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Post by Rowdy Dragon on Aug 23, 2017 1:54:50 GMT
Anyone know if those Strong nouns have boxing gloves on? Well, at least they were emancipated from those REDICULOUS Stri-Ped Pants.
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Post by Cryptix on Aug 23, 2017 14:14:00 GMT
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Post by snarlyyow on Aug 23, 2017 16:50:00 GMT
Can I get your thoughts on the Commandos? They are the unit that suddenly really appeals to me. And I'm torn on if they are really good, like maybe one of our best units, or if they are totally terrible. And I can't decide. Perhaps it's their resemblance to Devil Dogs that appeals, sort of able to do everything and do weird, janky bullshit that people don't expect. I think SR17 is what they were waiting for, AD, Stealth, Pathfinder, Tough are all great, but the CA bringing repo 3, quick work and mission objective makes them so versatile, add in vet leader and fury and they can have a good crack at most things, will have to play them a bit more but so far they are very promising The benefits of the CA are real strong, I can't think of a CA that brings so much to a unit. I do wish they could quick work with their grenades but, alas, it isn't so. Still, I'm looking at them and I think with the meta I'm seeing this single unit might be all the anti-infantry I need. I can seriously see this unit, a bunch of solos, and all warjacks to crack armor. Sorta how my Jakes2 list works. Finn alone in that list mulches all the infantry I need him to. The electroleaps handle the rest. So being able to count on one unit for anti-infantry duties allows the rest of the list to concentrate on everything else.
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Post by sludgeogre on Aug 28, 2017 21:38:45 GMT
I think SR17 is what they were waiting for, AD, Stealth, Pathfinder, Tough are all great, but the CA bringing repo 3, quick work and mission objective makes them so versatile, add in vet leader and fury and they can have a good crack at most things, will have to play them a bit more but so far they are very promising The benefits of the CA are real strong, I can't think of a CA that brings so much to a unit. I do wish they could quick work with their grenades but, alas, it isn't so. Still, I'm looking at them and I think with the meta I'm seeing this single unit might be all the anti-infantry I need. I can seriously see this unit, a bunch of solos, and all warjacks to crack armor. Sorta how my Jakes2 list works. Finn alone in that list mulches all the infantry I need him to. The electroleaps handle the rest. So being able to count on one unit for anti-infantry duties allows the rest of the list to concentrate on everything else. I like where you're going here, and totally agree that the officer for the commandos is totally bonkers and makes them into a dream for board positioning and scenario pressure. I really want to pick them up when Grave Diggers comes out and focus on Trenchers for a while. I don't think that commandos alone will do the full infantry annihilation, though, especially against Grymkin. They have too many tools to deny a single unit what they want to do. I keep thinking that Trencher Infantry and/or Long Gunners would still have some serious game with them as they can take out more than just infantry if you use them properly and pair them up with a Grenadier or two. I've had that same idea of turning Finn into a total monster with Jakes2, but if your opponent positions their stuff far enough away from each other, you can't take out everything with him. I really love the idea of throwing him at Dread Rots, though, as they tend to play pretty close to each other, they're super easy to take out, and denying tough on them is massive. I just wish he wasn't such a massive target at that point.
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Post by 36cygnar24guy36 on Aug 30, 2017 8:54:33 GMT
So I have played a couple more games with Siege 2, I changed my list slightly to
Siege 2 - Triumph - Stormclad
Hitch Patrol Pupper Trench Buster Trench Buster Master Gunner Finn (free)
Max commandoes - CA - 3 x WA Max Infantry - CA Cannon Crew (free) Cannon Crew (free)
I played against Xerxis 2 in imperial warhost, Tibbers, Bronzeback, Gladiator, Cannoneer, Sentry, Krea, Agonizer, the scenario was Standoff
I managed to get trenchers with fury to kill his gladiator, however I put my Stromclad too far forward and his bronzback trampled to him, with enrage, ignite, feat and fury 5 he died pretty quickly, the rest of his beasts jammed my face, I killed Bronzeback and put a fair amount of damage on Tibbers with Furied Siege before hopping back, he ended up killing Siege with tibbers, but because of having to clear Finn and the dog with Xerxis meant he did not have enough fury for ignite, it came down to me making a tough roll on his last attack, which I failed.
The second game was against Caine 3 also on Standoff, he had a Hurricane, 2 x Cyclones, 2 x chargers, firefly on junior, I ended up winning on scenario, having dig in meant that it was hard for him to achieve anything unless he feated, and Siege always felt safe with 3 shield guards.
I am going to change the list up slightly, the Stormclad just feels a bit too expensive and fragile for his points cost, ideally I want 2 cheap heavies that I can Fury, charge in and not care too much if they die, I am going with Ironclads as they can KD stuff and then I can CRA, and shoot other stuff at the target to finish it off. that allows me to not have to second guess how much softening up a target needs from ranged (if any) before I send in the Ironclad, meaning that my damage spread is not wasted at all.
this is the list I will try next
- Triumph - Ironclad - Ironclad
Hitch Patrol Pupper Trench Buster Trench Buster Master Gunner Finn (free)
Max commandoes - CA - 3 x WA Max Infantry - CA (free) Cannon Crew (free)
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Post by octaviusmaximus on Aug 30, 2017 13:57:22 GMT
I've been really enjoying siege 2 and what he brings and I think he's a super solid caster addition to cygnar.
I've played around 10 games with him so far with different lists and I've finally started to come to some conclusions about who he is.
Siege isn't so flashy, he's not bringing the most amazing tech. Siege 2...is a janitor.
Let me explain. Most turns siege will sit his huge ass down, upkeep his hill, desperate pace a unit and survive whole drinking a cold one. Meanwhile his army works around him, his turret deletes something important, as does triumph. Siege, meanwhile, does thr important job of not dying when he isn't supposed to.
Then, someone will dig something deep into your lines, they will be forced too because gravediggers puts that kind of pressure into players. That turn, siege will come out of nowhere, charge, knock the thing down and either kill or allow others to kill it for him and leap away. This attrition advantage often forces more people to come in and make bad trades and siege will just go out and kill the models and bounce away again.
This is why he's a janitor, he cleans up messes and you don't realise how much you miss him until he's gone.
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Post by 36cygnar24guy36 on Aug 30, 2017 14:03:38 GMT
octaviusmaximus completely agree, the first step to winning is not getting your caster killed, and Siege 2 can do that very well
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Post by Stormsmith Dropout on Aug 30, 2017 16:25:15 GMT
I've been really enjoying siege 2 and what he brings and I think he's a super solid caster addition to cygnar. I've played around 10 games with him so far with different lists and I've finally started to come to some conclusions about who he is. Siege isn't so flashy, he's not bringing the most amazing tech. Siege 2...is a janitor. Let me explain. Most turns siege will sit his huge ass down, upkeep his hill, desperate pace a unit and survive whole drinking a cold one. Meanwhile his army works around him, his turret deletes something important, as does triumph. Siege, meanwhile, does thr important job of not dying when he isn't supposed to. Then, someone will dig something deep into your lines, they will be forced too because gravediggers puts that kind of pressure into players. That turn, siege will come out of nowhere, charge, knock the thing down and either kill or allow others to kill it for him and leap away. This attrition advantage often forces more people to come in and make bad trades and siege will just go out and kill the models and bounce away again. This is why he's a janitor, he cleans up messes and you don't realise how much you miss him until he's gone. Sounds like why I like Stryker2. Generally durable, helps his army, and can kill 1-2 heavies, or a colossal when I need him to.
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Post by octaviusmaximus on Aug 30, 2017 22:02:07 GMT
I've been really enjoying siege 2 and what he brings and I think he's a super solid caster addition to cygnar. I've played around 10 games with him so far with different lists and I've finally started to come to some conclusions about who he is. Siege isn't so flashy, he's not bringing the most amazing tech. Siege 2...is a janitor. Let me explain. Most turns siege will sit his huge ass down, upkeep his hill, desperate pace a unit and survive whole drinking a cold one. Meanwhile his army works around him, his turret deletes something important, as does triumph. Siege, meanwhile, does thr important job of not dying when he isn't supposed to. Then, someone will dig something deep into your lines, they will be forced too because gravediggers puts that kind of pressure into players. That turn, siege will come out of nowhere, charge, knock the thing down and either kill or allow others to kill it for him and leap away. This attrition advantage often forces more people to come in and make bad trades and siege will just go out and kill the models and bounce away again. This is why he's a janitor, he cleans up messes and you don't realise how much you miss him until he's gone. Sounds like why I like Stryker2. Generally durable, helps his army, and can kill 1-2 heavies, or a colossal when I need him to. Yes, although siege is probably harder to kill and jump back is huge. It means you can kill and escape or even chip damage, knock down, and "sprint" without a free strike or a chance at a counter charge. Siege 2 seems better than stryker 2 at the moment to me.
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Post by sludgeogre on Aug 31, 2017 14:41:59 GMT
Totally agree on the change to Ironclads from a Stormclad. I love my Stormclads, but they really are super fragile unless buffed and screened to hell. I normally keep them in reserve behind a unit and once that unit can't jam anymore, he pops in and tries to remove the biggest threat. It worked like a charm last night in my Storm Division list with Stryker1 and I was able to put Snipe on him to kill my opponents caster. However, in a list like this, you don't have a lot of staying power on the board and I think having a heavy to remove a threat from your infantry before they get too far up the table makes a lot more sense. Ironclads are a blast to rocket up a table and just go nuts with. I do it with Haley2 all the time and it works out great. He almost always kills more points than he costs and I can rarely say that for Stormclad.
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Post by snarlyyow on Sept 11, 2017 16:22:25 GMT
I've had that same idea of turning Finn into a total monster with Jakes2, but if your opponent positions their stuff far enough away from each other, you can't take out everything with him. I really love the idea of throwing him at Dread Rots, though, as they tend to play pretty close to each other, they're super easy to take out, and denying tough on them is massive. I just wish he wasn't such a massive target at that point. You have to consider that even spreading out infantry has value. I had a game at Lock and Load this year with Jakes2 vs a Cryx dude spam list. And Finn basically held one side of the table totally all by himself. With a native 11" threat my opponent could not and would not commit to that side of the table. Yes, people can spread out their infantry, in which case you can sandpaper off the front ranks turn after turn. I've done the same thing competitively with Thunderhead and Jakes2. My opponent denies me an effective pulse (maybe only giving me a potential 3 models) but in turn his guys are so spread out they can't effectively threaten the table. In those situations, either with Thunderhead or Finn, you frequently have two situations: 1 - If your opponent is new and doesn't know what either of these models is capable of, you just take an entire unit of infantry of free. 2 - If your opponent is smart, he spreads out to keep his troops safe but can't threaten the table. In the latter case, you simply need to know when to commit so you get the better end of the trade.
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