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Post by skathrex on Mar 16, 2017 10:57:28 GMT
its hard to see from the pictures it looked more (like 5), especially with 11" charge +2" Reach with Strakovs feat.
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Post by welshhoppo on Mar 16, 2017 13:35:07 GMT
its hard to see from the pictures it looked more (like 5), especially with 11" charge +2" Reach with Strakovs feat. Problem is you can't charge and sweep due to the no power attacks on a charge rule. Personally, I think Gargossals should get thresher by default.
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Post by skathrex on Mar 16, 2017 14:21:11 GMT
Ah, yes never used sweep with a colossal, thought it would be like thresher.
Hmm Deff of the sentinels? maybe just try to kill them that way or throw them threw each other? But at this point it's not really practical advise more like theory machine.
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Post by welshhoppo on Mar 16, 2017 16:16:19 GMT
It's 12, but they become armour 22 under their minifeat and Inviolable Resolve from Issyria. And immunity to knock down and stationary.
They become a serious roadblock.
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Post by skathrex on Mar 17, 2017 7:59:23 GMT
Was still talking about the Conquest, who should have no issue with the aromr and 12 is still hitable (especially if you give him superiority instead of slinging the groaler across the field.
Hard to justify it now, but I think I would have tried to kill as many sentinels because I see them pose the biggest thread. Conquest with SUP can kill 5, maybe even more if the 2 Speed help. But again thats just theory at that point.
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Post by welshhoppo on Mar 18, 2017 14:11:27 GMT
Well if I had some more long ranged support, like snipers it could have been worth it. The problem is that Widowmakers are lovely Blinding Light targets.
Also last time I shot Widowmakers at them, they all missed. Even needing 6s to hit makes me nervous. But having Sup on him would have been a good idea, might have been able to get a decent trample off then too.
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Post by welshhoppo on Mar 21, 2017 18:42:25 GMT
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Post by welshhoppo on Apr 6, 2017 13:56:28 GMT
So I have two reports today. The first one is from last week so my memory might be a little fuzzy, I haven't had much time to write one because of work. (For new toys). I was running Legion of Steel with Strakhov2, vs Thyron of Retribution. Strakhov -Larry and Moe -Destroyer -Juggernaut Iron Fang Kovnik (Free) Kovnik Markov (Proxied by a Drakhun) Black Dragons -Command Attachment (Free) Iron Fang Pikemen -Command Attachment (Free) Iron Fang Ulhans Great Bears of the Gallowswood. Battle Mechanics (which I forgot to deploy.) vs Thyron -Imperatus -Aspis Arcanist Arcanist Arcanist Dawn Guard Sentinal Scyir -Hydra Mage Hunter Assassin Houseguard Thane Houseguard Riflemen -Command Attachment Dawnguard Sentinels -Command Attachment I ended up going second, and with advance move my side of the board looks like this. His riflemen have already moved up. But basically, the three Arcanists power up the Hydra to full and then everything moves up. Assail goes on Imperatus and Storm Rager goes onto the Mage Hunter assassin. End of his turn looks like this. I put Inviolable Resolve onto the Black Dragons and Quicken onto the Iron Fang Pikemen. The Black Dragons advance in Shield Wall to prevent easy picking from the rifleelves on the other side of the board. Strakhov and his guys put up stealth and drop little clouds to keep Strakhov safe. All my Iron Fangs advance in groups of three, to maximise the amount of shielding. Now, a little known trick of the Houseguard Thane is the ability to allow a friendly Houseguard unit to ignore stealth. So a CRA takes care of Moe. The Hydra gets the Take Aim! Bonus from the Marshall and he shoots a PS17 gun into my Destroyer, luckily, even with boosts he doesn't do that much damage. A few Sentinels move up to be bait for the Iron Fangs, a Counter Charging Kovnik kills one. On my turn, I upkeep both spells and send the Iron Fangs up, they are able to kill the bait and then minifeat, allowing them to move back out of vengeance and reach range. The Black Dragons advances up some more and Strakhov feats. I make a silly error here in moving the Juggernaut too far up so that Imperatus can get to him without the Great Bears making a counter charge. Not much else happens that I can remember. So I can't remember the order too well, but Imperatus moves to max reach of the Juggernaut and kills him. The mage Hunter charges Markov in the rear, but rolls low so the hit doesn't kill him. The Hydra runs in to tie up the Bears but Markov is able to charge him, he doesn't knock him down and he manages to kill 2 of the Great Bears. Seeing as the Rifles can't kill many of the Black Dragons this turn, they proceed to do a massive CRA on the Unit Attachment that I left on the hill, he dies preventing me from using Iron Zeal. The Sentinels hit a few of the IFP, but don't kill all that many. Now this turn is probably the one I'm most likely to fuddle, but let me try and tell you what happens. I know Strakhov drops an upkeep, and I know he last stands the Iron Fang Uhlans, and I think he quickens the Black Dragons. Now, at this point I realise the mistake I made in deployment, I should have put the Iron Fangs on my Left Flank and the Black Dragons on the Right. My BD cannot charge over the wall. I am able to kill the Hydra with Iron Fangs and Black Dragons, also killing a Sentinel or two. Allowing three Uhlans to make it into Imperatus, it takes all three to cripple him and to activate his Phoenix Protocol. Bringing him back to life. It costs my three Uhlans their life. I know at this point that I haven't done enough to stem the tide of Retribution and the Sentinels butcher the rest of my Pikemen and Markov. The Aspis slams the Destroyer into a wall and knocks him down, killing a Black Dragon. Imperatus gets full focus and healed a bit by arcanists, tramples and clips about 4 Black Dragons and then crushes them under foot, buying attacks to kill the Destroyer and an Uhlan. The mage hunter whacks the Kovnik and he dies too. I upkeep quicken and send the remaining Black Dragons into Imperatus, bringing to a few boxes. Strakhov and Larry charge him, doing some more damage with assault shots, Strakhov finishes him off with a combo strike and a bought attack. The last Ulhan charges into Thyron, hitting him but not killing him. I was asking him to roll 18 on four dice, so I wasn't expecting miracles. The Houseguard kill the last Black Dragons and the Aspis gets CP, Assail and Onslaught from Thyron, he is able to make it into Strakhov and he dies to the initial attacks. Khador Defeat. Morale of the story, don't deploy the Black Dragons behind a wall.
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Post by welshhoppo on Apr 6, 2017 15:00:31 GMT
So I also played Yesterday, this time against the SS. That is the Silver Skorne. I'll have to double check what my opponent was running, because it looks like he may have been five points up (he doesn't use warroom, he prefers physical cards and metal models.) or I may be adding things to it. I was still running Strahov2 and Legion of Steel, except I changed my Destroyer and Juggernaut for two Kodiaks for pathfinder goodness. vs Hexeris1 -Razor Worm -Cannoneer -Cannoneer (proxied by the other titan.) Venator Dakar Venator Dakar (Both proxied by Makeda) Extoller Soulward Venator Catapult Crew Venator Flayer Cannon Crew(Proxied by Rasheth) Venator Reivers -Command Attachment Venator Reivers (proxied by other unit) -Command Attachment Venator Slingers Paingiver Beast Handlers I end up losing the roll off and going first, my opponent liked his side and it meant I had to face the setting sun, which was majorly annoying. Also, this really isn't the kind of list I'd want to play Legion of Steel into, too many guns and corrosive blasts. I advance move the Iron Fang Pikemen, making sure to put the Black Dragons as far away from difficult terrain as I could. Same as last game, the Dragons get Invioable Resolve and the Pikemen get quicken. They march up the board, trying to keep at least half of the unit away from ranged attacks. Everything else just moves up, and Strakhov repositons to be behind my objective. The forest means that my Black Dragons could run. But Herexis puts Death March onto the Slingers and Soul Slave onto the Razor worm. He moves up to hide behind his free wall. The Slingers try and get a few shots off, clipping six Iron Fangs with Corrosion, as he hit two groups of three. The Reivers kill three of them with their mini feat. Everything else just runs up the board. I also forgot to take a picture. But anyway, I only lose one pike to corrosion and I upkeep Quicken and IR and the Iron Fang Pikemen charge across the board. One of them gets to the Razor worm, but misses him. The rest manage to take out over half of the Slingers, I minifeat to move back and regroup getting as many as I could into the cover and in Shield Wall. My Black Dragons just advance in Shield Wall and Mini-feat, and then Strakhov himself feats and goes invisible. My Ulhans advance to threat his front line. Everyone expect the one fang on the left is in Strakhov's bubble. He is promptly killed by the Razor worm who pulls him under and then shuffles to be within 8 of the Uhlans but outside of Markov's Counter Charge Bubble. The Reviers on my right know it's impossible to kill the Iron Fangs who are ARM26 at the moment so they leave them be, they shoot at the Kodiak but don't do a lot of damage. Herexis puts Parasite onto the Uhlans, and despite wall of steel and his feat counteracting parasite, the Flayer and the Reivers on my left kill all but one of them. A cannoneer puts a shot into Markov, but the feat saves him with two boxes. He manages to kill a few more of my Iron Fang Pikemen, leaving me with four left and the Standard Bearer. I work out that I can get Markov if he gets Quicken and all my Iron Fangs and my last Uhlan into Herexis. He onl has two fury on him. So I move Strakhov over and Last Stand the Iron Fang Pikemen (WITNESS ME BLOODBAG!!!!) and Quicken Markov. I drop IR from the Black Dragons too. However, both Markov and the Uhlan fail to hit Herexis, but the Three Iron Fangs who make it take out both his Fury and remove about half of his boxes as the first one knocks him down. If one of the two horsemen had made the hit, he probably would have died. The one Iron Fang who charged the Cannoneer does a little bit of damage. My Black Dragons can't see or get through the forest, so they just move up, and the Kodiak runs to engage two of the Reivers on the right. My other Kodiak moves towards Herexis to pressure him. Herexis is able to clear Markov and the Uhlan off himself and Parasites the Kodiak. The Cannoneer gets all the buffs he can from the Paingivers and charges the Kodiak. Except he has fallen for my trap! The Great Bears counter charge one at a time and using the Precision Strike benefit from the Kovnik they cut out the Beast's Spirit. Ha! He then leaves the Kodiak on one box. I think the second Cannoneer kills a Great Bear with a boosted ranged attack. The Venators on the right are pinned by my Kodiak so they move away from him a little and take two free strikes, which both connect. They hit him with some shots and do a bit more damage. Due to being in melee and base to base, nothing else is able to hit the Great Bears, but a Reiver does kill the Kodiak. And the others advance to prevent a Bear from walking into combat with Herexis.
I didn't take a picture, but Strakhov and his cronies move up the board and are able to kill the guy blocking the bear. Strakhov then puts Last Stand on the two remaining bears and takes a shot at Herexis, but misses. Both bears walk into melee range, but it only takes two attacks from the first Bear to put that Skornic Vampire into the ground.
Khador Victory!
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Growl
Junior Strategist
Posts: 496
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Post by Growl on May 1, 2017 12:25:59 GMT
Nice reports, I realize I'm responding like a month late since they were posted... I recently did a little tournament and was reconsidering my caster pair and therefore was thinking about Strakhov2. I guess things that concerned me were that I saw a lot of cloud walls and the threat of lots of incorporeal and recursion. How do you think your list would handle that, or what other caster are you bringing to handle those problems?
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Post by welshhoppo on May 1, 2017 19:03:54 GMT
It wouldn't be able to deal with recursion that well.
As for clouds, feat and run the IFP with the minifeat up. They'll be 14/21 and should hopefully cause enough of an issue to stop people from wiping them out and then I carry on next turn.
It's not perfect, but the list has enough bodies to work around it.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on May 2, 2017 0:30:37 GMT
Your direct approach would probably catch more than a few people off guard. Sometimes I screw myself, in the game sense, by trying to be so careful, that I either really mess up my clock or play so carefully I put myself into a desperate position late game.
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Post by welshhoppo on May 3, 2017 9:13:03 GMT
Well when your defensive stats are 14/21 you can afford to take a few risks. There aren't many things in the game that can kill models with those stats very easy. Aside from things with anatomical precision, but even then they still have to hit and 14 is just hard enough that it won't be an easy kill.
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Post by welshhoppo on Jun 14, 2017 22:40:45 GMT
So I played B2 into Baldur2 of Circle running in Bones. It was a variant of my last list. Butcher2 -Ruin -Juggernaut -Juggernaut -Kodiak -Grolar Greylord Forge Seer -Destroyer Greylord Forge Seer -Destroyer Widowmaker Marksman Manhunter Battle Mechanics against Baldur2 -Woldwrath -Megalith -Wold Guardian -Woldwyrd Celestial Fulcrum (CID) Gallows Grove Blackclad Wayfarer Blackclad Wayfarer Blackclad Stoneshaper Shifting Stones I only ended up taking one picture, which was silly of me. But it was the SR2016 scenario Extraction (My opponent is going to the ETC at the end of the month and they are using SR2016 rules.) And he wanted to play into heavy armour Khador because that is more than likely what he will end up facing. I went second, and picked the side which didn't have a house. He moved up everything, putting out lots of Fury for the Fulcrum to suck up. He rooted his 3 heavies to drain his fury bank. I also moved up, a Destroyer takes aim but misses the blackclad wayfarer that ran up, the marksman takes 3 points of the Guardian. Fury goes on the Grolar, because I rolled a six for focus! Whoop! Also, my manhunter sits by the flag, forcing my opponent to move away from his clump. I took a picture here. It's just after he started his go. The fulcrum gets 3 Fury from leeching and moves and boosts a spray on the Manhunter, but he misses it. The Lightning shot goes into the Juggernaut and leaps and kills the marksman. The fire shot takes out 2 mechanics with a lucky scatter. The big Wold shoots a lightning cannon at Ruin, leaving an AOE preventing me from walking to heal. Other things move on up. Baldur puts more Roots up and places a wall in front of the Fulcrum to prevent more than one jack from making it. So, I roll another 6 for Butcher's FOCUS. Aren't I lucky? I decide to drop FURY. Butcher gives Fury and puts Boundless charge on one of my Juggernauts. He walks sideways and forwards. Both my Destroyer's are in range of the Fulcrum, but one has to walk. They both get empowered and one walks and drops a Pow14 blessed cannon on the Fulcrum, hoping to bait out the shield guard. Which my opponent smartly ignores. The second one gets Take Aim and drops a Pow16 blessed one, which is shield guarded to the Wold Guardian for minor damage. The grolar shoots his gun a few times for a few more points here and there. Finally my Fury Juggernaut charges in and kills the Fulcrum with his initial attacks. Go team! Also, I go up one point. Right, my memory is a wee bit fuzzy from this point onwards. But both Destroyers remain unharmed, mostly as I am sending a lot more Khadoran armour towards Baldur, who is hiding just around the building. It takes a few shots from the Wyrd, Megalith and a spray from a Wayfarer but my front Juggernaut is killed. The Guardian is able to lay the smack down on the other Juggernaut but he leaves him on 7 boxes and with no movement left. The Woldwrath goes into my Kodiak, but doesn't quite manage to kill it. The Manhunter can no longer score due to the contesting Guardian. Baldur puts up another wall and then feats. So, now I need a nice turn from Butcher. But as I have written above, I roll a one for his FOCUS leaving him with 2. Great. All my plans for Boundless Charges and Fury go down the pan. Using my power up both the Kodiak and Juggernaut shake their knock down. But I don't allocate anything. The Destroyer on my right gets a focus and shoots into the Woldwrath, doing a bit of damage. The other Destroyer gets a focus point. The previously knocked down Juggernaut walks around the side and does some minor damage to the ARM23 clamrock. However the Crush! Destroyer almost manages to kill him. Ruin goes in and is unable to finish the job. So he won't be dying this turn. The Kodiak and Grolar ineffectively wail against the Woldwrath. A very poor turn on my part, Butcher just runs up to the side to get into a postion to threaten Baldur if he moves forward. Due to poor focus management on my opponents part the Guardian and Wyrd aren't don't get fully leached. But the Guardian, Megalith and Woldwrath put Ruin into the dirt. The Wrath does take some damage from a free strike from the Kodiak and Grolar, doing a bit of damage. In return the Grolar gets crushed to only it's left arm and movement. At the end of the turn, only my Destroyers are uncrippled and all my other jacks are on 10 boxes or less. My opponent still has a full health Megalith, a 3/4 health Woldwrath and a Guardian with less than 10 boxes. I need a good turn from Butcher, but he gets a 2 on his focus roll. Now, I see a chance for assassination. If I had a few more focus with B2 I would have sent in my damaged heavies into his and I might have had a decent chance of killing them. But I don't have that luxury. Butcher gives 2 to the knocked down Juggernaut, who shakes to stand up. He gets empowered up to 3 from the Forge Seer. Butcher charges a poorly placed stone, giving out Conferred Rage. He berserks onto Megalith, but doesn't do much. The juggernaut gets a rage token. The Destroyer goes Crush again and kills the Guardian, but this gives Baldur Fury, luckily only the Wrath isn't camping full. This does grant another rage token for the Juggernaut. Finally my manhunter flees the flag and charges a Blackclad Wayfarer blocking the way to Baldur. Giving another Rage token to the Juggernaut. My Kodiak kills a Stoneshaper to give the Grolar a rage token. He ineffectively punches the Wrath. The Grolar then beats the wrath a lot, but doesn't do a vast amount of damage. But a Pow16 bombard does a lot more. Leaving the Gargantuan on about half health. Finally, my Juggernaut can walk six inches around the building and into melee with Baldur. Conferred Rage makes him MAT9 against Baldur's DEF of 13. It takes both initials and all my focus, but Baldur is dead before I even start pumping Rage Tokens into him. Victory via assassination. Post match thoughts. As I said above, Butcher is prone to having bad focus right when you need it the most. Having 7 focus for 2 turns was great, except I only wanted to cast Fury. The late game really suffered due to bad dice and I might have been able to do more damage under feat if I could give out focus and get a Fury off to counteract the Roots of the Earth. But it was a good game and a hard slog.
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Post by welshhoppo on Jun 27, 2017 22:46:20 GMT
Welshhoppo plays Man-O-War!Despite the fact that Man-o-war are not the best things in our faction, I have amassed a small collection of them. The majority of them have sat on my shelf gathering dust since I played in a journeyman league way back in the start of MkIII. Now, I have had this itch to play with them for a while. But I often look at them, and then decided that Legion of Steel does what they do better and that Jaws does armour stacking better than they can too. But anyway, I had enough and I decided to bring out all of my Man-o-War! My list was this. Warcaster and Warjacks Man-o-War Kovnik Man-o-War Drakhun Man-o-War Drakhun Man-o-War Forge Seer Man-o-War Forge Seer Man-o-War Demolition Corps Man-o-War Shocktroopers - Man-o-War Shocktrooper officer. For the three matches we play the scenario Dumbbells. Yes, that is the actual name. My first match was the list above with Strakhov2 being the warcaster. Along with a war dog and a pair of destroyers. Because they are cheap and they bring lots of ranged firepower into a mostly melee list. Sure, Man-o-War Shocktroopers have assault, but as I found out they have this horrible tendency to miss and then hit a mate in the shins with a cannonball. The sooner the missed assault shots don't hit your mates the better. I do believe that it is in CID and will be removed soon. I was playing Legion all day, the first list was this. Vayl, Consul of Everblight - WB: +28 - Succubus - PC: 0 - Angelius - PC: 17 (Battlegroup Points Used: 17) - Angelius - PC: 17 (Battlegroup Points Used: 11) - Carnivean - PC: 19 - Naga Nightlurker - PC: 8 - Nephilim Bolt Thrower - PC: 11 - Seraph - PC: 14 Blighted Nyss Sorceress & Hellion - PC: 0 Blighted Nyss Sorceress & Hellion - PC: 0 The Forsaken - PC: 4 The Forsaken - PC: 4 Blackfrost Shard - Sevryn, Rhylyss & Vysarr: 9 THEME: Oracles of Annihilation I won the roll and stayed on my side because I was tired and my seat was cozy! My opponent went first. first turn looks like this. Vayl makes the Seraph go invisible because it is at severe risk of damage from the Destroyers. She might have shoved Admonition on the Carnivean, but I can't remember. Things go running up the board to get into a position to contest things. Now, I brought Strakhov because he runs Iron Fangs very well, so he can probably get a lot of work out of the Man-o-War. I put Quicken on the Shocktroopers and Inviolable Resolve on the Demo Corps in order to bring their armour up to something half decent. My force also runs up, with both Drakhun's contesting the board. Due to Quicken, Strakhov can get both units of Man-o-War to anywhere in the zones. Awesome! My opponent knows this, and is unwilling to throw his entire army into the zones to contest, which sucks for me I suppose. Luckily there is a little space behind the house for his Seraph to hide, and both the Angels (One of which looks surprisingly like Zuriel) can toe the zones. But it does mean both will take a Drakhun to the face. At some point he drops Admonition on the Carni, or maybe he didn't cast it at all. Who knows! Life works in mysterious ways! This picture was taken post charging Drakhun. But alas he didn't die. The other Drakhun barely hurts the other angel, which was unlucky for me. I can also get 2 quickened Shocktroopers into the Carni, but one of the assault shots hits the other for some damage. I don't bother shooting at the angel and I just hit him for pennies, I do believe one attack misses. Im sure my destroyers fire at something in anger, but they don't cause much harm. Strakhov then moves up and feats, keeping everything safe, expect the 2 Drakhuns and the furthest Man-o-War. Well the Carni does some damage to the Shocktroopers, killing 2 of them. The right angel and the BFS kill the Drakhun. In addition, both flying sorceresses move up and one sprays Strakhov for nothing and the other sprays the Shocktroopers in combat with the angel. The Seraph goes into the Demo Corps, but he fails to get any Critical posions off and they laugh him off at ARM21. I seem to be missing a photo, but on my turn I am able to kill the Seraph, right angel, do some more damage with the Drakhun to the left angel. I do some more to the Carni but he doesn't die, and I manage to miss both Hellions with my Shocktroopers. This is a recurring issue for me. I think the Destroyers kill the Naga, who moved out of the trench with a pair of bombards hitting at dice +1 boosted! Strakhov does a silly and moves to the side. The grindfest begins in earnest! The remaining Angel kills my last Drakhun. He kills his own Succubus which allows his Forsaken to try and live the dream with a pow8+5D6! damage roll against Strakhov, but he doesn't die. The Hellion does some spray missing, and the Carni basically cripples my front destroyer. The BFS kill a Shocktrooper and things carry on. I realise that I can get ahead on attrition, so that's what I do. The Kovnik kills the Angel, It takes both destroyers and a shocktrooper to nearly kill the Carnivean. Despite hitting it 5 times with destroyer axes the beast still lives! Strakhov has to hide behind a wall and then hit it with a boosted AP shell to kill the beast. In the end, all he has left is his bolt thrower, a forsaken, and the BFS. He does somethings, he tries to kill Strakhov but he is well hidden at Def20 and the Bolt Thrower can't hit him. On my go, nothing stops Vayl from taking a Last Standed Demo Corp to the face. And that's enough to give her a dirt nap.
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