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Post by sand20go on Jun 10, 2017 16:18:20 GMT
Going to try the Kayazy/Jaws build. Been AGES since I put them on the table and they have the possibility to be good into Ghost Fleet if focusing on just trying to kill Denny.
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Post by sand20go on Jun 11, 2017 5:37:32 GMT
Played a Denny1 Ghost Fleet. An interestning match up. The Kayazy removed a ton of Rev Crew and the Widows helped as well. Wind blast was very useful in controlling the damage that the hellslinger and Rifles could do. Conquest is a bully in the game and he crushed Nightmare like goo. Arguably screwed up the choice of sides - Conquest could have really put pressure on things without a house and a wall really getting in the way.
But only havinbg three magic weapons (the 2 greyforce and Vlad) was very very hard. Could have still won if I hadn't brain farted and forgot about martial paragon. Course I had blow through my clock in a huge way.
I don't KNOW if A&H are mandatory into Ghost Fleet but it feels like it - because if you bring any infantry that is what blackbanes are heading for so they can keep making it. Plus in the end game the incorp shooty models can just go contest. Guess it is "balance" but boy I wish we had access to the magical shooting Cygnar has in droves. Must be nice ;-)
BTW - the varient I played did NOT have the battle engine - 2 full Revs, blackbanes full, 2 pW, Hellslinger, Bone Chickens, Nightmare and Cap. Redgrave.
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Post by smoothcriminal on Jun 11, 2017 23:33:00 GMT
What was your list?
I suppose 2x Seer with a Destroyer each should be enough magic.
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Post by Netherby on Jun 12, 2017 1:45:10 GMT
You just need one good ranged magical attack to kill Blackbane and that mitigates their threat greatly. The solos are of course pretty annoying, put some priority into killing them when they can be damaged. You can still throw/slam them out of zones.
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