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Post by scarecrow on Nov 10, 2017 20:08:35 GMT
So I'm picking up a boatload of pirate models. It's a good way for me to have an alternate army to play since the Privateer models are limited and I can stop myself from feeling the need to buy/expand into a whole faction. (If Zu ever gets a limited release army, that might be my "in" for Hordes)
Here's the list I'm thinking of making:
Shae - Mariner - Freebooter - Buccaneer
Commodore Cannon Aiyana & Holt Devil's Shadow Mutineers
Sea Dog Pirates (max) - Mr. Walls - Rifleman x3 Sea Dog Pirates (max) Press Gangers (min)
Hawk Doc Killingsworth Bosun Grogspar Dougal MacNaile Lord Rockbottom Bloody Bradigan
Four free solos in the Talion Charter.
I like the idea of a bunch of solos providing amazing synergies to make those sea dogs threaten super far and hit really hard. Plus the pirate solos just look cool.
The only question I have is if there are any obvious/simple changes to make that might make the list better. I thought about swapping Bloody Bradigan for a Sea Dog Deck Gun.
Thoughts?
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crow
Junior Strategist
Posts: 310
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Post by crow on Nov 10, 2017 22:54:17 GMT
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 11, 2017 7:54:29 GMT
u should figure out a way to make teh mutineers another freebooter because they knock over casters with grabby smashed tossed models from 16" away. den dougal minifeats and the caster dies! shay can only win by surprise assassination cuz his army dies in like 3 turns. i am being serious
also add river raiders
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Post by supersoldier86 on Nov 11, 2017 8:15:12 GMT
Galleon doesn't benefit from shaes feat.
I've been trying out double bucaneers and double freebooter for the 5dg damage 😁😁😁
I normally save the galleon(s) and mariners for bart as he gets more use out of them.
I've had all 3 pirate casters since I started playing mk3 about 3 months and I've yet to use Shae,I'm loving Fiona atm.
One thing all my lists have in common is the Commodore (usually with rockbottom),doc,grog and hawk
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Post by supersoldier86 on Nov 11, 2017 8:19:04 GMT
Pirates don't always die before turn three,I've played this list the last couple of times,usually feat on turn one,def 13 is then a real thing for a turn,and even if something does die,Alexia profits from it.
War Room Army
Mercenary - Fiona sr
Theme: The Irregulars 3 / 3 Free Cards 74 / 75 Army
Fiona the Black - WJ: +31 - Freebooter - PC: 9 (Battlegroup Points Used: 9) - Freebooter - PC: 9 (Battlegroup Points Used: 9) - Buccaneer - PC: 6 (Battlegroup Points Used: 6) - Buccaneer - PC: 6 (Battlegroup Points Used: 6)
Bosun Grogspar - PC: 4 Doc Killingsworth - PC: 4 Eilish Garrity, the Occultist - PC: 0 First Mate Hawk - PC: 4 Lord Rockbottom - PC: 4 Kell Bailoch - PC: 0 Savio Montero Acosta - PC: 0
Alexia Ciannor & the Risen - Alexia & 9 Risen Grunts: 10 - Thrall Warrior Press Gangers - Lass & 9 Grunts: 12 Press Gangers - Lass & 9 Grunts: 12 The Commodore Cannon & Crew - Commodore & 3 Crewmen: 7 Sea Dog Pirates - Leader & 9 Grunts: 13 - Mr. Walls, the Quartermaster - PC: 4
THEME: The Irregulars ---
GENERATED : 11/11/2017 08:16:39 BUILD ID : 2054.17-11-04
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 11, 2017 14:45:45 GMT
i said shy's army dies by turn 3. not fiona with risen. stop moving the goalposts!
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Lahn
Junior Strategist
Posts: 100
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Post by Lahn on Nov 11, 2017 15:55:46 GMT
i said shy's army dies by turn 3. not fiona with risen. stop moving the goalposts! But how do I stop the opponent scoring? Next you'll tell me finger of doom is in bad taste.
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Post by supersoldier86 on Nov 11, 2017 16:24:13 GMT
Calm your tits!!
It's still relavant as long as you place your key solos in the right place,unless you are playing against a lot of grievous wounds...then you are screwed
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 12, 2017 3:44:46 GMT
hehe. the right place for bosun and doc to stand and not get all killed is like the 15" line which happens to be where the rest of the pirates can't be since it's only a whopping 7 or 8" bubble of invulnerability! or they just have attacks that are good against 13/11 models and power through all ur tough rolls! turns out all attacks are good against 13/11 and all ur mans die and by turn 4 ur all like "oh no! all my mans that dont hit hard! they have been killed easily by the other army without doing anything back to it somehow! my 12/17 jacks too! how can this be???"
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Post by supersoldier86 on Nov 12, 2017 6:02:27 GMT
Ok,I'll try and make a reply based on what bits could actually understand...
Firstly,why would you keep them so far back,Just keep them behind the advancing sea dogs along with hawk and Rock bottom. I believe the key to actually achieving anything is making sure you get the charge off,what with all the bonuses the solos hand out.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 12, 2017 14:10:41 GMT
the first thing any opponent who isnt a dumdum aks is where is doc? and then, what are his stats? and since you have to tell them where he is and his stats are bad the next thing they do is kill him if he is in range. well first they kill grogspar because u cant hide him and he more important. then they wipe out the rest of the 13/11 army by turn 3 unless you kill the caster!
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Post by supersoldier86 on Nov 12, 2017 18:55:44 GMT
Why would you be stupid enough to leave them somewhere that they can be easily killed?
If your playing the infantry heavy army,they'll have an extremely hard time waddling through all the bods.
Since I started playing in August,grog and doc have survived a lot more than they've died,and that's with the opponent knowing what they do
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Nov 13, 2017 13:43:22 GMT
The idea that you can't protect solos in an infantry army would make all infantry armies bad and unplayable unless they had amazing recursion. We tend to feel like that in Mercs because that's how pirates traditionally played and dorfs play like that now with the BE.
Infantry aside, Freebooters are amazing and the commodore cannon is quite good. Shae is wonderful for getting up the field quickly but is not nearly as resilient as one would hope. You can get similar benefits playing in Irregulars instead of Talion, and in that theme you can get access to cheap(ish) shield guards.
Furthest aside, the River Raiders are silly and have a couple amazing combos, but are almost certainly not worth the points in your list.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Nov 14, 2017 4:43:43 GMT
Furthest aside, the River Raiders are silly and have a couple amazing combos, but are almost certainly not worth the points in your list. lies!!!
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Nov 14, 2017 16:06:20 GMT
Furthest aside, the River Raiders are silly and have a couple amazing combos, but are almost certainly not worth the points in your list. lies!!! With how often you suggest them, it's caused me to spend a lot of time trying to figure out if I really am missing something....
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