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Post by paradox on Jun 26, 2017 23:28:17 GMT
To be more specific, based on recent proxy play, you're running turn 1 and maybe turn 2, depending on the table positions etc. you're jockying for a good walking threat on the big guns. Youre almost certainly boosting to hit both big shots, definitely one of them. Or youre digging for an accuracy buff in list. You really need to make sure the opening volley does work, or you'll be digging out. You need a plan to keep it from dying, plus a back up if your opening volley faildices (this happened to me recently). I find it best coupled with another heavy or two (with guns), or other powerful or boosted shots. It erases heavies this way. Its melee is a huge threat. If its successful in shooting the opening shots and protected, it quickly begins to run the table. You just need to be sure youre killing or controlling threats to it. Its an 8/19 colossal, so not too hard to remove.
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spideredd
Junior Strategist
Summer Gamer
Posts: 588
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Post by spideredd on Jun 27, 2017 7:34:10 GMT
Yeah there are +/- to each option. If you're running the revalator with the Sevy's I might recommend a shield guard or two as well. Being able to deny Cygnar shadow fire on the rev may just save his wrinkly butt. I'll go a step further and straight up recommend Rhoven and Co. Two shield guards and eyeless sight on a stick.
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Post by streetpizza on Jun 27, 2017 13:33:48 GMT
Do you need eyeless sight when the colossal already ignores stealth and has flare?
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Post by paradox on Jun 27, 2017 13:57:55 GMT
Do you need eyeless sight when the colossal already ignores stealth and has flare? It does not have Flare. It has Fire Beacon, which is more-shitty Flare.
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spideredd
Junior Strategist
Summer Gamer
Posts: 588
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Post by spideredd on Jun 27, 2017 14:48:51 GMT
Do you need eyeless sight when the colossal already ignores stealth and has flare? It's a sweet bonus to be honest. The real value is his bodyguard. Though you can still apply Eyeless sight to another model, or use it to ignore Blind without a shake (if I have that interaction correct)
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Post by flamigant on Jun 28, 2017 9:46:06 GMT
Rhoven is still very important for casters like sev1 and 2 so he can target stealthed models/units with spells trough the arcnode.
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Post by macdaddy on Jun 28, 2017 11:24:16 GMT
I would like to see a 3 redeemers punch a heavy into next week. Have you tried them under Tristan1 with pSevvy yet? It's not quite a classic gunline, but it is glorious. edit: On topic: I'm going to wait for release before I try him out and I'll try him with pSevvy or pReznik first. Whitch Hound and Brand seem hilarious for Him. I really think He is going to shine with Sevy 2 though. I want to run him with malekus for funnzies. P Kreoss would run a really good Pop and Drop with him as well, and it gives you more turn by turn potency as the revelator is less reliant on Knockdown.
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Post by greytemplar on Jun 28, 2017 19:04:42 GMT
To be more specific, based on recent proxy play, you're running turn 1 and maybe turn 2, depending on the table positions etc. you're jockying for a good walking threat on the big guns. Youre almost certainly boosting to hit both big shots, definitely one of them. Or youre digging for an accuracy buff in list. You really need to make sure the opening volley does work, or you'll be digging out. You need a plan to keep it from dying, plus a back up if your opening volley faildices (this happened to me recently). I find it best coupled with another heavy or two (with guns), or other powerful or boosted shots. It erases heavies this way. Its melee is a huge threat. If its successful in shooting the opening shots and protected, it quickly begins to run the table. You just need to be sure youre killing or controlling threats to it. Its an 8/19 colossal, so not too hard to remove. It's definitely not easy to remove. It's not Arcane Shielded stormwall, but it's not a wilting flower either. And generally all of those points apply to all gargossals. You gotta have a plan for protecting it, because Colossals are very killable.
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Post by paradox on Jun 28, 2017 19:22:28 GMT
To be more specific, based on recent proxy play, you're running turn 1 and maybe turn 2, depending on the table positions etc. you're jockying for a good walking threat on the big guns. Youre almost certainly boosting to hit both big shots, definitely one of them. Or youre digging for an accuracy buff in list. You really need to make sure the opening volley does work, or you'll be digging out. You need a plan to keep it from dying, plus a back up if your opening volley faildices (this happened to me recently). I find it best coupled with another heavy or two (with guns), or other powerful or boosted shots. It erases heavies this way. Its melee is a huge threat. If its successful in shooting the opening shots and protected, it quickly begins to run the table. You just need to be sure youre killing or controlling threats to it. Its an 8/19 colossal, so not too hard to remove. It's definitely not easy to remove. It's not Arcane Shielded stormwall, but it's not a wilting flower either. And generally all of those points apply to all gargossals. You gotta have a plan for protecting it, because Colossals are very killable. 8/19 can be pretty vulnerable for its cost, especially considering the extra vulnerabilities of a huge base. It's easier to kill than an equivalent value of heavies, for example. So I disagree there. By virtue of its huge base and equal or worse defensive stats, it warrants additional protection. As to rev specifically, its main guns are pretty close-ranged. Judicator, Ive found, an operate further out. It's still able to hit harder targets at lower DEF, or threat support and troops with blasts. It doesnt need to try to get in flamer range to do work. This is less true for rev. It can work lightbringers, but will not pull its investment long if you keep it back in lightbringer only range. It needs to close in to deliver on its threat. So it does get more exposed more often.
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Post by macdaddy on Jun 29, 2017 11:57:28 GMT
As to rev specifically, its main guns are pretty close-ranged. Judicator, Ive found, an operate further out. It's still able to hit harder targets at lower DEF, or threat support and troops with blasts. It doesnt need to try to get in flamer range to do work. This is less true for rev. It can work lightbringers, but will not pull its investment long if you keep it back in lightbringer only range. It needs to close in to deliver on its threat. So it does get more exposed more often. To be fair normally if you get into range for the big guns you should be planning to remove some serious opposition from your opponent anyway. I understand your point, I just don't think its that big of a weakness or hinderance enough to not take it.
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Post by paradox on Jun 29, 2017 12:49:24 GMT
As to rev specifically, its main guns are pretty close-ranged. Judicator, Ive found, an operate further out. It's still able to hit harder targets at lower DEF, or threat support and troops with blasts. It doesnt need to try to get in flamer range to do work. This is less true for rev. It can work lightbringers, but will not pull its investment long if you keep it back in lightbringer only range. It needs to close in to deliver on its threat. So it does get more exposed more often. To be fair normally if you get into range for the big guns you should be planning to remove some serious opposition from your opponent anyway. I understand your point, I just don't think its that big of a weakness or hinderance enough to not take it. For sure. And you can usually erase a heavy in a round of shooting. But sometimes thats not enough to make rev safe. Or maybe its dice go in the toilet. Ive had this happen. Rev is just a higher risk piece. Great output, but higher risk.
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Post by macdaddy on Jun 29, 2017 13:18:08 GMT
To be fair normally if you get into range for the big guns you should be planning to remove some serious opposition from your opponent anyway. I understand your point, I just don't think its that big of a weakness or hinderance enough to not take it. For sure. And you can usually erase a heavy in a round of shooting. But sometimes thats not enough to make rev safe. Or maybe its dice go in the toilet. Ive had this happen. Rev is just a higher risk piece. Great output, but higher risk. I gues at that point you just need to decide if the risk is worth it. I play Loki a lot and my dice are pretty horrible with his drag gun (so far I have only hit like 4 out of 10 attempts to drag with him needing less than 7 on boosted dice *sigh*) but I continue to take him because one day my dice will not be crap and the reward for that drag going off is insanely good in game. I feel like the revelatory is way less likely to crap out on dice rat 5 is pretty bad though but we have casters that can assist with that. I am pretty pumped to have sevy 2 use it to take on ghost fleet and really threat an assassination on Denny. Plus if you light everything on fire they don't get to come back until their following turn!
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Post by greytemplar on Jun 29, 2017 17:51:33 GMT
The list I posted earlier I think plays well to the Revelator's strengths and covers it's weaknesses. Hand of Fate makes them effectively Rat7, and effectively makes the guns pow19 and pow16(including choir).
2 Revelators can fairly effectively clear out any threats to each other. Plus you have Idrians. High Reclaimer can also use Sac Lamb to fully fuel the Revelators with only 1 focus(power up, Sac Lamb, and Vassals) for a couple turns.
I'll really enjoy the feeling of slowly advancing up the field while everything within 10-14" of the Revelators just gets wiped off the field.
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Post by djgibraltar on Aug 6, 2017 23:03:46 GMT
i have been testing a list where i run in creator`s might
rez 2 Revelator templar scourge 2xreckoner
tristan(free) running either the templar or revelator. havent decided which is best yet min choir 2x vassal (free) Covenant (free)
pretty strong.
the debate as to what tristan runs is
Revelator (gives him +2 armor which is nice and a huge base for the no kd when in b2b. also easily fully fuelled every turn while on reznick he gets curse which is big so im undecided. the templar goes to whoever isnt running the revelator. guess its dependant on the army you are facing.
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Post by djgibraltar on Aug 6, 2017 23:10:25 GMT
Here is malekeus list i have tested a bit
malekeus eye of truth revelator hand of judgment reckoner choir min hierophant 2xvassal mekanik
hard for activation order since eye gives you blessing, hand gives you +2, reckoner gives you flare and malekeus has open fire. so sometimes figuring out what to activate in what order is not easy. a creator`s might version would replace reckoner with vanquisher but similar principle. maybe add rhoven n co in that case.
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