|
Post by c4r7o on Jul 6, 2017 16:04:52 GMT
Hey guys, I just recently picked up Caine 3 and was wondering what the general strategy or tactics are for using him effectively.
Thanks for your feedback!
|
|
|
Post by 36cygnar24guy36 on Jul 6, 2017 18:11:45 GMT
There are two types of Caine 3 players:
1) Those who take Ace
2) Those who have no idea what they are doing
|
|
|
Post by Stormsmith Dropout on Jul 6, 2017 18:19:50 GMT
There are two types of Caine 3 players: 1) Those who take Ace 2) Those who have no idea what they are doing I'm type 3, which is 1 and 2 combined.
|
|
|
Post by chillychinaman on Jul 6, 2017 21:22:43 GMT
According to what I've read on the forums, he's supposed to be an all or nothing assassin with his feat turn.
So if it's anything like Amon's Synergy, take cheap long range lights to build up the counter and then spam your hardest hitting guns. Add Shadowfire to taste and be sure to kill shield guards.
|
|
|
Post by Stormsmith Dropout on Jul 6, 2017 21:35:01 GMT
Step 1. Put Caine3 on the table Step 2. Put Ace on the table Step 3. Put a charger on the table Step 4. Put another charger on the table. Step 5. Repeat step 4 until your opponents tells you to stop.
|
|
|
Post by c4r7o on Jul 7, 2017 0:52:21 GMT
So...ace is a big deal lol! How so?
|
|
|
Post by c4r7o on Jul 7, 2017 0:53:28 GMT
I could see having a third Shadow fire coming handy as well as the possible knockdown
|
|
|
Post by Stormsmith Dropout on Jul 7, 2017 1:23:09 GMT
He's nice to have for tricky maneuvers where raw damage isn't enough.
Also consider the hurricane. A big anchor for Caine and friends.
The core of his army is chargers. Mix in additional stuff to taste.
The minuteman could prove useful if it gets ecr.
|
|
|
Post by 36cygnar24guy36 on Jul 7, 2017 6:28:41 GMT
So...ace is a big deal lol! How so? Several reasons 1) none of the Hellslingers have True Sight, Ace can scalpel out stealth solos saving Caine from having to cast Mage Sight which is a big drain on his focus and can leave him out of position. 2) trick shot is situationally brilliant, one of the best uses i have found is scalping out the Krielstone, as it is not an attack they cannot sac pawn so the aura goes down for a turn. 3) having a boostable deeper digging shadowfire, Ryan only threats 16" with her shadowfire, if she is forced to play further back (they have unit debuffs, lots of AOEs) Ace serves as a back up plan 4) infiltrate is invaluable against certain lists, e.g. Ghost Fleet, Vlad 1 all the rockets etc
|
|
|
Post by crow on Jul 7, 2017 11:41:40 GMT
I usually play Cain3 with trenchers, grenadiers, ace, two jrs., two chargers (for the jrs.). and if memory serves a few support pieces (been a while since I've played him). Basic rule of thumb is to shadow fire with Ryan, then attack with cain using calamity, then go in with watts to finish synergy. Ace can then either shadow fire another target, or simply add more damage to the caster (keeping in mind that is three targets that won't block line of sight). Then using your positioning properly you should be able to get three shots per grenadier at something like pow 17, and four fully boosted shots from the chargers at something like pow 14 or so. Oh and you'll also be able to give cain's group arcane shield, and caine him self stealth thanks to ace's mini feat. It's complicated as heck but watching it all work makes ya feel like a boss and it's left most my opponent open mouthed and scratching their heads
|
|
|
Post by 36cygnar24guy36 on Jul 7, 2017 12:19:28 GMT
I usually play Cain3 with trenchers, grenadiers, ace, two jrs., two chargers (for the jrs.). and if memory serves a few support pieces (been a while since I've played him). Basic rule of thumb is to shadow fire with Ryan, then attack with cain using calamity, then go in with watts to finish synergy. Ace can then either shadow fire another target, or simply add more damage to the caster (keeping in mind that is three targets that won't block line of sight). Then using your positioning properly you should be able to get three shots per grenadier at something like pow 17, and four fully boosted shots from the chargers at something like pow 14 or so. Oh and you'll also be able to give cain's group arcane shield, and caine him self stealth thanks to ace's mini feat. It's complicated as heck but watching it all work makes ya feel like a boss and it's left most my opponent open mouthed and scratching their heads By 'two jrs' do you mean a Journeyman and Jakes 1?
|
|
|
Post by chillychinaman on Jul 7, 2017 17:17:51 GMT
As a slight aside, is the Charger spammed more because it's focus/points efficient or because of raw power compared to jacks like the hunter or defender?
|
|
|
Post by Stormsmith Dropout on Jul 7, 2017 17:38:49 GMT
As a slight aside, is the Charger spammed more because it's focus/points efficient or because of raw power compared to jacks like the hunter or defender? Raw power. Charger gets 2 shots compared to the Hunter and Defender. Under normal conditions, each of those Jacks has certain pros and cons. The Defender has extremely long ranged firepower, good damage at range and melee, burns cortexes, and it's a heavy. The hunter is cheaper, does about as much damage at range as the Defender against High armor, and it has some neat tools in pathfinder and ECR. The Charger has crazy focus efficiency, and does more damage at range against lower armor stuff, has 2 shots, more durable than the hunter, less so than the defender. But with Caine3, all of that goes out the window. During Caine's Feat turn, they have the following damage potentials: (All jacks have 1 focus, which they use to boost damage. You'll probably find that Caine doesn't allocate too much focus to the Chargers. Even though they're really focus efficient, he doesn't have that much to spare. ) Against Arm 18 Defender (Pow 18): 10.5 Hunter (AP pow 9): 10.5 Charger (2x pow 15): 11.5 Against Arm 20 Defender (Pow 18): 8.5 Hunter (AP pow 9): 9.5 Charger (2x pow 15): 7.5 Pretty good, right? Now let's add calamity: Against Arm 18 Defender (Pow 18): 12.5 Hunter (AP pow 9): 12.5 Charger (2x pow 15): 15.5 Against Arm 20 Defender (Pow 18): 10.5 Hunter (AP pow 9): 11.5 Charger (2x pow 15): 11.5 So, even without giving the Charger any focus, during feat turn it has equal or better damage output with the Defender and Hunter for Arm 18 or less. And with calamity it does as much damage to arm 20 as a Hunter. Add to that the following benefits: -The charger is cheaper than the hunter or defender -You have the option to give it more focus to get higher damage -it gets more shots, which allows you the chance to distribute it And there you have it. The charger is the best option for Caine's feat turn. Outside of that, it's still really strong.
|
|
|
Post by crow on Jul 8, 2017 17:03:53 GMT
I usually play Cain3 with trenchers, grenadiers, ace, two jrs., two chargers (for the jrs.). and if memory serves a few support pieces (been a while since I've played him). Basic rule of thumb is to shadow fire with Ryan, then attack with cain using calamity, then go in with watts to finish synergy. Ace can then either shadow fire another target, or simply add more damage to the caster (keeping in mind that is three targets that won't block line of sight). Then using your positioning properly you should be able to get three shots per grenadier at something like pow 17, and four fully boosted shots from the chargers at something like pow 14 or so. Oh and you'll also be able to give cain's group arcane shield, and caine him self stealth thanks to ace's mini feat. It's complicated as heck but watching it all work makes ya feel like a boss and it's left most my opponent open mouthed and scratching their heads By 'two jrs' do you mean a Journeyman and Jakes 1? lol sorry you're right, and yes.
|
|
|
Post by c4r7o on Jul 11, 2017 18:39:09 GMT
In light of the current CID, which merc/min solo or unit do you think bolster Caine 3's army the most?
|
|