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Post by phillyroth on Sept 21, 2017 4:10:46 GMT
Playing the following into Ragnor later. Im a new player (<5 75pt games) Anyone any tips, particularly in relation to turn one/unpacking? Currently working towards a theme, but using Battlebox, Cygnar Army box and Lances which I currently own, so limited in terms of selection. Rejigged it to use two defenders as they have easily been my most effective jack to date, though resisting using Sloan just yet as I'm trying to stick with Maddox for 10+ games. War Room Army
Cygnar - Maddox 21/09
Theme: No Theme Selected 75 / 75 Army
Major Beth Maddox - WJ: +30 - Squire - PC: 5 - Charger - PC: 9 (Battlegroup Points Used: 9) - Defender - PC: 16 (Battlegroup Points Used: 16) - Ironclad - PC: 12 (Battlegroup Points Used: 5)
Lieutenant Allison Jakes - PC: 4 - Defender - PC: 16 Captain Maxwell Finn - PC: 6
Storm Lances - Leader & 4 Grunts: 20 Trencher Infantry - Leader & 5 Grunts: 10 - Trencher Infantry Officer & Sniper - Officer & Sniper: 5 - Trencher Infantry Rifle Grenadier - PC: 2
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GENERATED : 09/21/2017 04:38:38 BUILD ID : 2047.17-07-25
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Post by Stormsmith Dropout on Sept 21, 2017 4:43:36 GMT
Seems like a solid list. What has been the issue with unpacking it?
I would suggest trying out swapping Jakes' Defender for the Ironclad. It will benefit more from Sidekick, and Jakes' focus is a bit wasted on the Defender, who will usually need a maximum of 1 focus a turn.
Maddox is a support caster in the most extreme sense. She wants to cast her upkeeps, and then keep them up for the rest of the game.
For most games, I would start with Dauntless Resolve on Lances, Snipe on Trenchers, and Onslaught on Maddox herself. Put Assail on a Defender turn 2. Always keep a focus on Maddox, and keep her in a safe position (behind a wall, in a trench, behind a forest or house) at a good distance from the opponent's army.
Jakes should slap Sidekick on the Ironclad turn 1, and let him block stuff from getting to her. You can use this pair to control flanks and control a flag on a far side.
Trenchers should be the furthest models up, and it should be their job to keep the Storm Lances alive. Use Snipe to kill infantry, or do a CRA into something bigger.
Lances are your heavy hitters. They can do the most work in your list, and losing them hurts the most. Use them with your feat to wreck heavies, and use e-leaps to kill tons of infantry.
The Defenders should be in a position by turn 1 where they can shoot for a couple of turns while aiming. Only give them focus if they REALLY need to hit. On Feat turn, send them in to hammer heavies into the ground.
Don't forget the Beat Back part of her feat. It is very useful for scenario as you can push heavies out of zones with a couple of trenchers if needed.
Welcome to Cygnar!
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Post by phillyroth on Sept 21, 2017 5:14:20 GMT
Seems like a solid list. What has been the issue with unpacking it? I would suggest trying out swapping Jakes' Defender for the Ironclad. It will benefit more from Sidekick, and Jakes' focus is a bit wasted on the Defender, who will usually need a maximum of 1 focus a turn. Maddox is a support caster in the most extreme sense. She wants to cast her upkeeps, and then keep them up for the rest of the game. For most games, I would start with Dauntless Resolve on Lances, Snipe on Trenchers, and Onslaught on Maddox herself. Put Assail on a Defender turn 2. Always keep a focus on Maddox, and keep her in a safe position (behind a wall, in a trench, behind a forest or house) at a good distance from the opponent's army. Jakes should slap Sidekick on the Ironclad turn 1, and let him block stuff from getting to her. You can use this pair to control flanks and control a flag on a far side. Trenchers should be the furthest models up, and it should be their job to keep the Storm Lances alive. Use Snipe to kill infantry, or do a CRA into something bigger. Lances are your heavy hitters. They can do the most work in your list, and losing them hurts the most. Use them with your feat to wreck heavies, and use e-leaps to kill tons of infantry. The Defenders should be in a position by turn 1 where they can shoot for a couple of turns while aiming. Only give them focus if they REALLY need to hit. On Feat turn, send them in to hammer heavies into the ground. Don't forget the Beat Back part of her feat. It is very useful for scenario as you can push heavies out of zones with a couple of trenchers if needed. Welcome to Cygnar! Thanks for this! Some very sound advice. I guess I was looking for general tips on turn one. Classic mistake I make is sitting maddox behind a wall of jacks, then remembering I need to activate her first to put upkeeps in place so then waste an advance moving around jacks. Any general pointers/common mistakes such as this really Regarding Trenchers protecting Lances. This sounds very sensible, though I have found that can jam up charge lanes for Lances early game. Should I be content with sitting them back and shooting until a) Trenchers have thinned out a little and b ) Feat popped?
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Post by snarlyyow on Sept 21, 2017 15:49:56 GMT
I always put my caster out front with jacks on either side, usually. You want your caster to get their upkeeps out then prolly charge forward top of 1. The Ironclad on Jakes is interesting, personally the Defender is probably the wiser choice. But if this is a module you want to run I'd recommend picking up Arlan Strangeways. Jakes can upkeep Sidekick, allocate 1, and cast energizer for 2 (leaving her on nothing) and Arlan can give Jakes' jack a focus which gives it a full load. Then you get another 2" of threat. If you want to be real janky, throw assail on that jack and get a +4" threat. An Ironclad or Defender will threaten 13" this way. Also, don't forget that the defender's cortex damage happens before your roll . All in all unpacking is a learned skill. I dig Maddox, she's a solid all around caster that will win you games if you know what's what. Spend time practicing the fundamentals of the game with her.
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Post by Aegis on Sept 22, 2017 16:01:25 GMT
I always put my caster out front with jacks on either side, usually. You want your caster to get their upkeeps out then prolly charge forward top of 1. The Ironclad on Jakes is interesting, personally the Defender is probably the wiser choice. But if this is a module you want to run I'd recommend picking up Arlan Strangeways. Jakes can upkeep Sidekick, allocate 1, and cast energizer for 2 (leaving her on nothing) and Arlan can give Jakes' jack a focus which gives it a full load. Then you get another 2" of threat. If you want to be real janky, throw assail on that jack and get a +4" threat. An Ironclad or Defender will threaten 13" this way. Also, don't forget that the defender's cortex damage happens before your roll . All in all unpacking is a learned skill. I dig Maddox, she's a solid all around caster that will win you games if you know what's what. Spend time practicing the fundamentals of the game with her. I agree, Arlan Strangeways is a cheap solo that you could want to reach for asap, since he is really great and fits into most lists. I also agree that Assail+Energizer are a great combo, providing a lot of extra threat range and other benefits. My personal favorite for the combo is an Hammersmith, since with Assail and Maddox feat he can do some really nasty things, and the +4 threat range from Assail+Energizer covers his biggest flaw of having only a natural 8" charge threat range, putting it on a very nice 12". The alternative could be a Stormclad (another great jack to have if you already have Maddox and Lances) for a super-bullet with 14" threat range. About the deployment, I agree. Put your caster on the front line, so he can bring his upkeeps up on turn1 and usually charge ahead to advance more. PP tries to systematically remove every chance for something to be able to shot things into the enemy deploy zone on turn 1, so you should be pretty safe anyway. After that, of course run your other models in front of Maddox to cover the LOS to her.
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Post by Stormsmith Dropout on Sept 22, 2017 16:57:53 GMT
General deployment tips:
-Unless you have a specific spot you want your caster to be, put them in the center pf deployment. That way you can move them to either side if you need.
-make sure that you pay attention to terrain. If your Trenchers don't have pathfinder, don't deploy them behind a forest.
-If you deploy a jack on a far flank, check to see where it and your caster will need to be for it tp get focus as you go down field.
-Squire: one mistake I made fairly often as a new player was putting my Squire too far forward. Just keep it 5" behind your caster, not 2" in front of it.
As well for the Squire, if you need one of its abilities (you're about to cast a spell and need the reroll, or you need the control area bonus during your caster's activation), remember to move it into position first.
-Journeyman: Junior is an important piece to learn balance with. Keep his jack in control, feed it focus, upkeep AS, and stay alive. He likes terrain bonuses. Keep him difficult enough to kill that they won't bother.
And always remember that he has a boostable hand cannon. Junior can kill something when needed, or be that last bit of damage for an assassination.
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Post by josephkerr on Sept 23, 2017 23:50:27 GMT
Privateer Press has a massive aversion to attackng the Deployment Line. In almost all cases, setting ur caster dead center toeing the deployment line is safe. You dont need to hide until u move first turn. Good luck looks like a brutal list!
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Post by phillyroth on Sept 24, 2017 14:55:02 GMT
Thanks all. Really solid advice. The unpacking stuff is something I want to run through on my own a couple of times. Definitely agree sticking caster at the front and centre is crucial. Especially as Maddox is casting three upkeep turn one so needs to be close to all models/units
I lost on this occasion(again!) But given its only my fourth 75pt game ever and second with the ponies(who are tricky to use) I'm not too unhappy.
The Jakes/Ironclad combo was pretty good. Almost smoked a Diretroll Mauler in on turn, but got boxed by the counter punch. Energiser was great for extending the threat. I actually put assail on a defender and very nearly slammed one of the krielstone into Ragnor on T2, which upset his plans somehat, but then seem to get dragged into melee with trolls. I'm going to open an additional thread about keeping a force mobile beyond T3 etc
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Post by sludgeogre on Sept 26, 2017 5:16:34 GMT
And always remember that he has a boostable hand cannon. Junior can kill something when needed, or be that last bit of damage for an assassination. All of your tips are very solid, but I loved this one in particular. He's only Rat 4, but in one game, my opponent over-extended with Abby2 as she is want to do, and forgot about Journeyman standing off to the side on a hill. I was able to aim with him, going to Rat 6, boosted the attack roll and damage roll, and managed to kill Abby2 with the shot. Journeyman got a gold star on the fridge for that one.
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