf [2] War Wolf [2] Gallows Grove [2] Fuel Cache (Steamroller) [0]
Each list can clear a heavy in a turn while still focusing on the scenario.
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Post by oncomingstorm on Mar 9, 2017 19:55:58 GMT
I like the Tanith list, though I'd note the war wolves, in my experience, are the type of thing that works best in threes or not at all (because of the way the gang fighter rules work.) I also think that the riphorn satyr might work better than the shadowhorn (the list is still a little anemic in the armor-cracking department) - personally, I'd swap the shadowhorn for a riphorn, add a war wolf and a gallows grove, and drop the moonhound - reeves have CRA to offset accuracy issues, and you're not taking the pureblood for his spray anyway. That's just personal preference, though - it could absolutely work as you have it.
As to the Morvahna list, it's a step up from the first one. There's a few things I'd note, though:
1. Doubling up on ferals isn't necessary, most of the time - you have three iterations of primal in the list, when you could be running something that gives you more flexibility in terms of animus (pureblood) mobility (stalker) or hitting power (Ghetorix, Megalith.) Personally I'd drop both the feral and the gorax.
2. I don't know what the wilder adds to the list. Morvahna doesn't have fury management issues, as a rule, and you're running a lot of primal (which is itself a killer fury management tool.) Upkeeps usually aren't a problem for Morv, either, given how harvest interacts with her rules, she can usually fill up before her activation. If you were running more beast-heavy, I could see the value, though.
3. three gallows groves are unnecessary, unless you have an extra 2 points floating around - stick one on each flank and your coverage is fine.
4. Again, I'm not sure how wrong eye and snapjaw fit in here. In my experience, they work best when backing up a beast brick (e.g. in Baldur2, Kromac2, even Kromac1) which isn't what you're trying to do here. The inability to buff snapjaw makes him surprisingly pillowfisted, and if you're not getting value out of star crossed, I usually avoid taking them.
5. Blackclads/Lanyssa are awesome, and Lanyssa has synergy with the feat, so I'd lean towards her over the blackclad.
Here's what I'd do (sorry if I'm gutting your list...):
DROP 1 Feral 1 Gorax 1 Gallows Grove WE+SJ Wilder
gives you a total of 44 points.
ADD: Megalith (hard hitting, tough, and gives some out of activation spell efficiency which gives order of operation flexibility, while having an animus that buffs accuracy for your stalker, bloodtrackers, and even Morv's spells if you position right.) Stalker (multipurpose and capable of either having a killer feat turn by berserking through a bunch of infantry (and hiding behind the resulting forest) or taking primal to kill heavies + using lightning strike at the end of activation to tie up something important.) Lanyssa (threat extension, winter storm has synergy with the feat) Blackclad (threat extension)
Alternatively, you can swap the last feral for a pureblood (works better with Megalith) and add a gobber chef to make rock salads for your beasts. I still prefer the feral in general, I feel it does more work than the pureblood (especially with a caster like Morv who doesn't support her beasts) but I can definitely see the value in the animus NOT disabling your beast for a turn afterwards.)
Hope that helps!
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Post by Cryptix on Mar 9, 2017 20:31:22 GMT
How's this?
Circle Army - 75 / 75 points
(Morvahna 1) Morvahna the Autumnblade [+28] - Megalith [20] - Warpwolf Stalker [19] - Feral Warpwolf [18] Sentry Stone & Mannikins [5] Sentry Stone & Mannikins [5] Tharn Bloodtrackers (max) [16] - Nuala the Huntress [4] Blackclad Wayfarer [4] Lanyssa Ryssyl, Nyss Sorceress [4] Gallows Grove [2] Gallows Grove [2] Fuel Cache (Steamroller) [0]
The Shifting stones didn't really add to the threat ranges, so I dropped them. What do I do with the last 4 points?
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Post by oncomingstorm on Mar 9, 2017 21:31:30 GMT
That looks good to me. For the last 3 points, I'd add the shifting stones back in - they're not in there for threat extension so much as to provide morvahna with a set of disposable, high-arm sacrificial pawn targets. Same goes for the blackclad - I believe he's still immune to elemental damage, so if you keep him close to morvahna, you can dump electrical/fire/cold damage type shots onto him with virtual impunity.
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Post by jisidro on Mar 10, 2017 12:26:21 GMT
I believe Morvahnna2 wants to use one to the infantry tiers we have. She wants MOAR models and the free points help with that.
My suggestion is:
40pts - 60pts of Tharn or Wolfsworn + BG (Here I'd go for 1 stalker to take advantage of prowl + Primal. The rest is up to you.)
Ooops, you posted Morvahnna1. Sorry for the mess up.
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Post by trevelyan on Mar 10, 2017 12:54:08 GMT
Same goes for the blackclad - I believe he's still immune to elemental damage, so if you keep him close to morvahna, you can dump electrical/fire/cold damage type shots onto him with virtual impunity. Sadly the Wayfarer is no longer immune to elemental damage. The closest you can get is a full unit of Druids with UA, but they don't have enough offensive bang for the buck, and by the time you put them alongside Morv she's got clouds to hide behind so you're far less exposed to ranged attacks anyway. Best bet is to stick with the stones.
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Post by oncomingstorm on Mar 10, 2017 18:02:16 GMT
Same goes for the blackclad - I believe he's still immune to elemental damage, so if you keep him close to morvahna, you can dump electrical/fire/cold damage type shots onto him with virtual impunity. Sadly the Wayfarer is no longer immune to elemental damage. The closest you can get is a full unit of Druids with UA, but they don't have enough offensive bang for the buck, and by the time you put them alongside Morv she's got clouds to hide behind so you're far less exposed to ranged attacks anyway. Best bet is to stick with the stones. Well, that's disappointing. Not the most disappointing change in Mk3, by any means, but definitely up there as one of the most unnecessary.
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