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Post by GumbaFish on Apr 21, 2017 11:50:24 GMT
Now that we have seen the packet in CID I was curious if people had any additional thoughts on this. I played a game with Butcher 3 last night on the Pit II against Haley 1 and it felt completely impossible to win on scenario for me. I had a jack heavy list and he placed light jacks in the further corner of each zone which basically meant there was no way I could remove both of them while in Butcher's control range. I'll play a few more games before posting any indepth thoughts but figured maybe others have some insights to share at present.
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wendan
Junior Strategist
Posts: 785
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Post by wendan on Apr 21, 2017 12:19:50 GMT
SO far I've played the Net thing twice and done well with scenario each time. First time I won on clock, but also scored more than 6 points over my opponent. Second game I won by assassination, but also had 6 to 2 points.
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Post by welshhoppo on Apr 21, 2017 12:21:35 GMT
I suppose the easier answer would be to kill Haley.
But control casters who can have jacks in multiple zones will have an advantage.
Then again, we have clams. Just dump them in zones and have them slowly plod along to the other side.
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Post by smoothcriminal on Apr 21, 2017 12:58:13 GMT
Haven't played it yet, but here's some thoughts.
Winning on mission can only be done by sitting unopposed on at least 2/3 of the table which basically means you have to beat their army with your army. So in regards to mission: - generally it's better for us because Khador plays attrition well with cheap jacks and masses of quality infantry. - our bane, control casters got weaker. No more locking people out of mission with feat, no more sneaky moving your models away from mission for last point mission win. - B3, poor B3. He has to either beeline straight for opposing caster or lose. Clearing 1 flag and sitting there is no longer an option. - non theme lists are screwed unless they're about assassination. You won't be able to compete with free points or abilities without having them yourself. - WG theme combined arms and Fang theme infantry spam have strong attrition game and will be premier tournament lists. Pure jackspam not so much after Karchev got nerfed.
Yuri&manhunters may actually be useful now when you're guaranteed a los blocker somewhere in the middle in all table setups which a lot of times will be forest.
Killbox 10" is a welcomed change for all our squishy casters and lack of shield guard.
The fire objective looks ridiculous with some models so I'm not holding on it staying unchanged, but if we even get 1 shot from it it's still a free way to counter blast immune high def infantry like satyxis which otherwise we struggle against.
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Post by GumbaFish on Apr 21, 2017 13:35:47 GMT
I suppose the easier answer would be to kill Haley. But control casters who can have jacks in multiple zones will have an advantage. Then again, we have clams. Just dump them in zones and have them slowly plod along to the other side. Yeah, it was very difficult to get to her though when she could hide 10in from the table edge and 2-3 of my jacks were knocked down/distrupted a turn because he was running the gun mage theme. Trying to separate out the scenario from my opponents list though, I just felt like I couldn't bully scenario like I usually could with Butcher 3 and at least on The Pit II it was so spread out that it was hard to deal with scenario with low models counts and small control range. I'm not saying this is good or bad, I'm just curious if this does in fact mean that jack heavy lists will have a harder time and introducing some infantry is required.
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Post by warriorofiron on Apr 22, 2017 1:57:47 GMT
So what's the current thought on B3 with the new steamroller?
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Apr 22, 2017 10:54:06 GMT
I played B3 into Doomie3 yesterday. It was my first time against trolls and my opponent has not had a lot of experience. It was the scenario with central round zone and one rectangle to the right and left with objectives. My first mpression was that it was going to be impossible to go up 6 CPs over someone unless you are really dominating the board, and in that case, I know people can still get a lucky assassination run, but really you deserve to win. If someone is so spread out in order to maintain contesting/controlling presence across the whole board, how can they possibly be safe from assassination? Anyway, B3 did fine for me, even with my inexperience with him and the list.
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Post by smoothcriminal on Apr 23, 2017 22:03:50 GMT
Played B3 into H2 5 jacks, 2x3 rockets. Won by turn 7 on mission. Used B3 as an attrition machine, sitting on objective with him is just worthless now. Rockets were really good, they just stayed far away and did a lot of damage.
Shooting and combine arms lists seems to be the new hotness.
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Post by Netherby on Apr 23, 2017 23:16:07 GMT
I'm really not seeing how control points are worth playing for in these scenarios. The game is almost certainly going to end before turn 8 and you only have to stop them getting 6 points ahead...
It really seems like the primary win condition is clock and assassination unless you can table most of their army...
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Post by BarbeChenue on Apr 24, 2017 1:14:53 GMT
But if you go to time, the first tiebreaker is CPs...
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Post by welshhoppo on Apr 24, 2017 11:15:09 GMT
But if you go to time, the first tiebreaker is CPs... This is Khador. If you can't kill something in 7 turns then it can't be killed.
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wendan
Junior Strategist
Posts: 785
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Post by wendan on Apr 24, 2017 12:52:21 GMT
CP's are important. I rather like the constant push to continue scoring them, knowing that in the event of time I will need to have them.
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Post by warriorofiron on Apr 24, 2017 17:31:38 GMT
Now would be bumping it down to having more than 5 than your opponent change anything?
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wendan
Junior Strategist
Posts: 785
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Post by wendan on Apr 24, 2017 18:12:19 GMT
It would make it a little easier, I suppose.
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Post by Netherby on Apr 24, 2017 23:49:45 GMT
But if you go to time, the first tiebreaker is CPs... If you go to turns the tie breaker is CPs. But how many games get through 7 turns before death clock? Games generally end around turn 3 or 4. Though I suppose people could start taking very short turns to try to end the game on turns. But we shall see how it turns out.
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