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Post by Gaston on May 10, 2018 12:14:46 GMT
I think I came up with a semi-reasonable solution to my Jaga build issues: Jaga-Jaga, Blindwater Congregation -Soul Slave -Wrastler -Boneswarm -Boneswarm Sacral Vault Husk Husk Longchops Totem Hunter Bone Shrine Croak Raiders (max) -Void Leech Croak Raiders (max) -Void Leech Bog Trog Ambushers (min) Boil Master and Spirit Cauldron Essential I traded out a Chef, Mist Speaker, and 2 Spitters for 2 Boneswarms, 2 Void Leeches, 2 Husks, Longchops, Totem Hunter, and Bone Shrine. Lotsa adds. Very happily my opponent had finally gotten over his Grymkin phase, so I played into Cryx for the first time in a long, long time and Slaughterfleet for the first time ever. (Yes, I was happy to play into Cryx.) Witch Coven, Slaughterfleet -Blood Priestess -Deathripper -Scavenger -Scavenger -Scavenger -Scavenger Axiara Wraithbane General Slaughterborn Smog Belchers (max) (as GMP) Marauders (max) (as Fennblades) Bloodgorgers (max) -Jussika Bloodtongue Scharde Pirates (min) (as Blood Witches) -UA I think I am missing something, not sure what. The amount of infantry makes this seem like a very favorable match up for me though. I win the roll, elect to go first. Totem Hunter puts Prey on the Pirates. You can tell from the glue we anticipated a rough game! Jaga Turn 1: Gravewind on Totem, Escort on Jaga. All runs up, Vault gets 3 Souls, Pot gets 2 Corpses, passes to Boneswarm. I am very mindful of shooting threat ranges as I run forward however. Longchops drops a trap for practice. Coven Turn 1: Occultation on the Pirates, turn 1 feat. All the witches stay super far back because of how threatening Jaga’s feat is to them (4 Signs Pow 14’s will get anyone’s attention). He drops a Veil of Mists to block some LoS as well. Most everything just runs up. Jaga Turn 2: Time walk feat turn, snooze button. Husks run into advantageous position, Longchops and Totem Hunter kill right one, Vault kills left one, blows up on a Gorger. Pot makes 2 more corpses, fills up second Boneswarm. Boneswarms sneak behind the clouds, cast Swarm. Coven Turn 2: He is stymied by my Husk clouds. Belchers move up, shoot at left Croaks ineffectually, reposition back to make a cloud wall. Veil of Mists completes it. Marauders run to contest my flag. Axiara grabs his flag. CP: 0-1 Jaga Turn 3: It is a hot mess of proxies over there and the witches still won’t come forward. Soul Slave puts Ghost Walk on Ambushers. They run in. Jaga pulls from the Shrine (cursed), casts Signs, feats on Aixara, Jussika (boosted), Gerlak (boosted), a Bloodgorger, and 2 Scavengers (~12 damage each). Jussika survives on tough. Red Croaks round the cloud corner and kill an Ironmonger. Vault aims, kills Jussika (damages Scavenger), kills a Bloodgorger (kills a Smog Belcher), and kills a second Bloodgorger (fails to break armor on buddy). Boneswarm walks in and kills 2 more Gorgers. Totem pops the Marauder engaging him, sprints to engage Pirates. 3 Croaks kill 2 more Marauders. Boneswarm kills 3 Marauders, Longchops and Pot kill another 2 Marauders. CP: 2-1 Coven Turn 3: He goes for an assassination run. Arc node runs up, 1st Stygian Abyss does 10 damage (transferred), second gets the crit. Gorger charges the Pot, 2nd swing goes on Jaga. Scavenger charges the Pot, buys 2 swings on Jaga, leaves her on 5 health; opponent concedes. Lesson Learned: Almost died the same damn way again after having a very, very solid lead. I just need to beat into my mind to keep the Vault with 3” of Jaga and that would have likely put an end to that assassination nonsense. List-wise I was very pleased, I have been keen to try Grave Wind on Totem and Signs on Longchops; the battlegroup changes allowed me to fit them in. The Husks performed wonderfully delaying my opponent for a turn while I waited out his timewalk feat. This match up highlighted again the list’s strengths into low def mass infantry (similar to the Testament games, or any game into EI really). Generally speaking, I think it is an improvement, now to try it into Black Industries. Then Arkadius into Dark Host and Black Industries. Then Helga into both. 5 more Cryx games to go….le’sigh.
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Post by Gaston on May 20, 2018 0:42:06 GMT
Free weekend gaming, wooooo!!! About time. Dr. Arkadius, WWFF -Road Hog -Road Hog -War Hog -War Hog -War Hog -Battle Boar Dahlia -Skarath Orin Midwinter Witch Doc Croc Witch Doc Croc Longchops Gremlin Swarm Gremlin Swarm I went up against my arch-nemesis of the entire game, Kreuger2. I have no idea why, but this guy just gets in my head. (Side note: The Great Kreuger Debate, bald or shaved?) Kreuger2, Bones of Orboros -Megalith -Woldwarden -Woldwarden -Woldwyrd -Woldwyrd Celestial Fulcrum Stoneshaper Stoneshaper Wayfarer Gallows Grove Gallows Grove Sentry Stone Sentry Stone Shifting Stones Super, duper unfortunately for me….he won the roll and elected to go first. Kreuger Turn 1: He runs forward, probably does some stuff, likely cheating. Ark Turn 1: I start in the tank. Eventually I manage to make an anti-magic bunker in the middle, in order to cancel TK and Hunter’s Mark, and just keep the left side out of range. I move Dahlia and Skarath up the right flank. Sadly I cannot Prowl/FE into the forest, as he can just feat me out, or walk the Wyrd’s within 5” and blow Snakums out of the water. I measure K2’s feat threat and make a line of no push models behind my guys. Kreuger Turn 2: This gets complicated: Warden TK’s Megalith forward a smidge. Stones port Megalith. Megalith casts his animus, TK’s Dahlia forward and spins her around. Two twigs take shots at her. The BE moves over and takes shots at her. A Wyrd moves over and takes shots at her, she finally goes down along with snake. Kreuger moves up, feats on 2 Road Hogs, 3 War Hogs, drops a couple lightning storm AoEs. A Wyrd pops some shots at a War Hog, it has 3 health left in the mind, so Pow 10 AoEs matter. Twigmen spray Longchops to death because they are bullies. Did I forget to take a photo? Yep! You’re welcome. TL;DR: Snake dead, Krueger feated. Ark Turn 2: Gorax primals a Road Hog. Left War Hog just runs up behind the building. Right Road Hog gets Ghostly, middle War Hog gets Ghostly. Gremlin Swarm grabs the flag. Orin kills 2 Mannikans, does 4 damage to Sentry Stone. Ark puts FE/Primal on middle War Hog, Primal on right Road Hog, feats both Road Hogs and War Hogs forward, maltreats Gorax, camps 2, Repo 3 to be on hill. Middle War Hog kills Megalith and Sentry Stone. Left Road Hog kills Woldwarden, right Road Hog barely fails to kill Wold Warden. Right War Hog backs up to make it very difficult to TK Arkadius into a spot where he can get shot easily (denying a landing zone). CP: 1-0 Kreuger Turn 3: He’s nearly already out of the attrition game, so onto assassination. Kreuger moves up, TK’s War Hog out of the way, misses a boosted TK at Arkadius (Def 17), misses an unboosted last ditch shot. BE is therefore only able to get 2 shots into Ark instead of 3, one of those misses. Warden TK’s the Wyrd forward, it aims to shoot, but does not get the job done. Nekkid Krueger concedes. Lessons Learned: I did super duper well on attrition, until I almost died. Realistically, it is great that I didn’t, but just one dice roll succeeds and is is bye bye Arkadius. One take away is to not go empty with Orin boosting wildly. My opponent would have still had a Twig to try to take him out, but it adds an extra step, and every extra step is an extra chance for things to break my way. I also obviously threw Dahlia and Skarath away, I should have played smarter with her, I could have walked and used Counterblast for example. Overall, A+ on attrition, D on winning the game, I just got lucky. I need to protect my caster smarter (a common theme with me).
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Post by Gaston on May 20, 2018 0:42:17 GMT
Keeping the train moving forward: Dr. Arkadius, WWFF -Road Hog -Road Hog -War Hog -War Hog -War Hog -Battle Boar Dahlia -Skarath Orin Midwinter Witch Doc Croc Witch Doc Croc Longchops Gremlin Swarm Gremlin Swarm Wurmwood, Bones of Orboros -Megalith -Woldguardian -Woldwarden -Woldwyrd -Woldwyrd Stoneshaper Stoneshaper Wayfarer Gallows Grove Eilish Garrity Sentry Stone Sentry Stone Bone Grinders (max) Did he win the roll to go first? You better believe it. Tree Turn 1: He makes a huge land grab, drops a 4” tree right in front of me. Bone Grinders do their best to kill each other, they struggle really really hard, reinforcing why I don’t use them. Tree gains 3 souls. Ark Turn 1: Bunker building time, again. I try to build it smarter this time, with Guardian Beast on Ark and Counterblast on Skarath. This should hopefully keep the Mannikans away as he tries to Hellmouth my stuff forward. Longchops also kills a Mannikan and drops a trap to further restrict their movement. Turn Turn 2: Mannikan runs in, dies to Counterblast. Mannikan #2 runs in, dies to Guardian Beast Road Hog spray (which also kills Mannikan #3). So then Blackclad runs in. And Mannikin #4 runs in from the left. Megalith gets ported, puts up his animus. Tree Hellmouths Mannikin #4, shifting my beasts to the right. It then Hellmouths the Blackclad to shift Arkadius forward off the hill, killing the Blackclad in the process. Arkadius is then shot to death. Lessons Learned: Similar to last game, but without the dumb luck. Quite frustrating. Clever use of Guardian beast and Counterblast actually caused him quite some problems, but they were overcome. My biggest takeaway is probably that I need to keep Arkadius further back, I think? And win the roll to go first? Losing the ability to get set and giving that leg up to my opponent seems to make an outsized difference, especially when playing WWFF.
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Post by Gaston on May 20, 2018 0:42:29 GMT
Rerack, but changing lists so that I can practice both sides of my pairing. Jaga-Jaga, Blindwater Congregation -Soul Slave -Wrastler -Boneswarm -Boneswarm Sacral Vault Husk Husk Longchops Totem Hunter Bone Shrine Croak Raiders (max) -Void Leech Croak Raiders (max) -Void Leech Bog Trog Ambushers (min) Boil Master and Spirit Cauldron Wurmwood, Bones of Orboros -Megalith -Woldguardian -Woldwarden -Woldwyrd -Woldwyrd Stoneshaper Stoneshaper Wayfarer Gallows Grove Eilish Garrity Sentry Stone Sentry Stone Bone Grinders (max) Wurmwood stayed up, because playing Croaks into Kreuger is just dumb. What is not dumb, is this time I won the roll to go first. Jaga Turn 1: I’d love to say that I ran forward, but that would be pretty foolish, a Mannikan can run and get Hellmouth’d to threat 15” of froggy death. So I needed to delay long enough to feat away the Sentry stones. That meant keeping Mannikans away. Husks run forward. Ambushers tuck in behind the building. Vault gets 2 Souls, runs forward. Soul Slave advances, Ghost Walk on Jaga. Jaga puts up Battle Host, Ghost Walk on the Wrastler, and Grave Wind on Totem, advances. Left Croaks kill off the left Husk. Right Croaks kill off the Right Husk. Longchops drops a Trap as well. Tree Turn 1: He mostly runs up, drops a forest AoE. Left Mannikan kills off a left Croak. Turns out the Tree can ignore clouds, so I lose 4 Ambushers to a Hellmouth (mistake is on me, I left one of them out of Arcane Vortex range of the Vault). Jaga Turn 2: Losing 4 Ambushers really sucks, so I need to get the most out of what I got left. Jaga lets Battle Host drop because of Wyrds. Soul Slave Ghost Walks the Ambushers, they run to get within 5” of the Sentry Stones. Red Croaks run to do same for a Gallows Grove and Shifting Stone. Cauldron puts Puppet Strings on Jaga. Jaga pulls from Shrine, moves up, cast Signs, feats. Boosts on first Shrine, fails to kill, Puppet Strings, kills. Second Shrine, kills. Shifting Stone and Gallows Grove go on the pile as well. Green Croaks come around and take huge chunks out of Megalith (missed a decent number of shots because of cover, but spiked hard on the hits). Longchops shoots him too, Totem Hunter leaps into to poke. He is down to low single digits, fingers crossed on fire. Boneswarms run up to foul charge lanes and landing zones, Vault runs up to cover Jaga. Tree Turn 2: Megalith burns to death, making my last turn quite a productive one. Wyrd moves over and kills Totem (Purgation and all). Cassius charges and kills a Croak. The Warden goes in on the Boneswarm, fails to kill. Wyrd uses gunfighter to finish the job. Guardian gets enrage and hits the Vault, but it has a bit more than 10 health left. Blackclad charges Red Croaks, misses. Stoneshaper kills a few Croaks. Tree arcs through Cassius (can’t Hellmouth Croaks because of Mage Static). Gets Stranglehold on Boneswarm, hits it with Hellmouth too, kills Longchops. Tree feats. Stones pop to contest the flag. CP: 0-1 Jaga Turn 3: Soul Slave casts Ghost Walk on the Wrastler. Jaga pulls from the Shrine, casts Signs, Rage. She swings on the contesting stone, leaves it on 1, buys and swings, fails to kill. Vault wanders over and kills a Wyrd. Wrastler goes in and kills the Guardian, does not buy last swing on Shifting Stone because I need a transfer target (by this point I realized I made a mistake attacking with Jaga instead of backing up). Pot moves up, generates 3 corpses, gives them to Boneswarm. Swarm heals and backs up. Right Croaks move up, light Cassius on oil/fire, kill the Stoneshaper. Left Croaks kill the Blackclad. CP: 0-2 Tree Turn 3: Wyrd is able to aim and kill the Boneswarm. Warden gets enrage, ports over the house to Jaga. Boosts to hit, hits, rolls hard 10 for damage, transferred. Boosts to hit, hits, rolls hard 10 for damage, Jaga eats 12. Boosts chain attack and kills her. Lessons Learned: Disappointing, A+ on attrition, F on keeping caster alive. That was more or less the theme of the day. I realized after Jaga made her attacks that she was in Port/Kill range. Sadly with his feat up, there was not really any way for me to get at the second set of stones. I could have gone for the Wyrd, but I really thought I didn’t have line of sight to it through the feat forest. So 1-2 for the day, and even the loss was not fantastic (insofar as the goal of not dying). I think I am zeroing in on how the lists are quite strong (when I had a chance to actually make attacks, I pulled way far ahead on attrition), but where my gameplay needs work and improvement as well (protecting my caster). These were educational for me, hope they are helpful to you all!
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Post by macdaddy on May 20, 2018 12:23:22 GMT
Man that circle player seems like a real dick. Only playing for cop-out assasination runs. He needs to get gud
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Post by Gaston on May 20, 2018 12:27:16 GMT
Man that circle player seems like a real dick. Only playing for cop-out assasination runs. He needs to get gud What else would you expect from a dirty tree humping hippy?
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Post by macdaddy on May 20, 2018 12:33:08 GMT
Man that circle player seems like a real dick. Only playing for cop-out assasination runs. He needs to get gud What else would you expect from a *Totally chill* tree *Loving* hippy? Fixed for you
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Post by GYF on May 20, 2018 15:48:12 GMT
It's well established that Krueger is just Nemo moonlighting - so I'll pick the secret third option - bald cap.
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Post by Gaston on May 25, 2018 0:11:11 GMT
Dr. Arkadius, WWFF -Road Hog -Road Hog -War Hog -War Hog -War Hog -Battle Boar Dahlia -Skarath Orin Midwinter Witch Doc Croc Witch Doc Croc Longchops Gremlin Swarm Gremlin Swarm Dominar Rasheth, Winds of Death -Cyclops Raider -Cyclops Shaman -Cyclops Shaman -Cyclops Shaman Siege Animantarax Siege Animantarax Extoller Extoller Willbreaker Dakar Swamp Gobber Chef Beast Handlers (min) Slingers (min) Reivers (max) -UA Before we begin...where are all the fart jokes? How did I miss out on RASHETH and WINDS of DEATH??? He won the roll to go first, so is already on my shit list. Rasheth Turn 1: Running, Carnivore on the left BE. Arkadius Turn 1: Pretty much all his threats are around 20” (i.e. Rasheth is Spd 4 and 16” feat, Reivers are Spd 6 + Rng 10 + Snipe 4, etc.). So I make a semi-circle bunker around Orin to prevent him from getting the -2 Arm spell off on me prematurely. Ark hides out in the back, puts FE on Skarah and Aggravator on himself (it never works out, but options are good?). Skarath hides behind the forest, if he goes into it for stealth than the Turtle can charge him. Rasheth Turn 2: Mostly repositioning as he waits for Rasheth to catch up to the rest of the army, some minor potshots trying to clear out Gremlin Swarms and the like. Part of that is that since Ark is behind all of my beasts, if he keeps his stuff far enough back and picks off the swarms, I have no feat beacons. Ark Turn 2: Lots of planning time. Back of the envelope math says that a War Hog with FE, Primal, and Aggression Dial -should- kill a SA. I think? One Gremlin Swarm runs to be a feat beacon on the right, another into the woods for the left. Ark drops FE and Aggravator. Gorax Primals left War Hog. Docs give Shadow Walk to right two War Hogs. Ark moves FE to the right War Hog, Primals it. He feats the right War Hog at the right SA. The next two War Hogs go forward for the left SA. Road Hogs feat forward as well. Right War Hog kills SA. Left War Hog kills SA. Left Road Hog tries to kills a Shaman, fails miserably. Skarath sprays down 3 Reivers, Longchops gets a 4th. Right Road Hog sprays down a few models, misses all but Rasheth, Overtake + Sprint into the woods for some concealment. CP: 1-0 Rasheth Turn 3: He rolls back, feats, -2 Arm on blue Hog, 2 Sunder Spirits on it too. Slingers sling, don’t do much. Paingivers charge Blue Hog. Extoller blasts Blue hog. Drakar finishes it off. Extoller and Reivers take out right Road hog. 3 Shamans fail to kill left Road Hog by a lot? Pretty weird. The end result was he killed my 2 middle beasts who were not primal’d, leaving me with just Skarath and a ⅔ dead Road Hog to work with. CP: 2-0 Ark Turn 3: Skarath and a ⅔ dead Road Hog are all I need. Ark moves up, Crippling Grasp on the Objective, 2 Primal Shocks and a Road Hog swing kill it. CP: 5-0
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Post by Gaston on May 25, 2018 0:14:45 GMT
Dr. Arkadius, WWFF -Road Hog -Road Hog -War Hog -War Hog -War Hog -Battle Boar Dahlia -Skarath Orin Midwinter Witch Doc Croc Witch Doc Croc Longchops Gremlin Swarm Gremlin Swarm Axis, DI -Corollary -Galvanizer -Galvanizer -Conservator -Inverter -Inverter TEP TEP Attunement Servitors Elimination Servitors Reflex Servitors Reflex Servitors Eilish Garrity Optifex Directive Did I win the roll to go first? Why do I ask these things. Axis Turn 1: Iron Aggression on right Inverter I think, Onslaught on himself. Everything runs up, Servitors either run or dig in. Ark Turn 1: You can tell from the giant semi-circle I make exactly what the threat ranges of the TEPs is (hint, rhymes with 17). Skarath runs forward, Road Hog does an assault spray using Skarath to body block, but misses the Servitor. Ark does Guardian Beast and scoots in close behind (counter attack Reflex Servitors basically), FE on Skarath. Everything else shuffles. Axis Turn 2: He runs up more, one Reflex Servitor gets munched on by a Road Hog/Guardian Beast. Otherwise just positioning, drops a Razor Wall in front of his Inverter. Ark Turn 2: I spend like 20 minutes of my clock trying to figure out how to kill 2 of his heavies without using my feat. I don’t. Upkeep GB and FE. Ark scoots up, maltreat Gorax, Crippling Grasp on Inverter, Primal Shock (boosted) on Reflex, Repo back. Skarath charges and kills the Inverter, overtakes back, gets charged by Galvanizer who misses. Right Road Hog sprays down two more Servitors. Orin pops an eleap into the Conservator, kills 2 more Servitors. Other stuff repositions away from TEPs. Gremlin Swarm contests his zone. CP: 1-0 Axis Turn 3: Axis scoots up, feat turn, camps 4. The one War Hog in the back is out, he did try hard to get it in, but something prevented him from doing so (I honestly don’t recall what). Conservator charges Skarath, whiffs real hard. Galvanizer tries to help, doesn’t. Right Galvanizer charges the Road Hog, does way better. Right TEP hurts Road Hog pretty bad. Left TEP blows up my objective (hurts his own Galvanizer with the spray), kills Road Hog. He contests my zone. Inverter kills a Mechanik. Other two run into the left zone to grab it. Reflex Servitor kills Orin. CP: 1-3 Ark Turn 3: Dahlia heals Skarath, Skarath bites on the Conservator, does well all things considered (Pow 16 on Arm 20). Gorax Primals right War Hog. Docs put Shadow Walk on right two War Hogs. Ark moves to the side, puts Primal and FE on the right War Hog, kills the Servitor with Primal Shock, feats. Middle War Hog kills the Galvanizer. Left War Hog goes forward, right War Hog goes forward. Right War Hog forces strength, charges the left TEP, kills both. Left War Hog is able to finish off the Conservator. CP: 2-4 Axis Turn 4: Servitor runs to contest my zone. Galvinizer kills Skarath. Inverter charges and kills War Hog. Axis runs into the right zone. Eilish puts Puppet Strings on War Hog. CP: 2-6 Ark Turn 4: Longchops kills final mechanik. Blue War Hog kills Galvinizer. Doc puts Shadow Walk on Road Hog. Road Hog kills Corollary. Ark puts Crippling Grasp on Inverter, kills Servitor with Primal Shock. War Hog kills Inverter (he puppet strings a 10 for a damage roll). Gremlin Swarm contests. CP: 3-6 Axis Turn 5: Servitor runs to contest my zone. Axis kills the War Hog. A servitor camps in his back zone too, behind the building. Eilish kills Gremlin Swarm, ports to contest two zones. CP: 3-7 Ark Turn 5: Longchops kills Servitor. Blue War Hog moves into bottom zone. Ark puts CG on Axis, backs into left zone. Gorax kills Eilish, overtakes into the zone, contests. Road Hog kills objective and Servitor. CP: 7-7 Axis Turn 6: Bc of Crippling Grasp, Axis is not in charge range of the Blue War Hog, nor is he in spell range of Arkadius. He satisfies himself with killing the Gorax. CP: 10-8 Ark Turn 6: Doc runs into the zone. CP: 13-8
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Post by Azahul on May 25, 2018 0:28:24 GMT
Ark Turn 2: Lots of planning time. Back of the envelope math says that a War Hog with FE, Primal, and Aggression Dial -should- kill a SA. I think? Like, 90% of the time? Has a pretty good chance of killing one even without FE. They really need the Agonizer to make it awkward. Some solid wins though
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Post by Gaston on May 25, 2018 0:59:09 GMT
Ark Turn 2: Lots of planning time. Back of the envelope math says that a War Hog with FE, Primal, and Aggression Dial -should- kill a SA. I think? Like, 90% of the time? Has a pretty good chance of killing one even without FE. They really need the Agonizer to make it awkward. Some solid wins though Never been up against them post BE CID, so I wasn't sure. Also still have PTSD from an Axis game some time ago where I sent 1 War Hog into a TEP twice (2 Hogs, 2 TEPs) and failed to kill both. Some really tough match ups also, and going second. Eek.
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Post by Azahul on May 25, 2018 1:11:22 GMT
Never been up against them post BE CID, so I wasn't sure. Also still have PTSD from an Axis game some time ago where I sent 1 War Hog into a TEP twice (2 Hogs, 2 TEPs) and failed to kill both. Oh for sure. I had a similar incident involving a Death Knell and a Primal'd, Forced Evo'd War Hog that I still cringe about. Dice be dumb. Some really tough match ups also, and going second. Eek. Are they tough match-ups? I usually consider both those lists to be roughly even games. Possibly slightly advantaged in the Axis one, on account of his walk and Feat threat being approximately the same as a War Hog's threat range.
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Post by Gaston on May 25, 2018 1:16:29 GMT
I think it tough because they should nominally get a good first strike. You figure the Hogs threat 17 (19 for Roadies), but the SA threat 20, Rasheth too. And the TEPS threat as far as the War Hogs. I am uncertain on how well a Road Hog kills a TEP (math wise), but it may be the better adjustment to set the Roads up against the TEPs. I worry about the non-charging conditional on Axis's feat, it dramatically reduces threat and gives him time to double shoot.
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Post by Azahul on May 25, 2018 1:40:23 GMT
I think it tough because they should nominally get a good first strike. You figure the Hogs threat 17 (19 for Roadies), but the SA threat 20, Rasheth too. And the TEPS threat as far as the War Hogs. I am uncertain on how well a Road Hog kills a TEP (math wise), but it may be the better adjustment to set the Roads up against the TEPs. I worry about the non-charging conditional on Axis's feat, it dramatically reduces threat and gives him time to double shoot. The 20" threat on the Animantarax is "just" their guns. And while Rasheth has a 20" walk and Feat threat, he's also only 4" up from his starting position, so he usually lags behind the Animantarax somewhat. I've usually positioned so that the Animantarax are close enough to shoot my heavies but not close enough to benefit from Rasheth's Feat. It's certainly possible to lose a heavy before the fighting starts (though it relies on your opponent being able to bring all the force to bear against one model and terrain can help prevent that), but once you're in melee with Aggravator up and the Animantarax are dead the rest of the list folds reasonably easily. It's tougher than the Axis game though, certainly. The non-charging element has never been a huge problem for Axis for me. Annoying, but I haven't yet been Feated on prior to using my own Feat. Unlike Rasheth, he sits in the 17-19" walk and Feat band where it's actually possible for you to play the threat range game. I've had games where he's had to choose between Feating on one or two heavies or saving the Feat until he can catch everything but losing the Alpha Strike as a consequence. Other times (usually when he goes first) he has the choice of staying in his deployment zone or just accepting the alpha. And once you're in melee you can usually live with "no charging", especially with Aggravator up. Both games certainly get easier when you go first, and I'm not trying to say either are cakewalks, just that they feel like 50/50 games where the winner is usually decided by terrain, positioning, and a little bit of dice.
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