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Post by oncouch1 on Jun 20, 2017 16:13:41 GMT
I use
heavymetal squire hurricane 5chargers jr hunter arlan
It a has been exceptionally powerful thus far. I found ace unnecessary. The stealth for one turn was nice though his gun is vomit. I have not needed another shadow fire once. Between ryan, hurricane, and just shooting the intervening models dead i have not had a need for more shadow fire or thunderbolt. The additional points from removing ace allowed me to put in another charger and upgrade jrs jack.
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Post by Stormsmith Dropout on Jun 20, 2017 16:38:11 GMT
If the new change sticks to Minuteman, I could easily see it showing up in Caine3 lists with some regularity. The charger is probably still king with him, though. The minuteman is more needy about focus than the charger.
A clever Caine3 player can use the Minuteman to hop behind obstructions, throw a caster out from behind it, and then shoot the caster to death. So, it definitely brings some utility and shenanigans to an otherwise one-trick-pony caster.
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Post by c4r7o on Jun 20, 2017 18:00:29 GMT
I've heard more than once that the Hurricane works really well with him. Something I'll definitely consider getting. Yeah that's exactly what I had in mind with the Minuteman. More ways to assassinate
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capo
Baby's First Wargame
Posts: 7
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Post by capo on Jun 22, 2017 19:49:11 GMT
What do you guys think of Caine taking Minutemen? They are way too focus hungry for Caine3. They do a lot of damage, but only if you fully fuel them... something Caine3 has a hard time doing. Maybe when they get extended control range I'll take 1 to protect my flanks. Till then, giving 1 focus to a Charger and still being able to cast Calamity is better than giving 2 to a Minuteman.
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Post by Stormsmith Dropout on Jun 22, 2017 20:11:04 GMT
What do you guys think of Caine taking Minutemen? They are way too focus hungry for Caine3. They do a lot of damage, but only if you fully fuel them... something Caine3 has a hard time doing. Maybe when they get extended control range I'll take 1 to protect my flanks. Till then, giving 1 focus to a Charger and still being able to cast Calamity is better than giving 2 to a Minuteman. Not during feat turn. Minuteman can move 11", and then gets 2 rat 9 pow 17s. Or with Calamity, 2 rat 11 pow 19s. At that point boosts aren't that necessary.
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Post by 36cygnar24guy36 on Jun 22, 2017 20:37:52 GMT
They are way too focus hungry for Caine3. They do a lot of damage, but only if you fully fuel them... something Caine3 has a hard time doing. Maybe when they get extended control range I'll take 1 to protect my flanks. Till then, giving 1 focus to a Charger and still being able to cast Calamity is better than giving 2 to a Minuteman. Not during feat turn. Minuteman can move 11", and then gets 2 rat 9 pow 17s. Or with Calamity, 2 rat 11 pow 19s. At that point boosts aren't that necessary. Another thing to consider is potential threat, the Chargers plus Shadowfire can constantly threaten an 18'' assassination, I have found 6 chargers to do a great job of bullying the enemy caster
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capo
Baby's First Wargame
Posts: 7
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Post by capo on Jun 22, 2017 20:45:52 GMT
Not during feat turn. Minuteman can move 11", and then gets 2 rat 9 pow 17s. Or with Calamity, 2 rat 11 pow 19s. At that point boosts aren't that necessary. Minutemen threat 15" with pow 17s. Chargers threat 18" with pow 15s. Assuming you give 1 focus to each: Minuteman gives you either: - 15" threat of 2x pow 17s, 1 boosted damage (cause rat9 is probably not getting boosted). or - 11.5" threat (or 13" threat, if your target has a 2" reach) of 3x pow 17s, assuming you buy an attack. Charger gives you: - 18" threat of 2x boosted attack and damage pow 15s. It's reasonable to say that a boosted pow 15 is at least as good as a pow 17, so the expected damage output delta between the two is going to be roughly D6. Because the charger has +3" total threat range, and can stay 12" out from its target, the extra d6 of damage doesn't seem all that impressive for having to throw your jack into the middle of things. The pow12 blast is something, and can make a difference, so Minuteman definitely has a touch of utility over a charger, but you'll probably never see equal or more Minutemen than Chargers in a Caine3 list. I think I'll take 1 Minuteman and 3 Chargers after the CID changes drop. Till then, 4 Chargers is just a better list. (all this said by a guy who owns 5 Minutemen... he's easily my favorite jack)
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Post by c4r7o on Jun 23, 2017 4:20:00 GMT
Question: when attacking with the chargers dual cannon and taking advantage of powerful attack, is it 1 focus to boost all attack and damage rolls for the 2 shots the gun does or do you have to spend a focus for each shot?
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Post by octaviusmaximus on Jun 23, 2017 4:29:55 GMT
Question: when attacking with the chargers dual cannon and taking advantage of powerful attack, is it 1 focus to boost all attack and damage rolls for the 2 shots the gun does or do you have to spend a focus for each shot? Focus for each shot.
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Post by 36cygnar24guy36 on Jun 23, 2017 8:58:15 GMT
I use heavymetal squire hurricane 5chargers jr hunter arlan It a has been exceptionally powerful thus far. I found ace unnecessary. The stealth for one turn was nice though his gun is vomit. I have not needed another shadow fire once. Between ryan, hurricane, and just shooting the intervening models dead i have not had a need for more shadow fire or thunderbolt. The additional points from removing ace allowed me to put in another charger and upgrade jrs jack. I know opinion on Ace has always been divided, but I have found him to always be a worthwhile include in my Caine 3 list for the following reasons
1) he provides an accurate, boostable, long-range gun with True Sight. This saves Caine having to cast Mage Sight in many situations 2) Trick shot is great for killing things that do not die to direct attacks, like the Kriel Stone Leader 3) Infiltrate is great in match ups like Ghost Fleet 4) having a source of Shadowfire that threats 20" rather than 16" (18" with flicker) and is not on an arm 11, 5 box solo, is great for back up
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