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Post by The Trane on Aug 8, 2017 4:35:07 GMT
Lots of discussion about the OP:ness of Ghost Fleet at this moment, but let's keep that discussion to those threads. Instead: What are your experiences with facing the GF? Or ideas on how to tackle it? Lists, tactics, & so on.
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Post by darkangeldentist on Aug 8, 2017 10:08:47 GMT
I'm not a good minions player but have now played twice into ghost fleet. First with Arkadius who wasn't terrible thanks to gun boars and Targ plus battle boars. Adrenalize rampages are a thing if you can wait till the opponent clumps up models as they deal with your beasts. My other game was with Sturm & Drang who were better but still lost. (My fault as I gave him an assassination opportunity.)
Sturm & Drang have a lot of good tools to in that match. Deceleration makes it harder for their guns to do work and shield guarding razor boars can play bullet catcher for days keeping the brigands alive. Polarity field is magic for keeping your forward beast alive although it'll still die to parasite and the rest of the cryx toolbox. When lines have closed Drang can pull off an impressive combat turn thanks to overtake and pack hunters. A war hogs and battle boars can achieve quite a rampage but you'll have to find some solid ranged pieces to help finish off the units you go for.
Brigands with S&D were fantastic and with shield guards plus reposition to avoid melee presented a very solid attrition proposition if you can prey the right target. Because their ranged presence is solid and you can shield guard off the few shots that come your way they don't take casualties unless something serious commits. With terrain even that can be difficult for the Cryx player. My list also featured a unit of slaughter housers but whilst take down ought to be a good ability here they just didn't make it to melee. Bone grinders are worth bringing though as their magical weapons are easy to forget and black banes are often carelessly applied when the Cryx player doesn't think the opponent can hurt them.
My suspicion is that Calaban ought to be worth a look and is someone I'd like to test out as Bone shaker is a decent spell that RFPs and occultation with Brigands seems like a near perfect combo. Paired with a couple of iron back spitters, a grave walker and perhaps Targ for the extra shot. I've not played him at all though so this is all theory and he may just be too vulnerable to assassination.
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dagowit
Junior Strategist
Posts: 171
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Post by dagowit on Aug 8, 2017 14:02:38 GMT
Against Ghost Fleet, any list with a Sacral Vault tilts the odds significantly in your favour. Play two Vaults and you have a massive advantage as long the you remember to keep at least one soul on each. Of course, the problem is that Bane Riders can still murder Vaults, so they are less ideal into Dark Host.
From second-hand experience, both Jaga-Jaga and Calaban can play into Ghost Fleet. I have seen it done with Barnabas and double Vaults.
Personally, I stopped playing Thornfall Alliance and switched to Retribution for a while - partially to make it easier to handle Cryx. I'm sure Bone Grinder spam can handle Cryx and Hordes but I don't own enough (yet?) to really go that route.
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Post by babadook on Aug 8, 2017 14:04:45 GMT
As already said, Calaban & Jaga-Jaga have a very decent game,even though I think that Calaban is by far the best. Add a Sacral Vault to him and the Ghost Fleet is most likely playing a slight uphill battle already. The question is will you be able to play the other boogeyman that is the Dark Host.
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walden
Junior Strategist
Posts: 136
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Post by walden on Aug 8, 2017 15:24:33 GMT
As already said, Calaban & Jaga-Jaga have a very decent game,even though I think that Calaban is by far the best. Add a Sacral Vault to him and the Ghost Fleet is most likely playing a slight uphill battle already. The question is will you be able to play the other boogeyman that is the Dark Host. Played Calaban double vault into a dark host list. It went fairly well and I was actually able to win that one. Bane riders are a huge pain though, and if you can remove them from the table before they get to the vaults you will probably win. Just watch out for leviathans. Faced a triple leviathan list under denny3 that just ate my vaults, chewed and then spat them out.
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Post by Azahul on Aug 8, 2017 23:56:54 GMT
Calaban with a Sacral Vault just straight-up hard counters Ghost Fleet, as far as I can see (pure theory-machine, I'll admit). With Occultation on himself he can't be assassinated, you can trivially RFP the unit leaders and scalpel out Blackbane, and with your Feat Calaban can carpet bomb half the list on his own.
I've had mixed success with Carver running a light boar spam list. Lanyssa tries to remove Blackbane himself, and Arm 20 lights are a tough prospect for the list to handle. It becomes a bit of a positioning war, since with poor spacing the Battle Boars can just about overwhelm the recursion (but you do need to be careful with your Primals, you can't afford to ever give your opponent two free turns of recursion). Carver himself with Batten up and a handful of transfers is pretty durable and hard to assassinate too.
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Post by Gamingdevil on Aug 9, 2017 8:57:25 GMT
Countering Ghost Fleet is a mix and match of different things: - Bring ranged RFP to take out the Leaders (dying while under your control counts as RFP in this case) OR bring a huge amount of attacks to consistently chew through the Revenant Crew. Ideally have both and/or RFP on everything, but oh well.
- Bring something to take out Blackbane himself. It's nice if you can wipe the unit, but they're a whole lot less scary if they can't make more of themselves. This can even be a high threat melee weapon, because it's not like the other Ghost Raiders can stop you getting to him.
- Have a plan for dealing with the Wraith Engine, either by baiting it out or by being able to afford to ignore it, or by having a high range strong magical threat, preferably melee.
- For the rest everything has victim stats, so as long as you have what it takes, it will die.
- Extreme ARM skew, as in 19+ on everything, can also help, because the pirates need at least a +5 swing to reliably crack that and that's hard to consistently pull off even in Cryx.
- If it's Denny 1, and it usually is, preferably have some spell hate and/or a caster that's immune to knockdown. Having Stealth on your caster is also a hard counter to the assassination.
I don't know Minions that well, so up to you to make something of this Sacral Vaults definitely help with dealing with the Leaders and infantry in general.
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