cain
Junior Strategist
Posts: 243
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Post by cain on Sept 27, 2017 8:52:27 GMT
Compared to the CID trencher update 3 the only change I see is the deployment.
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cain
Junior Strategist
Posts: 243
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Post by cain on Sept 27, 2017 9:03:35 GMT
I may be a little salty, but beeing mostly a tournament player i cant see me either buying blockhouse or that revive trencher is a thing.
Revive is not good enough and trencher grunts neither.
We already have acces to revive in haley3, and i seldom see it used in mark3. and if it used, even more seldom on trenchers (see stormlance).
The big kill for revive is the change in mrk. 3 so you cant do combat action. Haley3 got hit with this and Blockhouse has the same rule.
The other two good revive builds we see, makes it possible for the models who get back to get their combat action, so they can shoot the same turn. Bouth the cryx revenant crew rifleman spam and the circle sentry stones mannekins (not so much circle nowdays). Those units also has acces to two powerful guns; boostable spray and a long range gun which ignores LOS, concelment and cover.
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Post by 36cygnar24guy36 on Sept 27, 2017 9:13:55 GMT
What annoys me is that Revive stayed at Cost 3, despite losing the ability to activate normally. So you now have Revive which costs 3, and Raise the Dead which costs 2, the wording is exactly the same, however one is inexplicably more expensive.
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Post by mydnight on Sept 27, 2017 9:25:05 GMT
What annoys me is that Revive stayed at Cost 3, despite losing the ability to activate normally. So you now have Revive which costs 3, and Raise the Dead which costs 2, the wording is exactly the same, however one is inexplicably more expensive. Testament is a good reviver not a reason enough?
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Post by 36cygnar24guy36 on Sept 27, 2017 9:34:21 GMT
What annoys me is that Revive stayed at Cost 3, despite losing the ability to activate normally. So you now have Revive which costs 3, and Raise the Dead which costs 2, the wording is exactly the same, however one is inexplicably more expensive. Testament is a good reviver not a reason enough? So Revive has to suck to make Testament better?
Even if Revive Cost 2 the max Haley 3 could realistically bring back on a non-feat turn is 3 models; 2 from Grandma, 1 from Prime, as she only has 5 focus (if you take the squire and upkeep both echoes) and she will also be casting temporal flux.
On feat turn you could bring back 5. Testament on the other hand has Reclaim, a Wrack to pull focus off and Harmonius Exaltation, so he has pseudo 8 focus, so the first 8 guys he brings back are at an effective cost of 1 focus each. Yes he is not doing anything else, but bringing back 8+ guys a turn is a massive attrition swing, is that not enough to make him the best reviver?
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Post by cygnarstronk on Sept 27, 2017 17:35:40 GMT
I doubt trenchers have enough impact on the game to make them worthy of wasting all your focus on revives and blowing good points for a weak blockhouse. mean, if you happen to deploy first that thing may well not even take a single shot for the entire game. More importantly, when they come back they lose their combat actions, making them even less of a threat. I doubt it'll win games, maybe you can stall some CPs with it but in the long run you'll end up needing more punch to win.
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Post by Stormsmith Dropout on Sept 27, 2017 17:52:37 GMT
Gotta agree, H3 won't get much return out of reviving trenchers.
And the Blockhouse is too pricey for what it brings. I notice they changed its deployment rule again. Now it's back to 6" beyond deployment instead of always 16".
However, Alexia and the Risen could be a solid choice for H3 in Gravediggers. They are dirt cheap, and help sure up the lines.
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Post by frejdruk on Sept 27, 2017 18:03:18 GMT
I too considered whether you can build an actual recursion engine with Haley3 in Grave Diggers.
Something like this is maybe pretty decent:
Cygnar Army - 75 / 75 points [Theme] Gravediggers
(Haley 3) Major Prime Victoria Haley [+25] - Charger [9] - Grenadier [9] - Grenadier [9] Captain Maxwell Finn [0(6)] Patrol Dog [2] Ragman [4] Trench Buster [0(5)] Trench Buster [5] Alexia Ciannor & the Risen [10] Trencher Infantry (max) [16] Trencher Long Gunners (max) [18] - Trencher Long Gunner Officer [4] Trencher Blockhouse [14]
Maybe you can rejig some points to get the third free solo.
Anyway, this gets you one blockhouse and revive (which I think is halfway worth it one TLG) and all dudes go into the Alexia1 engine as well.
Probably a pretty good list! I think it's worse than just going for something better for the 14 pts stuck in the Blockhouse though. Alexia1 still feels like a splendid choice for the list even if you don't go into a revive game plan, just by merit of recycling the dudes you're already bringing. Solos for contesting or simply charging something until lategame when you can kill a heavy with Alexia herself.
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cain
Junior Strategist
Posts: 243
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Post by cain on Sept 27, 2017 19:56:35 GMT
I can see myself going for 2 free models and around 40 points trenchers. 60 points seems too much.
The core would be max infantry with UA, max long gunners with UA, dog and Finn. Where Finn and infantry UA is free. Then from the mercs, as several others have, ragman and palexia.
Then fill out with warjacks and some solos. Looking forward to trying it out.
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