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Post by potato on Jan 3, 2018 17:09:34 GMT
The few Convergence players we have tell me they think Nemo3 is still rough for them because your leaps chew through the shield guards eventually. You have to accept that you're going to have a subpar feat turn (Some of your flies will likely be dead or engaged), but apparently it works out for the Cygnar player most of the time, especially when going first. I'll admit I have not played that matchup as I haven't given Nemo3 much of a shot lately.
In my limited mirror experience, Haley3 still has game into a list that ignores cloud walls but I played her into Siege1 and not the hyper accurate Caine3 or the far-reaching Sloan gunline.
I'd imagine Caine3 would be rough, but he basically has one turn to seal the deal. Between Busters for Shield Guard, Distortion, possible Cover/Elevation/Concealment and LOS-blocking models I'd argue that he has his work cut out for him. Add to that the fact that it's possible to make the Watts/Ryan shots likely to miss by giving pretty much every model in your list Cover + Distortion and you are severely hampering Caine's ability to land his own shots. Either that, or you force him to cast Mage Sight which is two more focus he isn't allocating or using to boost attacks.
Sloan is a different issue but easy access to cover + Distortion means the attrition game is a difficult one for her. Likely she would want to sandpaper your front line but you can always give your Infantry unit Feign Death + Dig In to make that far from trivial. Your Grenadiers are sitting pretty at DEF 20 and your caster won't be easy to take out. Hell, I'd be tempted to make attacks with the echoes and have them blocking LOS to Haley3 just to make the assassination even more difficult - boosted Hunter shots only tag them 50% of the time, and kill them with the same likelihood as well.
If anything, I think Nemo3 is a worse matchup for Haley3 because of spark nodes. Thankfully any Nemo3 player should see your own Nemo3 list and steer clear from that nightmare matchup.
Stryker1 is interesting in theory, but every time I either put him on the table or go up against him I am quite disappointed. It's one of the weaker time walks out there, and most builds are focused starved and lacking interesting options.
Edit: 50 minute Deathclock games? Yeah, I'd be steering clear of Haley3 as well!
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Post by snarlyyow on Jan 3, 2018 17:22:58 GMT
The clock is definetly Haley's enemy. It's never been an issue for me, if anything I play too fast and loose. But with Haley3 I find myself taking a 20+ minute turn 2 which is wwwaaayyy too long. It's why I have rangers in the list now. I am tempted to play Haley 3 Gravediggers and not bother with repositioning behind the clouds, let my opponent burn their clock trying to hit def 17 Trenchers... There's two ways to play her with trencher infantry. You run a min-unit and just cloud wall and that's all they do. You do that and your decision making processes are simpler. Or you run her with max infantry and start forcing yourself who/what is making CRAs and such which takes longer. Her max clouds are about 9, after that your trenchers are out of command. I'd do the math on how many you want to make clouds and just do that every turn, it makes playing her faster.
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Post by potato on Jan 3, 2018 17:29:13 GMT
You could also do like one of the ATC lists and run double min Infantry units. It's a point less than max unit + CA, same amount of models, and gives you the interesting option to hot swap TacSup.
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Post by 36cygnar24guy36 on Jan 3, 2018 17:33:06 GMT
I am tempted to play Haley 3 Gravediggers and not bother with repositioning behind the clouds, let my opponent burn their clock trying to hit def 17 Trenchers... There's two ways to play her with trencher infantry. You run a min-unit and just cloud wall and that's all they do. You do that and your decision making processes are simpler. Or you run her with max infantry and start forcing yourself who/what is making CRAs and such which takes longer. Her max clouds are about 9, after that your trenchers are out of command. I'd do the math on how many you want to make clouds and just do that every turn, it makes playing her faster. Have you tried the Blockhouse with her? If you are playing the long game the d3 Trenchers a turn might add up, also trenches are girded seem good for Haleys unit. But I have a nagging feeling you should just take more Trenchers for the points...
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Post by snarlyyow on Jan 3, 2018 17:34:30 GMT
There's two ways to play her with trencher infantry. You run a min-unit and just cloud wall and that's all they do. You do that and your decision making processes are simpler. Or you run her with max infantry and start forcing yourself who/what is making CRAs and such which takes longer. Her max clouds are about 9, after that your trenchers are out of command. I'd do the math on how many you want to make clouds and just do that every turn, it makes playing her faster. Have you tried the Blockhouse with her? If you are playing the long game the d3 Trenchers a turn might add up, also trenches are girded seem good for Haleys unit. But I have a nagging feeling you should just take more Trenchers for the points... I don't think she wants a blockhouse because it can be seen through the clouds.
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