Feeling around for "my" Feora1 list
Jun 13, 2017 18:13:08 GMT
via mobile
spideredd and thelat like this
Post by paradox on Jun 13, 2017 18:13:08 GMT
Forever a dark horse!
That's how it feels, anyway.
MKIII brought alot of shakeup to what my list had and did in MKII, so after alot of unsatisfying attempts to convert old lists, I decided to scrap it and rebuild from basic principals. I feel that Feora herself changed little, in terms of stats or how she plays. So I believe my basic principals are still sound. I just need to find the right parts to fill the roles. Here's how I see Feora, and how she has worked well for me in MKI and II.
Feora is a mid-field support/tank. She has strong melee threat, and this leads many to use her as a melee missle/assassination caster. That can work, but it's pretty one-dimensional. Her threat range is good, but hardly anything to write home about any more. Many do it better. It IS something to keep in play - she can project well - but it's never my main plan. Mostly, I find she fits in the mid-front-boatd well, when protected. So she'll naturally project this threat anyway. It's more about what else she can bring from that position. Feora is well-rounded in that she can easily handle swarms and hard targets personally. However, like any caster, it's rare you can risk her personally. And she hits hard in melee, whereas her swarm control is ranged, spell, and feat-based. Plus, I'd say her personal power is strongest vs troops, so I prefer to rely mainly on here for anti-troop work and complement her list with heavy hitters. Because she wants to be near the action, I also ensure she has strong personal defense. I call this Fort Feora. Build your fort first. Then fill in hitters that can also help vs a swarm. Past iterations relied on daughters as blitzing flanks, a solid jackline to hit, and Covenant + cloud for a fort.
Given changes to cleansers, Ive opted to try something different. Plus, the Guardians of the Temple plus Flame Bringers means I can explore even better flanking moves. Ive retained the concept of jackline, but I want to try new pieces here, which also offer anti-troop help and can hit hard at range or melee.
Here's my first swag. It's untested, but I'll give it a handful of games and see what I think might need tweaking. Feora can position for a strong feat and Hex Hammer use, harbor in her fort while still projecting EoD, and keep WM troops at bay with Wall of Fire. Shooting opposing heavies will help soften. FBers and daughters can run interference or flank into support. Free Nicia is a wild card you can apply as needed. The list can be solid in the middle while still being fast and flexible, not giving up flanks and able to spread out well.
Theme: Guardians of the Temple
Feora, Priestess of the Flame - WJ: +31
- Hand of Judgment - PC: 18
- Vigilant - PC: 9
- Devout - PC: 9
- Revelator - PC: 37 (Battlegroup Points Used: 31)
Wrack - PC: 1
Wrack - PC: 1
Nicia, Tear of Vengeance - PC: 0
Choir of Menoth - Leader & 3 Grunts: 4
Daughters of the Flame - Leader & 5 Grunts: 10
Flame Bringers - Leader & 4 Grunts: 17
Comments always welcome.
That's how it feels, anyway.
MKIII brought alot of shakeup to what my list had and did in MKII, so after alot of unsatisfying attempts to convert old lists, I decided to scrap it and rebuild from basic principals. I feel that Feora herself changed little, in terms of stats or how she plays. So I believe my basic principals are still sound. I just need to find the right parts to fill the roles. Here's how I see Feora, and how she has worked well for me in MKI and II.
Feora is a mid-field support/tank. She has strong melee threat, and this leads many to use her as a melee missle/assassination caster. That can work, but it's pretty one-dimensional. Her threat range is good, but hardly anything to write home about any more. Many do it better. It IS something to keep in play - she can project well - but it's never my main plan. Mostly, I find she fits in the mid-front-boatd well, when protected. So she'll naturally project this threat anyway. It's more about what else she can bring from that position. Feora is well-rounded in that she can easily handle swarms and hard targets personally. However, like any caster, it's rare you can risk her personally. And she hits hard in melee, whereas her swarm control is ranged, spell, and feat-based. Plus, I'd say her personal power is strongest vs troops, so I prefer to rely mainly on here for anti-troop work and complement her list with heavy hitters. Because she wants to be near the action, I also ensure she has strong personal defense. I call this Fort Feora. Build your fort first. Then fill in hitters that can also help vs a swarm. Past iterations relied on daughters as blitzing flanks, a solid jackline to hit, and Covenant + cloud for a fort.
Given changes to cleansers, Ive opted to try something different. Plus, the Guardians of the Temple plus Flame Bringers means I can explore even better flanking moves. Ive retained the concept of jackline, but I want to try new pieces here, which also offer anti-troop help and can hit hard at range or melee.
Here's my first swag. It's untested, but I'll give it a handful of games and see what I think might need tweaking. Feora can position for a strong feat and Hex Hammer use, harbor in her fort while still projecting EoD, and keep WM troops at bay with Wall of Fire. Shooting opposing heavies will help soften. FBers and daughters can run interference or flank into support. Free Nicia is a wild card you can apply as needed. The list can be solid in the middle while still being fast and flexible, not giving up flanks and able to spread out well.
Theme: Guardians of the Temple
Feora, Priestess of the Flame - WJ: +31
- Hand of Judgment - PC: 18
- Vigilant - PC: 9
- Devout - PC: 9
- Revelator - PC: 37 (Battlegroup Points Used: 31)
Wrack - PC: 1
Wrack - PC: 1
Nicia, Tear of Vengeance - PC: 0
Choir of Menoth - Leader & 3 Grunts: 4
Daughters of the Flame - Leader & 5 Grunts: 10
Flame Bringers - Leader & 4 Grunts: 17
Comments always welcome.