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Post by gedditoffme on Dec 27, 2017 0:11:52 GMT
Hello all,
Looking to play something like the following lists: and as much as anything need somewhere to keep them so thought I'd post here Also love to see list discussions on this forum so may as well kick one off.
I can make changes, but not looking to buy any units not listed below (just spent way too much Xmas money / vouchers on all these warbeasts + BE). Happy for suggestions on Heretic battlegroup, which I don't quite feel is optimum: I'm using mostly lights because I figure Heretic himself can buff them to decent damage. Heretic list is based off Unded's double piggybacks from "DM or GTFO", should be a fun infantry list to grind opponents down (in a different way to my usual Cryx). I feel Heretic is a good use of double piggyback, since he pushes their damage to make them threatening (more than just a roadblock), which I feel is necessary after investing so many points in them.
Wanderer I'm stacking up high def warbeasts to maximise abuse of Star Crossed & Fog of War / Veil of Mists. S&M are there to pump damage, which should be achievable. The list lacks infantry, which I know is a common issue with DM, but makes me antsy in double infantry-zone SR17 scenarios.
Weakness could be that both lists are low model and could be vulnerable to weaponmasters like Dark Host. I'd drop wanderer to them, where Star Crossed gives me a chance, and I feel piggybacks will struggle more than beasts against banes.
Grymkin Army - 75 / 75 points
[Theme] Bump in the Night
(Heretic 1) The Heretic [+28]
- Cage Rager [14]
- Crabbits (2) [7]
- Rattler [8]
- Rattler [8]
Glimmer Imp [0(4)]
Lord Longfellow [0(6)]
Witchwood [0(5)]
Hollowmen (max) [13]
- Lantern Man [3]
Piggybacks (max) [15]
Piggybacks (max) [15]
Twilight Sisters [7]
Death Knell [13]
Grymkin Army - 75 / 75 points
[Theme] Dark Menagerie
(Wanderer 1) The Wanderer [+28]
- Cage Rager [14]
- Crabbit [0(n/a)]
- Crabbits (2) [7]
- Gorehound [6]
- Gorehound [6]
- Rattler [8]
- Rattler [8]
- Skin & Moans [15]
- Skin & Moans [15]
Gremlin Swarm [0(3)]
Gremlin Swarm [0(3)]
Gremlin Swarm [0(3)]
Gremlin Swarm [0(3)]
Lady Karianna Rose [4]
Dread Rots (min) [7]
Death Knell [13]
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Post by trollsareblue on Dec 27, 2017 6:49:31 GMT
Give it a go, and either should be fine for casual games. I wouldn't get too excited about your DM list into Dark Host, though. Cryx has a legion of MAT fixers, and Star-Crossed won't really help you. I think volume of attacks is a potential problem with the Bump list. Another unit of Hollowmen or some Dread Rots would probably help out. Still, the best way to figure it all out is to get it on the table. Let us know how it goes!
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unded
Junior Strategist
Posts: 760
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Post by unded on Dec 27, 2017 18:28:14 GMT
I played a very similar Heretic list to yours at a small steamroller, and it was fantastic.
The basics of the list were the same, so your's should function very similarly. Here's what I learned from that experience:
1) unpacking the army can be really difficult. My advice is to deply the hollowmen centrally and the death knell just behind them.
2) don't be scared to lose models early, you need them to fuel the corpse train
3) Don't forget the desolation arcana. You can completely control enemy infantry with an acid-bath plus a wall of fire.
4) You're never going to keep all 10 piggies in the death knell's aura. Pick which side matters most and commit heavier to that side.
5) Respect your piggies. Charging at POW 18 (20 if you use the reckoning) is freaking terrifying, make your enemies fear the piggies.
6) Most of the time it's better to attack less and just keep on shield-walling with the piggies. Really abuse the tankiness / recursion.
7) Use an hourglass formation for your piggies. You want some to survive so the twilight sisters can keep them going.
That's all I can think of for now. I'd probably prefer a skinny to the cage rager as well since he gets more out of the corpse train, but that's personal preference.
Njoy, let us know how it goes.
-und_ed
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Post by gedditoffme on Dec 28, 2017 7:37:31 GMT
Re hourglass formation: do you mean
^^^^^ Point this side at what needs to die ^^^^^ O O O O O (all base to base)
Thanks for the hints Unded and original inspiration, look forward to trying it.
Re playing Wanderer vs banes, I have played as Dark Host vs DM, and I really stuggled - especially when rattlers killed ~8bane knights a turn, and wanderer dropping a flare / beacon on them can only help. I feel a veil of mists or pandemonium at the right time can give a bit more protection to prevent charging. The high def and star crossed won't catch all, but will blunt it a bit more. Again, I feel this isn't an ideal matchup but should give a game.
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unded
Junior Strategist
Posts: 760
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Post by unded on Dec 28, 2017 13:16:52 GMT
Exactly that formation.
If you're facing something that can be expected to go through more than 2-3 piggies (like say a chain weapon reach warjack) then just hang two out in front with the other three detached back, but most of the time that hourglass works a treat. There's so little that poses a genuine threat to piggybacks (especially once they're protected by Warmth of the Grave) that you can keep that piggy train rolling all game. Add in the control of weaponmaster infantry that Wall of Fire brings, and it's a really hard question that your opponent has to answer.
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on Jan 7, 2018 2:44:51 GMT
Well, inspired by this post I took Wanderer in DM today vs Cryx. 3 S&M, 2 Rattlers, 2 Crabbits, 1 Gorehound, Death Knell, Dread Rots, K. Rose and 4 Swarms, fyi.
It did not go well.
First game was vs Goreshade3. Was in an ok spot until Goreshade3 feated, at which point all 3 Skin&Moans were killed. Honestly not sure this was avoidable, as there were enough incorporeal and/or really fast models that he was going to be able to reach whatever he wanted, and unfortunately even with some corpses stationary Skin&Moans just crumple.
Second game was vs Denny3. This went better, as my concealment+starcrossed worked pretty well for keeping stuff alive. Unfortunately I put the Death Knell too far forward, losing it to Denny herself turn 2 (I could have tried to kill her in response with an enraged Skin&Moans, Gorehound, and Rattler, but with Gravewind up I didn't like my chances and so opted for attrition instead). Mortality was a problem all game, tipping the math back in his favor enough that I lost a flank and eventually lost on scenario.
To be fair, both myself and my opponent agreed my dice were betraying me whenever I was trying to hit (in second game, Wanderer had a spray lined up on Malice and some other heavy, with hitting both meaning I could reliably kill both. I missed both with boosts, needing a 6 on 3 dice for each. So I couldn't even reach the back jack, and the one Skin&Moans I sent in left Malice half-dead).
That being said, I think there is still potential for Wanderer DM. Just not into Cryx. They fix MAT too easily, and making things hard to hit seems to be really all Wanderer does.
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Post by gedditoffme on Jan 7, 2018 4:54:48 GMT
Thanks for the BRs Doopsie
What would you say is a good cryx matchup? I feel wanderer does more defensively than any other defier - though agree the likes of Goreshade3 were always going to go badly.
Perhaps all we can do is play Bump and spam bodies? Hope for hollowmen to do most of the work and harassing mad caps pull their weight.
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unded
Junior Strategist
Posts: 760
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Post by unded on Jan 7, 2018 11:34:59 GMT
Heya doopsie.
While I really like my Wanderer in Bump, have you considered a more generalised Wanderer for Menagerie?
I built this in a couple of minutes, but I reckon it's got a much broader range of viable matchups than the list you posted:
Wanderer (Menagerie) Gorehound x 2 Skinny x 2 Cage Rager x 2 2 x free crabbits Death Knell 2 x free gremlin swarms Glimmer Imp max dread rots Lady Kyriana Rose
You hand early corpses to a cage rager and then Denny cannot pull her usual rubbish thanks to Arcane Vortex. The gorehounds make great use of star-crossed, and you have a lot of small-medium bases around if you want to use the Shadow (I adore that Arcana).
Lastly, don't get too hung up on star-crossed. While it makes it harder to kill a heavy, far better protection is just blocking LoS to a target with Veil of Mists. Even if infantry like banes can reach, the lack of a charge bonus goes a massive way to denting their damage output. Similarly two road markes in front of a heavy stops most things from getting in a fair trade.
Hope that helps -und_ed
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on Jan 7, 2018 16:38:02 GMT
gedditoffmeI cannot say for sure yet what I find to be a good match-up, because while Cryx is one of my more common opponents, I simply cannot play enough to get tons of experience. That said, so far I've found some amount of success with all the other warlocks vs Cryx. undedSo this is a continuing concern of mine with discussions in the forum, but I cannot treat having multiple corpses on the Cage Rager as simply assumed. They don't get bodies themselves easily, so the only decent reliable source is from the Death Knell as Dread Rots drop, but most opponents know that, and so will go out of their way to either kill the Death Knell or will just ignore the Dread Rots. Even if they do kill the Dread Rots and provide bodies, then it'll still be another turn till you can get those bodies over to the Cage Rager, at which point it may be too late to get good use out of Arcane Vortex. As for Denny3 herself, she's casting Mortality with souls, which she gets from her feat and, even more annoying, can get from the Dread Rots. So she can match souls to corpses, and chuck out enough Mortalities that they are eventually going to stick. Thirdly, unless you are keeping the Gorehounds super-close to Wanderer, how are they making great use of star-crossed? The enemy model has to be within 12" of Wanderer to be under star-crossed, which goes contrary to the Gorehound's extended control and the role I, at least, typically use them for (flanking/solo hunting). Fourthly (this is getting silly), how are you seeing the road markers stopping the trade? I'm assuming using two is just to make sure that the attacking model HAS to contact one of them, as a model can only move once per turn from Hidden Paths. But unless I'm very wrong, models can still end on top of the road marker as it is a marker, not a model, and so a model with 2" reach could still get in B2B with your heavy, at which point the 2" move doesn't really help. Don't get me wrong, it's useful, but this is what burned me and lost me my Death Knell, so I want to be sure I'm correct. Fifthly, you are absolutely correct in that I did not use Veil of Mists correctly (actually, I never cast it...). I never felt I was in a spot where a single cloud would provide the protection needed, but maybe I'm wrong on that and just didn't see it. Finally, I would like to state that I could be completely wrong about all of this. These were only my second and third games with Wanderer, so I'm sure I did plenty wrong. I will state, though, that in discussion after the game my opponent stated that Wanderer is the only caster he doesn't really worry about in Grymkin (there are two Grymkin players in my meta,so he's played against Wanderer about 5-6 times by now). So for now, I may just be sticking to those I find greater success with.
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unded
Junior Strategist
Posts: 760
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Post by unded on Jan 7, 2018 17:32:03 GMT
Heya doopsie, let's see if I can help.
1) Corpses. This is one reason every single Menagerie list of mine includes a unit of dread rots. They are played aggresively, and they will die, feeding the death knell. In addition you start with one on each cage rager thanks to the Menagerie theme force. Even playing in bump I've never had a problem feeding corpses to my death knell. The knell itself is pretty easy to keep just out of charge ranges if you're 8" behind the dreads, and shooting at the knell is a futile effort with crabbits around (if you're really nervous, take Sacrifice as an Arcana, and let the first few shots hit the death knell, then with shield guards you can trigger sacrifice when a crabbit dies. It's not only fun, but it really tilts opponents who have dedicated a lot of shooting into killing your death knell)
2) Yeah, D3 will have an even trade-off of corpses vs souls, provided something can collect them. Even then, she's still going to be burning souls like mad which is also fine. I was honestly thinking more about Denny1 though, not Denny3. Still, except for really big turns, Denny3 is going to struggle a bit (and will have order of activation issues when you block Deathjack or Admonia's mortality) but not as much as most other spellslingers. Consider how you can shut down Rahn / D1 / Hayley2 / Hayley 3 / Dreamer / Krugs2 / Wurmwood... the list goes on and on. Too powerful a tool to ignore is my point.
3) Why are you buying a model (Gorehound) and relegating it to a single task before you even hit the table? Sure ranging out and hunting solos is one (great) task they can perform, but they can also get in the way of a whole unit of infantry and confound them under star-crossed, or block charge lanes from heavies the same way... Star-crossed gives you more tools at your disposal, so don't just fixate on your favourite tool.
4) So many 'jacks / 'beasts have a 1" threat that it's definitely worth toying with a road marker or two. You can also use things like gremlin swarms and linear obstacles to block enough landing space that a 2"-reach heavy cannot get into base-to-base. Lastly, we play in a game of pre-measurement. This means you can leave your heavy in range for a charge but too far to get into base-to-base (ie a Scythean has a threat range of 12" with slipstream, so if you are 11" away from him then if he sharges your model it will be 1" away, and the road marker does its thing)
5) Veil is a 4" cloud, it's pretty easy to deny charges to lots of things. Play around with it, it's one of the better spells in the game (and unbelievably versatile).
Obvious caveat is that the above is based on my own experience in my very small meta. Your mileage may vary.
-und_ed
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doopsie
Junior Strategist
Posts: 341
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Post by doopsie on Jan 7, 2018 18:14:22 GMT
Ok, for 1 & 2, our milage clearly varies. Yes, I also always have at least a min unit of Dread Rots in DM, always within 8" of the Death Knell to give bodies, and always have 1-2 crabbits near the Death Knell. My problem is that, unless going into a gunline (which Cryx generally is not, and very few people in my meta use), by the time I'm able to gather bodies, the lines have crashed. So if they got the alpha (pretty likely, especially with Cryx), then I could stop at most 1 spell with the Cage Rager, assuming it's even close enough to the target. After the lines crash, it's typically best to use bodies to charge up a S&M to wreck 1.5-2 heavies, so again the Cage Rager will be body-less. I still find the Cage Rager useful, but primarily as an arc-node rather than a one-shot Arcane Vortex, and Wanderer does not need an arc node (unless you expect to get use out of Repudiate, which isn't a terrible idea).
#3, I'm not, and I apologize if that's the impression I gave you. However, with trying to fit everything in a 24" bubble (Death Knell & Wanderer in center, then Dread Rots have to be within 8" of the Knell, and beasts within 12" of Wanderer and preferably within <9"from Knell), I find it preferable to use Gorehounds to harass flanks. Goreshade game the gorehound went to engage a flanking unit of Carrion Thralls (almost got all of them, only one was able to move away and be a feat-target), second game it went around to engage Devil's Shadow Mutineers & a Leviathan to try and stop that flank being shot to death.
#4 and #5 (and #3 to an extent) this is the difference between playing the game, and providing commentary after the fact based upon little information. What works in a vacuum doesn't necessarily work on the table.
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unded
Junior Strategist
Posts: 760
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Post by unded on Jan 7, 2018 19:20:26 GMT
#4 and #5 (and #3 to an extent) this is the difference between playing the game, and providing commentary after the fact based upon little information. What works in a vacuum doesn't necessarily work on the table. Very true. My advice is all based on my own experience, use it for what it's worth. Regarding Veil of Mists, that's playing with the wanderer for a couple of weeks and the Coven for a good 4 years as my favourite Cryx caster. I really can't sing the praises of that spell enough. -und_ed
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