xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Oct 19, 2017 16:33:43 GMT
I put together a list that I thought it could be good at armor cracking. Idea is to shoot out either cortex or movement on heavies with the TLG. Knockdown/Back from Blockhouse and Express team to help slow models. On Feat turn you have 66 pow 10 shots or 6 pow 16, 6 pow 15 or 6 Pow 21 shots with a damage reroll to help boost average damage. Clock would not be your friend with this list :-D Haley1 -Gren -Gren -Gren Blockhouse Anastasia Hitch Trench Buster Finn Trencher Long Gunner (Max) x2 - CA x2 Trencher Express Team Trencher Commandos (min)
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Post by snarlyyow on Oct 19, 2017 17:55:04 GMT
I put together a list that I thought it could be good at armor cracking. Idea is to shoot out either cortex or movement on heavies with the TLG. Knockdown/Back from Blockhouse and Express team to help slow models. On Feat turn you have 66 pow 10 shots or 6 pow 16, 6 pow 15 or 6 Pow 21 shots with a damage reroll to help boost average damage. Clock would not be your friend with this list :-D Haley1 -Gren -Gren -Gren Blockhouse Anastasia Hitch Trench Buster Finn Trencher Long Gunner (Max) x2 - CA x2 Trencher Express Team Trencher Commandos (min) With all those guns I really think you'll want the dog. Stealth will hose your entire list.
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Post by spikevash13 on Oct 19, 2017 19:17:12 GMT
I've been looking at this list, seems strong enough with the buff/debuff guys, shooting should be good, melee hopefully fine. Likely match with nemo3 or haley2 heavy metal both with at least 2 battle engines
Haley3 grenadier x3 Finn (free) Gibbs Dog Trench Buster x2 (free) Ragman Hitch trenchers 2 WA Aiyana and Holt Murdoch Long Gunners w/ UA Trencher Express Team (getting these guys makes the points work for a third free guy)
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Oct 20, 2017 16:19:07 GMT
I put together a list that I thought it could be good at armor cracking. Idea is to shoot out either cortex or movement on heavies with the TLG. Knockdown/Back from Blockhouse and Express team to help slow models. On Feat turn you have 66 pow 10 shots or 6 pow 16, 6 pow 15 or 6 Pow 21 shots with a damage reroll to help boost average damage. Clock would not be your friend with this list :-D Haley1 -Gren -Gren -Gren Blockhouse Anastasia Hitch Trench Buster Finn Trencher Long Gunner (Max) x2 - CA x2 Trencher Express Team Trencher Commandos (min) With all those guns I really think you'll want the dog. Stealth will hose your entire list. No points for dog! I see your point :-D
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Post by Ajax on Oct 20, 2017 21:18:09 GMT
Can someone explain the grenadiers? Not really seeing their purpose, as there's already a lot of anti-infantry shooting in the list. Why not take jacks that can crack armor?
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Post by sludgeogre on Oct 20, 2017 23:21:15 GMT
Can someone explain the grenadiers? Not really seeing their purpose, as there's already a lot of anti-infantry shooting in the list. Why not take jacks that can crack armor? Because with effective ROF3, you can still do more than a few damage points to a heavy. You just need to make sure you do your order of activation totally right and that stuff will be close enough to reload. Gravediggers is never going to crack tons of armor, but you can play around it very effectively, and even if you need to crack some points off, those three shots will do some damage as well. I thought I was going to severely miss my chargers that I regularly run, but I'm actually not with the mechanics that Trenchers has.
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Oct 23, 2017 16:17:27 GMT
Can someone explain the grenadiers? Not really seeing their purpose, as there's already a lot of anti-infantry shooting in the list. Why not take jacks that can crack armor? If you have Ragman and you get something to engage Huge base models with Ragman close by thats essentially pow 15's. Many huge bases are arm 19 so dice off 4 and you are likely boosting damage so 6ish damage on average per attack. So 3 Grens can potentially take down a huge base.
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Oct 23, 2017 17:27:35 GMT
If you have Ragman and you get something to engage Huge base models with Ragman close by thats essentially pow 15's. Many huge bases are arm 19 so dice off 4 and you are likely boosting damage so 6ish damage on average per attack. So 3 Grens can potentially take down a huge base. They'll be engaged with that plan so the colossal goes up to Def 14, which means you'll need 8's to do that or 6's if you aim, which there's no way I'm gambling on. The grenadiers are nice for just lobbing as many AOE's as possible and taking down a few points off a heavy. I've found them to be very similar to having electro leaps, except the control on them is terrible, but I've been able to use them to take out support solos and CA's on lucky deviations. It's just a nice way to clear out some stuff, and if you hit directly on one of their shots, I always use their power up focus to boost damage and you can get a surprising amount of work done. I never allocate focus to them as it's way more beneficial to bring a caster that wants to dump their focus into support and their own damage output. Huge base do not get in melee bonus.
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Post by sludgeogre on Oct 23, 2017 20:45:00 GMT
They'll be engaged with that plan so the colossal goes up to Def 14, which means you'll need 8's to do that or 6's if you aim, which there's no way I'm gambling on. The grenadiers are nice for just lobbing as many AOE's as possible and taking down a few points off a heavy. I've found them to be very similar to having electro leaps, except the control on them is terrible, but I've been able to use them to take out support solos and CA's on lucky deviations. It's just a nice way to clear out some stuff, and if you hit directly on one of their shots, I always use their power up focus to boost damage and you can get a surprising amount of work done. I never allocate focus to them as it's way more beneficial to bring a caster that wants to dump their focus into support and their own damage output. Huge base do not get in melee bonus. Balls, totally forgot, deleted my post. This is certainly a good way to get rid of battle engines. Colossals, not so sure, will have to see about that.
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Post by friendlyfire on Oct 23, 2017 22:53:13 GMT
Can someone explain the grenadiers? Not really seeing their purpose, as there's already a lot of anti-infantry shooting in the list. Why not take jacks that can crack armor? If you can fully fuel it, a Grenadier with 3 focus and 2 trenchers within an inch of it does more damage at range to Arm 20 than any Jack we can take short of Dynamo or a colossal. It also can dig in and is Pow 15 on the charge. That's a steal for 9 points. Edit: forgot Triumph with Siege but there is only half a point of average damage in it.
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Post by sludgeogre on Oct 24, 2017 17:00:08 GMT
Can someone explain the grenadiers? Not really seeing their purpose, as there's already a lot of anti-infantry shooting in the list. Why not take jacks that can crack armor? If you can fully fuel it, a Grenadier with 3 focus and 2 trenchers within an inch of it does more damage at range to Arm 20 than any Jack we can take short of Dynamo or a colossal. It also can dig in and is Pow 15 on the charge. That's a steal for 9 points. Edit: forgot Triumph with Siege but there is only half a point of average damage in it. My problem is fully fueling it. It's really hard to do in a Gravediggers list where you really want to spend focus on buffing Trenchers and casting other spells. I feel like those actions are always more important than loading up a Grenadier. A buffed unit of Commandos can easily take out a colossal in charge range in my Stryker2 list, and holy hell is it a ton of fun.
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Post by redbaron89 on Oct 30, 2017 4:11:58 GMT
Played my first match with haley 3 vs gorshade 4 double afg and 3 (harpys?). Lost on scenario but takeaway is 3 grenadiers rock! Def 20 vs shooting on advance. I shot down an afg turn 2 between longgunners and grenadiers. Ran double long gunners and they mulched infantry and shot cortexes off jacks. Cloud wall from trencher infantry was very nice. Played haley 3 very badly but looking forward to getting more games in and practice. Seemed very powerful.
Next list i want to try
H3 wj 25 Grenadiers x3 27 Finn free Hitch 4 Patrol dog 2 Master gunnerx2 8 Trench infantry min+ua 15 Long gunners+uax2 22 Express teamx2 free
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Post by frejdruk on Oct 31, 2017 21:08:34 GMT
If you can fully fuel it, a Grenadier with 3 focus and 2 trenchers within an inch of it does more damage at range to Arm 20 than any Jack we can take short of Dynamo or a colossal. It also can dig in and is Pow 15 on the charge. That's a steal for 9 points. Edit: forgot Triumph with Siege but there is only half a point of average damage in it. My problem is fully fueling it. It's really hard to do in a Gravediggers list where you really want to spend focus on buffing Trenchers and casting other spells. I feel like those actions are always more important than loading up a Grenadier. A buffed unit of Commandos can easily take out a colossal in charge range in my Stryker2 list, and holy hell is it a ton of fun. The grenadiers are for Haley3 lists, who can fuel them fully every turn.
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Post by sludgeogre on Oct 31, 2017 22:32:02 GMT
My problem is fully fueling it. It's really hard to do in a Gravediggers list where you really want to spend focus on buffing Trenchers and casting other spells. I feel like those actions are always more important than loading up a Grenadier. A buffed unit of Commandos can easily take out a colossal in charge range in my Stryker2 list, and holy hell is it a ton of fun. The grenadiers are for Haley3 lists, who can fuel them fully every turn. I use 3 grenadiers in my Haley3 lists, but I don't give focus to the grenadiers. Baby Haley spends hers nuking stuff to death, Grandma spends hers on Ghost Walk or Revive, and Haley Prime ALWAYS casts Temporal Distortion and camps the rest. On Feat turn, I might see a use case for boosting with the Grenadiers, but normally it's way more effective to use their insanely good spell kit.
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Post by redbaron89 on Nov 1, 2017 1:58:33 GMT
Anyone having trouble loading all 3 grenadiers? Placement and order of activation can be difficult. Im currently using TET and trencher busters to load all 3 as a gun platform.
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