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Post by khadorjack on Mar 19, 2017 18:17:11 GMT
Hi everyone!
Currently i'm running this Irusk2 list in my pairing (i have to decide if with Karchev or Butch3r), i really like it but i want to have the maximum effect from it so i think i should optimize it a bit
Irusk2 3 marauders
2 full WGRC+3WA widomakers full mechs 2x mortarcrews (free)
kovnik joe malakov+juggy
The list works well with Irusk in the centre between the 2 riflecorps, 3 marauders hanging around and malakov+juggy on a side, with the mechs to use suker! and repair the Juggy. Widomakers are were they're needed. Marauders are very efficient against huge bases and to knockdown targets for the mortars and the rockets. Usually one unit of riflecorps is the "sacrifical lamb", the other one is the killer. However, tough and no KD really helps their survaiability.
The only package i'm not really convinced by is malakov+juggy. I mean, a SPD6 POW21 jack it's always nice to have, but i really miss the marksman. On the other side, i cannot give another jack to Irusk, too many FOC to use.
Instead of malakov+juggy i could play the marksman, switch the full mechs for 2 mins and play a min of WGI with 3 rockets. Still nice, but i lost some armor cracking and i don't think rocketspam is the way to go with Irusk2.
Do you have some tips for me? What would you play if you were me?
Thank you very much in advance!
P.S. KGB files were very handy for things like this, there's no way to have them back? Or should we restart a new KGB rea?
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Post by smoothcriminal on Mar 20, 2017 12:03:42 GMT
Since you already have 2 units worth of 14" guns I'd switch widowmakers for 2x Field guns.
Also full mechaniks seem suspect. Those 2 points probably could be used for something else, like upgrading 1 Marauder to Juggernaut or upgrading 1 rocket to Field gun.
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Post by kommandantgrizzwar on Mar 20, 2017 12:55:17 GMT
Im not a huge fan of Jack Marshal. Although a SPD6 POW21 Juggy sounds pretty great!
Fire for Effect on a Field Gun is really great! And you can sac pawn to the field gun, then take up with the grunts!
Also i rarely see good use out of mechanics. Your opponent is usually going to kill whatever before you have a chance to repair it.
My pairing is Irusk2 and B3. However Irusk is running Shock trooper boat and B3 is Winter guard theme. Still tweaking a bit on the Irusk list but it is meant for my Cygnar drop. B3 is for almost everything else.
Dont know how much help this has been but its just my 2 cents.
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Post by khadorjack on Mar 20, 2017 14:40:16 GMT
My pairing is Irusk2 and B3. However Irusk is running Shock trooper boat and B3 is Winter guard theme. Still tweaking a bit on the Irusk list but it is meant for my Cygnar drop. B3 is for almost everything else. I'm running exactly the opposite! Butcher3 with MoW boat as cygnar drop, than Irusk2 in theme. Widomakers are really helpfull in a lot of situations, i prefer them over the fieldguns, that i don't like so much. I also prefer FFE on a mortar than on a fieldgun, for a lot of reasons (also because i have not anti-stealth tech, so boosted AoEs are welcome). The full mechanichs is there to repair but also to offer suker! targets to malakov, that usually operates outside the tough bubble and too far from winterguards. I also prefer marauders to juggernauts, they hit harder against colossals and the combosmite is always nice. However, i colud also play a gun carriage if i drop malakov+J and drop the mechs to min. But i tried it once with Erusk and it wasn't really nice. Maybe it was that game.
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Post by borderprince on Mar 20, 2017 15:04:23 GMT
If you're open to persuasion on the Marauders, consider 2x Destroyers. They add more ranged punch in an already nasty list. FFE Mortars, 2x Boosted Bombards and 6x Rockets is a lot of ranged damage at a decent distance. In effect, ranged assassination will always be on the table except against a stealth caster. I suspect Butcher3 is your anti-armor drop, so hopefully you shouldn't be worrying too much about colossals with this list.
But I think there's a more fundamental question, which is: if one unit of Rifle Corps is mainly sacrifical, do you need them to be Riflecorps rather than regular WGI? Irusk2 isn't exactly a brilliant rocket spam caster. They work perfectly well with him, but if you're using the Mortars as your FFE targets (and you should), they lose the one buff he can provide. If you try WGI infantry, you could have something like this:
Irusk2 -Marauder -Marauder -Marauder
WG Rifle Corps (max) 3x Rockets
WG Infantry (max) UA 3x Rockets
WG Infantry (max)
WG Mortar (free) WG Mortar (free)
Mechaniks (min)
Kovnik Joe
Andrei -Juggernaut
The basic WGI unit can be sacrficial lambs for Malakov (same point per model as Mechaniks). I like that fairly troop spamy version of Irusk2. You get a larger volume of shorter range but more powerful shooting, together with some sprays.
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Post by kommandantgrizzwar on Mar 20, 2017 15:57:56 GMT
I just realized Fire for Effect boosts ALL Damage rolls..... hmmmmm
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Post by khadorjack on Mar 20, 2017 18:40:31 GMT
If you're open to persuasion on the Marauders, consider 2x Destroyers. They add more ranged punch in an already nasty list. FFE Mortars, 2x Boosted Bombards and 6x Rockets is a lot of ranged damage at a decent distance. In effect, ranged assassination will always be on the table except against a stealth caster. I suspect Butcher3 is your anti-armor drop, so hopefully you shouldn't be worrying too much about colossals with this list. You know, i like marauders a lot, plus it happends to me to face anti-blast lists and so many AoEs are a bit wasted. I think marauders is the right way to go. Tried them many times and never be disappointed. I'll consider adding more infantry to the list. POW 12 is nice and more bodies permit me to deal with more targets. Thank you, i'll try and then reporting in! Yeah, baby
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Post by borderprince on Mar 21, 2017 6:08:03 GMT
it happends to me to face anti-blast lists and so many AoEs are a bit wasted. I used to think like that, then realised it often isn't the right thing to do. You're right there is lots of blast immunity, and frankly blast damage is much less effective against lists which include lots of jacks/beasts (lots of them). I think it's better to think of Destroyers, Rocketeers, even the Mortars as non-blast weapons. The blast damage is a nice bonus, but not what you're bringing them for (especially the Rocketeers, as 3" blast is often too small to be much use). You're bringing them for boosted POW12s, 14s and 16s. You know what kills casters? Boosted POW12s. Boosted POW14s and 16s do that too. But better. And even better with the arcing fire rule to make avoiding the shots harder. You can also snipe solos with the Destroyer, just use the power up focus to boost the hit and aim. Even a Khador jack is hurting after being hit by one salvo from that kind of firepower, might even be destroyed. And you can do it all from outside the enemy's threat range. If you think like that, who cares if you haven't killed some <1 point warrior models with the blast? You're using these ranged models to either threaten assassination, remove tough models or soften them up so Battle Lust + Bear's strength WGI can destroy damaged heavy jacks or colossals. Don't look for shots to maximise blast damage. You're playing Irusk2, so should generally be winning Infantry vs Infantry fights anyway. Go for the stuff your WG can't handle on their own.
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Post by khadorjack on Mar 21, 2017 7:29:47 GMT
I know the combo bear strenght+battlelust, but a winterguard charge only 9,5", and a lot of bodies are difficult to positioning. An energized marauder charge 10" and can easely knockdown his targets, slamming it away so it's no longer in melee. Then i can shoot him to death with rockets and mortars, or charge it with a full focus marauder.
Of course, arcing fire is nice.
Maybe i could try to play one destroyer in this
Irusk2 marauder marauder marauder destroyer
full WGRC+3WA full WGRC+3WA min mech widomakers mortarcrew (free) mortarcrew (free)
kovnik joe marksman
At that point I could try to play 2 fieldguns instead of the snipers. I hate to loose them, because snipe is very effective against a lot of targets, but i play a lot of sniper shots in my butch3r pairing, so i can handle heavy ARM with that. In this way i would have 5 models that "autoknockdown" targets for the mortars, destroyer and rockets. It seem a good plan.
I could also swap the min mechs for an artillery kapitan, so the destroyer is RAT6 and i'm happy about that.
Need to buy more juggernaut chassis. Sigh.
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