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Post by fragpalm on Mar 17, 2017 16:52:15 GMT
I just recently accumulated 4 Archidons and was wondering what casters might use that many effectively.
Notable casters to benefit from so many pterodactyls seem to be Hexeris1 (cyclable high damage buff, and excellent arc node selection), Xerxis2/Morghoul1 (threat 15" with a Gladiator), Rasheth (feat turn makes them really effective), Morghoul2 (cyclable damage buff and incorp), Zaal1 (mean missiles under Last Stand), but what I ended up sticking on is Mordikaar.
A friend highlighted how Host of Shadows (ignoring free strikes) on multiple flying heavies can be pretty amazing. Spraying Essence Blasts through them at pow15s can put the hurt on casters as well. What was most persuasive to me was how on his feat they would be Steady def17 heavies with Poltergeist. Pretty nifty.
Here is a list I came up with:
Mordikaar Gladiator Despoiler Archidon Archidon Archidon Archidon
Void Spirit Void Spirit
Keltarii (max) Handlers (max)
I would pair this with an armour cracking Xerxis2 list. My worry about this Mordikaar list is its relatively low punching power (it takes two Enraged Archidons to kill a Gladiator reliably according to Buy or Boost), and the few infantry models to benefit from Hollow as well as make Essence Blasts from. I'd considered removing the Gladiator, since threating 11" with Archidons is still respectable, but I'm worried about the Despoiler making it to targets in order for the Archidons to benefit from Dark Shroud.
I'm not bound to Mordikaar, nor is this list locked in. I would love any suggestions on how to leverage 4 Archidons.
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Post by scorp on Mar 18, 2017 3:00:58 GMT
This is the same list I play with Mordy and I found that the Archidons are assassination vectors only. Wasting time on heavies would end up getting them killed. That is just my experience. I also had better late game results trading BB or another Gladiator out for Despoiler. I am not 100% sold that he is needed. It is nice to have extra voids but I would rather have something else to put out that dmg.
But that is just my experience. It is a very fun list and you can dictate how the games are being played with these models.
Hope this helps!!!
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Post by granor on Mar 18, 2017 15:54:43 GMT
NAARESH!!!!!
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Post by fragpalm on Mar 19, 2017 12:39:27 GMT
I had considered Naaresh, since his strength buff is so widespread on feat turn. Blur seems potent as well, considering I'd have an Archidon permanently at defense 17.
I've just never been a fan of Naaresh, seeing his Painmonger ability as an annoyance and a deficit to his army points (dedicating handlers to him late game), and his spell list being uninspiring. That said, I don't think I've given him enough of a chance post-errata. Worth a try.
For upping damage output I'm looking at Morghoul1. Certainly Abuse can't be spammed too much, but at least a few Archidons a turn can pump out p+s19s at a 15" threat, which is rather close to Naaresh's feat turn damage-wise.
Here's is my Morghoul1 list so far:
Morghoul1 Krea Gladiator Sentry Sentry Archidon Archidon Archidon Archidon
Chef
Handlers (max) Handlers (min)
I see it as a matter of waves, launching Archidons across the table as needed, busting columns and tossing heavies, while a flanking Archidon with Admonition harasses solos and threatens casters. Sprint and Admonition make for a wiley bird. This would be backed by a steely core marching upfield, and a bunker from which to best take advantage of his feat.
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Post by scorp on Mar 19, 2017 21:53:03 GMT
I am a fan of adding Marketh and Zaadesh to this list for more Rush and an extra Abuse.
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granor
Junior Strategist
Posts: 353
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Post by granor on Mar 20, 2017 0:20:26 GMT
I have run naaresh with 2 achidons and a rhinodon. Fury is a big problem so I run zaadesh with a glad more rush and less fury issues. I am also thinking of dropping my cannonneer for reavers again to reduce the fury load. without the free charges from naaresh the archidons are going to have issues with ranging down field so you may want something to bring back the movement advantage. I would also bring marketh for more abuse at a longer range maybe even a shammon for craft tailsmen. Anyway once you get a game in let us know what isn't working. I am pretty sure there is a list in there someplace
And by the way welcome to Jurassic park
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Post by scorp on Mar 20, 2017 5:30:29 GMT
Also maybe a Willbreaker because of the 10" control Morg1 has. Help keep out of danger.
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Post by bennep on Mar 20, 2017 9:09:44 GMT
Also maybe a Willbreaker because of the 10" control Morg1 has. Help keep out of danger. Archidons have long leash nowadays, so 20" is okay for CTRL. The tough thing for me is fury management - 1 to charge (beast handlers that far up is going to get them killed in my experience), 1 to boost to hit, 1 for animus leaves 'em full - and Morghoul can only take back up to a maximum of 5 (if you're really suicidal as to leave him empty). That's my biggest worry. Don't get me wrong, I really like the idea and I think they can fit in anywhere because of their low point cost and some 'casters even like getting the sprint off now and then (Morghoul2 & Makeda3 come to mind). I can't bring myself to get more than 2 though. I like 2 with Mordikaar, even though the animus isn't all that useful on him.
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Post by fragpalm on Mar 20, 2017 13:04:43 GMT
I would run the Morghoul1 list a lot like I do my Xerxis2 list when it comes to fury: fire and forget. It works surprisingly well.
If you can eliminate meaningful threats on an alpha (and let's face it, Archidons will get the alpha most of the time), then the retaliation is usually not enough to threaten its life, or, even better, your opponent diverts a valuable asset in removing it. Either way, the Archidon has killed and jammed (super well on feat turn with Mordikaar), earning its meager points back even if it dies or frenzies.
It is an all-in approach a lot of people might not be comfortable with, but even doing that with costly heavies with Xerxis2 has netted me far more victories than losses. The squishier Archidons might be more easily cleared, though their high defence might help there. It needs testing.
If keeping them within safe ranges of fury were a concern, I would run fewer than 4 Archidons, or mitigate it with a high fury caster like Rasheth along with two units of Handlers to clean up my back lines.
Like Scorp mentioned earlier, Archidons are typically assassins, not there for heavy killing, but with Morghoul an Archidon has a 50% chance of killing a Gladiator on his own with Abuse and Enrage. Not an optimal situation, but definitely brutal on jacks, and the list does have 3 more Archidons to polish off any crucial targets.
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didder
Junior Strategist
Posts: 166
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Post by didder on Mar 20, 2017 13:25:12 GMT
With 4 Archidons I'd start considering WE & SJ a little more heavily since Star Crossed has proven very potent on the likes of Angelii and Warpwolves. Mordikaar could add to the star crossed effect with his feat, though there probably wouldn't be room for any beasts but those five, so Despoiler might have to go. Personally, Zaadesh2 would be my pick for the Archidon + WE & SJ combo, since his clouds can protect your two forward Archidons from most shooting, and those clouds debuff enemy mat as well.
As always with WE & SJ your opponent might spray them out and ruin your day.
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Post by fragpalm on Mar 21, 2017 3:10:57 GMT
With 4 Archidons I'd start considering WE & SJ a little more heavily since Star Crossed has proven very potent on the likes of Angelii and Warpwolves. Mordikaar could add to the star crossed effect with his feat, though there probably wouldn't be room for any beasts but those five, so Despoiler might have to go. Personally, Zaadesh2 would be my pick for the Archidon + WE & SJ combo, since his clouds can protect your two forward Archidons from most shooting, and those clouds debuff enemy mat as well. As always with WE & SJ your opponent might spray them out and ruin your day. Since I don't own WE&SJ yet I hadn't considered them. Of course, that is very clever. I'm certainly not averse to getting them.
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