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Post by stokerd on Jun 22, 2017 15:21:29 GMT
So, we have a new Cryx player in my meta (which is actually good, we haven't had Cryx here in a couple years) and after our weekly gaming session, he asked the group of us where he should go moving forward. He already has the beginnings of Ghost Fleet, and really liked the idea of it after it was explained to him, and I believe he is going to move in that direction.
So, in an attempt to prepare for this list, I've come up the following:
Jaga-jaga, the Death Charmer [+29] - Ironback Spitter [15] - Ironback Spitter [15] Gatorman Witch Doctor [4] Gatorman Witch Doctor [4] Totem Hunter [0] Thrullg [0] Thrullg [0] Gatorman Posse [17] Gatorman Posse [17] Gatorman Posse [17] Gatorman Bokor and Bog Trog Shamblers [11]
Thoughts behind the list: - Jaga-jaga I feel has the best game into Ghost Fleet. She has Spellpiercer, so is the only Warlock in Minions that can hand out Magical Weapons. This will be huge to take out the incorporeal models. Also, her Feat will RFP the pirate Leaders to stop the recursion. - Her battle group is designed around the beasts I have. That said, the Spitters can target Leaders from range (allowing them to RFP models from 12"), and their AOE's also work well in killing clumps of infantry. I can also use them to take out the bonejacks coming at me (mainly arc nodes and Stalkers, I'm expecting). - The Witch Docs are there mainly to use Sacrificial Strike when needed. This allows me to RFP the leader from "range", so I don't necessarily have to be close to handle it. The Strikes are also Magical, so I can use them to take out solos and/or Raiders as well. - Totem Hunter allows for great movement/placement shenanigans, and will go after Captain Rengrave first, then Blackbane if he's still alive. - Thrullgs will be used to hunt the Incorporeal solos. They come with magical weapons (so no need for Spellpiercer) and has slightly better MAT and DEF than average, making them that much harder to hit. - The Posse will probably get Spellpiercer to deal with the Blackbane Raiders, and will (possibly) serve as Sacrificial Strike targets (hopefully not a fully healthy one) to take out the pirate Leaders. - The Gatorman Bokor and (more specifically) his Shamblers are going to be the main targets for my Sacrificial Strikes. Even Sac'ing a Shambler will auto-kill a pirate (hopefully the Leader).
I would appreciate any further thoughts, combos, or ideas you may have. Thanks!
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Post by babadook on Jun 23, 2017 12:01:35 GMT
I think the list should have a good match into Cryx Ghostfleet, however, I feel you are overcompensating on magic attacks, while missing out on opportunies! Ironback Spitters with Bog Trog Mist Speakers will have magic attacks and be able to look through clouds, so you should not have any need for the double Thrullg. I see one for upkeep removal, but why double them?
Personally, I would field Calaban, as I feel he is stronger than Jaga-Jaga, but I assume you will want to field Jaga-Jaga and in that case, you should.
Have you thought about a Sacral Vault? It is a great piece against the Ghostfleet. Ranged FRP, great for scenario as I will be very hard to remove it with ranged attacks and it is basically spell immune.
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dagowit
Junior Strategist
Posts: 171
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Post by dagowit on Jun 24, 2017 11:27:36 GMT
Have you thought about a Sacral Vault? It is a great piece against the Ghostfleet. Ranged FRP, great for scenario as I will be very hard to remove it with ranged attacks and it is basically spell immune. I agree that it is one of the best pieces you can take against infantry - and Calaban even allows you to Occultate it! That said, note that if the CID changes go through, the Vault will no longer RFP. What you have to do, then, is to use it to shoot the enemy Leader models (you do not promote a new Leader if the model dies while under enemy control and the Ghost Fleet recursion wording requires Leaders).
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Post by stokerd on Jun 24, 2017 16:18:34 GMT
I had not thought about Sacral Vault, and it was pointed out to me by my gaming group as well, mainly because I don't own one (I own the rest of the list). I will be dropping a unit of Posse for the Sacral Vault.
I wasn't worried about the Mist Speakers because Jaga-jaga gives Magical Weapons to everything within her control range - which is 14"! The Thrullgs are there to take out the Pistol Wraiths, and then hunt the 'jacks. I'd rather not use the Spitters to take out single models - I need them more for crowd control.
I thought of Calaban - Bone Shaker RFPs models, which is nice - but feel I need to worry more about the Incorporeal models than the recursion. If I can kill the Wraith Engine(s) and the Raiders and the Pistol Wraiths/Hellslinger, the rest is just below average, easily hit/damaged models (that do come back, but I can set up the RFP that guy when needed). The hardest part of Ghost Fleet (for Minions anyway) I feel is the Incorporeal.
Thanks for the comments, I really appreciate them!
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 24, 2017 16:27:34 GMT
Can huge bases be stealthed?
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Post by kombat46 on Jun 25, 2017 7:29:46 GMT
Can huge bases be stealthed? Battle engines can be stealthed. Gargossals cant
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Post by gdead909 on Jun 25, 2017 13:31:55 GMT
Battle engines can. Gargossals cannot.just like BEs can be moved by tk etc.
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Post by babadook on Jun 25, 2017 18:03:05 GMT
Yeah, you are right about Jaga-Jaga handing out Magic Attacks, I did not keep that in mind. However, I still feel, that Calaban is stronger. Keep in mind that you can use Bone Shaker against incorporeal models like the Blackbanes, who in return have magic attacks themselves and kill another, which is a strong way to keep them under control. Also keep in mind, that the Sacral Vault is a no entry Zone for the Blackbanes, which can help you big time to keep important models safe from harm!
I do not think, that the Thrullgs will make it until the Pistol Wraith etc., those models are usually in the middle of the pack and all the other undead pirates will gladly kill the Thrullgs on their way to better targets and with DEF 13, the pirates are actually not that easy to hit, so you will often find yourself shooting a boosted attack on the machine wraith that is standing in the corner of your zone, because you REALLY want it dead... This is at least my experience, but maybe that is something that comes from different playstyles of us and our opponents.
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dagowit
Junior Strategist
Posts: 171
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Post by dagowit on Jun 26, 2017 8:22:15 GMT
Could someone with more experience than me try to weigh Calaban and Jaga-Jaga? I'm not familiar enough with Ghost Fleet to really help (it's not that Ghost Fleet isn't popular locally. I just seem to keep dodging it for some reason).
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Post by kombat46 on Jun 26, 2017 11:28:22 GMT
I have not played against ghost fleet myself but i do play ghost fleet as my primary list right now. And as many experts say mainly Tim Banky is that RFP and deep RFP is the tool you need to crack Ghost Fleet. You also need some magic attacks against the black banes and the wraith engine. Jaga-jaga only has her feat to solve the RFP and for her to get to the leaders can be quite tricky unless she expose herself quite abit. Calaban can do it quite safely with arc nodes and ge doesnt also need to use his feat. He also have occultation to be safer against Dennys asassination threat. In both lists 1 or 2 sacral vaults is also mandatory because it denys the ghost fleet quite alot of space and also have semi-RFP with the possibility to shoot the leaders and take control over them and leaders that die under the opponents control do not get promoted and loosing your leaders removes the recursion from the list. For me that are playing thr ghost fleet Jaga-jaga is not half as scary as calaban is.
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Post by ForEver_Blight on Jul 3, 2017 19:34:40 GMT
I would weigh in and say Calaban. With Grave door on his gun and the abundance of targets; he could very well find a very powerful arcnode position. Bone shaker being able to be cast for essentially 1 fury. He can clear pretty substantial bubbles of the enemy line. Occulataion as mentioned is pretty much required to avoid assassination. Hex blast could technically be used to clear chilling grasp off friendlies. Then, if it comes to it. Calaban can wreck things, like the wraith engines, with life trader... if you're brave enough.
If you want more magical weapons - Mist speaker. Who also could influence and walk Rengrave or a leader model closer. Or an arc node target into a better position.
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Post by Cryptix on Jul 8, 2017 9:20:03 GMT
who also could influence and walk Rengrave or a leader model closer. Just thought of something cool, you can Counterblast influenced leader models to RFP them.
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walden
Junior Strategist
Posts: 136
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Post by walden on Jul 17, 2017 14:47:50 GMT
I play ghost fleet. Magic weapons isn't how you beat it. RFP is. I could care less whether or not you have magic weapons. But I do care when you scalpel out my leaders.
Calaban has game with the vault. Occultation sound to in him to prevent the denny riflemen assassination. Jaga-Jaga works too. But you need to watch for feat turn assassinations.
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Post by babadook on Jul 18, 2017 7:44:13 GMT
I do not get, why people especially Cryx players keep mumbling this mantra. It does not make it less wrong. You definitely need magic weapons to beat the Ghostfleet. RFP is theoretically optionally, if you are able to dish out enough attacks round after round, which is very unlikely, but Magic Attacks are mandatory. If you do not have magic attacks you automatically lose the game against GF. There is simply no way, you will be able to prevent him from scoring 1 CP and you will not be able to score back, because the incorporeal models cannot be killed by you...
Magic Attacks = Must have (not an awful lot, but absolutely mandatory), just a magic gun on your caster is definitely not enough, nor is a Razorwind or something of the like RFP = Not mandatory, but makes the game soooo much more comfortable, that it feels like it should be mandatory.
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Post by ForEver_Blight on Jul 18, 2017 12:34:17 GMT
I do not get, why people especially Cryx players keep mumbling this mantra. It does not make it less wrong. You definitely need magic weapons to beat the Ghostfleet. RFP is theoretically optionally, if you are able to dish out enough attacks round after round, which is very unlikely, but Magic Attacks are mandatory. If you do not have magic attacks you automatically lose the game against GF. There is simply no way, you will be able to prevent him from scoring 1 CP and you will not be able to score back, because the incorporeal models cannot be killed by you... Magic Attacks = Must have (not an awful lot, but absolutely mandatory), just a magic gun on your caster is definitely not enough, nor is a Razorwind or something of the like RFP = Not mandatory, but makes the game soooo much more comfortable, that it feels like it should be mandatory. What requires Magic weapon? As in; what are you, personally, seeing on the table that you cannot handle without large amounts of magic weapon? As far as I'm aware (I do not have a ghost fleet player local) it 1-2 Wraith Engines and 1 unit of Blackbanes. The blackbanes are a true pain in the rear. They just run all the way to the back line and then go to town on support models. Yes Magic weapon would be great to deal with them. But you don't need an army wide Magic Weapon. One Mistpeaker and Maximus could theoretically be all you need. One Mist speaker, one Ironback, and Targ could give you two Magic weapon AoEs a turn. Now the Wraith Engine is odd. I've seen some people leave it Incorp, others charge it right in. If it charges something, you don't need magic weapon as it's no corporeal for a turn. If they leave it incorp then it's almost a non-issue. It's only giving out passive buffs near it. Positioning can fix that. But with it only being a single large target your caster can put out damage over a round or two to kill it.
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