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Post by Stormsmith Dropout on Jun 21, 2017 17:55:38 GMT
I figure since the last CID update for him is out, and that's all we'll have to work with for a bit, let's talk Seige2.
He has a good toolkit, and I think he'll be one of our best casters for storm blades.
What lists do you want to run him with? What's your thought process when working with him?
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Post by wwjonnyd on Jun 21, 2017 17:57:12 GMT
Honestly think he's best in storm division.
Want to experiment with heavy metal too.
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Post by octaviusmaximus on Jun 22, 2017 13:35:00 GMT
So I played my second game with Siege 2 tonight and I really like him as a caster. I rate him as a solid b+ currently due to meta still not reacting to Infantry well but if he picks up any power like Road to War instead of Hallowed Avenger I could easily upgrade him to an A (which is really what we should be striving for).
Siege 2 Triumph Stormclad Squire
Max Blades UA 2x Gunners
Max Blades UA 2x Gunners
Max Lances
Storm Strider
vs
Vayl 2 Angel Angel Carni Carni Naga Seraph
Forsakenx2 Shepard 2x Nyss Sorceresses.
We played on Entrenched with terrain not being too relevant except for a big honking forest in the middle of the table. Big deal is big. Luckily Siege brings his own Terrain.
I went first, deployed all my mans centrally with Lances on my right flank and Strong Strider on my left. This lists plan is to do as much early game pressure as possible with the Stormblades and then try to force them into my second line. So I advanced Moved both my units of blades as far forward as possible and ran them both 10", popping minifeats, making them 22" up the field, 12/18 no knockdown and threating 12" next turn with Sieges feat. I put up my High Ground up on my zone and covered it in Strong Blades.
The Strong Strider ran to the left and gained 2 power tokens. The Lances ran 16" on the right flank and perched on a hill ready to smash anything that breaks into the Stormblade lines.
Siege walked, jumped and dropped his turret up front, ready for action.
My opponent went and was very unwilling to take me head on. He moved up into range of 1 blade with an angel and shot it to death. That kind of thing, ceding table space to try to not get alphaed to death, but his list just can't kill that much infantry without committing and my few gun pieces outclass his. He pecked about 3-4 Blades to death and only really gave me one Hellion in return.
My opponent was out of range so I decided that some...persuasion was needed. Triumph nailed the Hellion and mostly killed it with his Sentry shot and the Rocket turret missed and killed it with his blast damage. Triumph aimed and shot at an occultated Carnivean to remind my opponent that he can't hide from me and did a lot of damage. The Strong Strider moved up to an extreme range and popped the Seraph with 2 shots, killing a nearby shepard and (with some good damage rolls), left the seraph on 5 boxes.
My blades moved up again, all into his threat ranges, ready to take the damage on the chin and force him into committing, a game that I will quickly win. Siege bounces across and gets into my zone and sits on his hill, camping 5 focus ready for any impending assassination attempt. The lances move up and ready to hit in again. My net is slowly closing in and he will either have to try to push through one flank or get caught by both sides of Blades and be crushed.
My opponent took his turn and Dollar signs appeared in his eyes when he realised that my Strong Strider was in charge range of his Carnivean. He had obviously forgotten about Repulser Field. He clears some blades in the way and the seraph rolls a blitz damage roll on the Strider and I start to get worried. My opponent charges the Carni, I tell him about repulser field, he swears and boosts both his spray and his charge attack and rolling really well, leaving the strider on 8 boxes.
That plan was supposed to be the crux of him pushing through that flank and from there he found it to be less viable with a strong Strider still there. He put a Hellion in the middle of the table behind the Forest blocking the Rocket Turret from shooting and a bunch of assault shots.
He repositioned his models forward and pecked a few more shots at my blades but really his plans just fell apart, he needed to do far more work but he was just paralysed by the force that I could bring to any single point. Digging an angel into a Stormblade unit to kill 3-4 of them would just lead to it being killed by the reserves behind it.
My turn and its a feat turn. I got CP on my opponents turn as he was unwilling to get into my lines near siege to block scenario. Strider only rolls 1 power token, pulls back 5" to keep it alive (I like to make sure that my opponent needs to overextend to kill my harmed pieces) and leave the carnivean on a few boxes. Siege wants to stay safe against a Vayl assassination and so I move up to catch all my infantry in his CTRL and feat, the hurt blades on the left move up, Siege walks back onto his hill he placed in the zone and then gets dug in for Def 20. He puts Fury onto the Blades in front of him who move up with the feat move.
Triumph shot and seriously hurt an Angel with his 2 shots. The Blades on my left make a few charges. the UA into the Seraph, 2 into the Carnivean, 2 into the hurt Angel. All 3 get removed. The Furied Blades charge, 2 into the Hellion, 2 into the Naga, 2 into the Carnivean and 1 leader into the Angel, who admo's away. After a blitz of meh damage rolls the Carnivean lives on 2 boxes and the nage lives on 3. The hellion Dies to the 3 in melee with it.
I pass the turn, going to 2 CP's.
My opponent decides its assassination time, unjamming his angel and running it forward he feats and manages to hit Siege all 4 times with spells but because of the 4 focus I was camping, he did nothing. I go to 3 points. (I was using a Space Marine Terminator as a proxy, I kept rolling his armour save whenever he attacked me. Endless hilarity).
My turn Siege comes out of his Defilade, jumps over the forest into melee with the Carnivean and kills it with his boosted damage on jumps. I use Triumph and the Storm Strider to shoot his Bunker to death as a sign of maximum disrespect and go to 6 CP's and win.
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I had a lot of fun and so did my opponent. Siege felt capable and interesting, while he spent most of the game camping, so would any other Cygnar caster vs Vayl. But he was able to force my opponent into a really crappy position in a really unique way. His personal toughness with Dig in and his hill, fury and his threat extension combined to be a very nasty set of threats.
Would definitely consider playing him in future. Gravediggers is also pretty sweet looking with him, you're threat ranges are absurd, especially with Busters and Finn, who are all monsters in their own right.
Hell, just notice how far you can threat with Feated, Furied, Desperate Paced Trencher Commandos (protip, its a 14.5" melee threat with Mat 10 Pow 14. That's pretty damn far)
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Post by Stormsmith Dropout on Jul 2, 2017 22:19:47 GMT
So, for Siege2, do we think Gravediggers is any good with him? Particularly, could Forgeguard+Murdoch be a good armor cracking module for him?
Siege *28 -Ironclad 12 -Triumph 18 Forge Guard 16 -Murdoch 4 Trencher Infantry 16 -CA 5 43 Commandos (min) 10 -3x Scattergunners 6 -CA 4 Express Team 5 Buster 5 Trencher Dog 2 2x free solos of your choice 0
Or something like that. You can deliver the forge guard behind a smoke wall, slap fury on them and feat. They threaten 12" (as far as he makes storm blades). They bring some valuable armor cracking that is otherwise hard to get in Gravediggers. I know it brings in less free solos, but I'm not sure that you need 3 free solos in gravediggers. After a certain point, there's enough support.
Anyone else have this thought. You obviously get more armor cracking in total with Seige2 in Storm Division, but in Grave diggers you get lots of cool defensive bonuses. Forge Guard provide a nice meeting point between them.
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