blakeh1
Junior Strategist
Posts: 181
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Post by blakeh1 on Jan 30, 2018 1:04:55 GMT
With Feora 3, how often have people been using Molten Metal?
Theoretically, early on in a game I guess you can drop 16 auto damage on a high ARM heavy like the Behemoth or those Khador clam jacks by arcing from a running Revenger potentially from 22" away from Feora, but is that really worth it?
You have to sacrifice an arc node to do so
Couple with a double tap from an aiming Kell, and you can add 6 more.
if you bring along Eiryss too that's 3 more
So potentially 27 auto damage regardless of the warjack's ARM?
It would be hilarious to watch happen but probably nothing I would rely on or build anything other than a "for fun" type of list around
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d3z
Junior Strategist
Posts: 129
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Post by d3z on Jan 30, 2018 14:24:47 GMT
With Feora 3, how often have people been using Molten Metal? Occasionally. Most memorably, I used it three times on an inverter under Lucant feat. I wouldn't place an arc node into the list for it, though. As I had a hierophant at the time, I could get up to 15" away from the target after casting 3 times. Fire step would take it to 18.
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blakeh1
Junior Strategist
Posts: 181
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Post by blakeh1 on Jan 30, 2018 17:28:20 GMT
That's what I figure
Assuming Hierophant and Wrack, you could cast up to 3 times, and Reposition, then also Fire Step away, 18" is decent, but have no FOC camp and also you would have to drop any upkeeps she had up like Banishing Ward and Redline
On the flip side, you could keep them in play and forgo the Fire Step, but be closer and again with no camp
Either way it seems risky unless you are taking out an extremely important heavy
On the flip side, between 3 Molten Metals and assuming Kell can pull off a double tap, you can automatically take out the cortex of any heavy warjack regardless of ARM
Still not sure if it is something I would build for though
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Fire Step
Junior Strategist
Everyday I'm Wrastlin'
Posts: 334
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Post by Fire Step on Jan 31, 2018 11:36:08 GMT
That's what I figure Assuming Hierophant and Wrack, you could cast up to 3 times, and Reposition, then also Fire Step away, 18" is decent, but have no FOC camp and also you would have to drop any upkeeps she had up like Banishing Ward and Redline On the flip side, you could keep them in play and forgo the Fire Step, but be closer and again with no camp Either way it seems risky unless you are taking out an extremely important heavy On the flip side, between 3 Molten Metals and assuming Kell can pull off a double tap, you can automatically take out the cortex of any heavy warjack regardless of ARM Still not sure if it is something I would build for though I think in wider scenarios it can be fairly significant as often those ones end up with one enemy heavy in a zone that just can't be trivially shifted. I haven't cast molten metal yet though. I've also got question marks over banishing ward. That spell feels like it doesn't have much of a purpose. Do people find their models being targeted by enemy spells to the point they need an upkeep to ward it off?
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Cyel
Junior Strategist
Posts: 685
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Post by Cyel on Jan 31, 2018 14:46:59 GMT
Sometimes it doesn't do anything, sometimes it's a game changer. Just negating the possibility of spell assassination is a huge problem for some opponents. Denying debuffs, Telekinesis, Hunter's Mark on key models may also force some opponents to reconsider their plans. Don't forget it can be used to remove enemy upkeeps from friendly units.
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Post by paradox on Apr 24, 2018 1:29:50 GMT
Im poking about with Feora3 a bit before CID hits for Exemplars. Ive got plenty of Tharn reps in during the last few months. So Im curious if anyone has thoughts or suggestions. Mainly keeping her safe while applying Incite. Its pretty much her best trick, but also what gets her killed.
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Hashmal
Junior Strategist
Posts: 557
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Post by Hashmal on Apr 24, 2018 1:48:07 GMT
I am a fan of her in Faithful Masses wih 40ish points of infantry and the rest jacks. Use Incite on non Feat turn to shave and keep safe. Use Feat to be aggressive and camp high. She likes Sanctifiers. Not sure Hand of Judgment is an auto include unless you are going for fire guns. She can do a mean Repenter spray line in CM.
Wouldn't recommend her into gunlines but she should be okay in lists that only sport a few quality ranged attacks, like Trolls. Templars can help with Shield Guards if needed.
Also, be on the lookout for a suckerpunch assassination, especially if playing short range or melee. She has an absurd personal threat range.
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Post by dragonpup on Apr 24, 2018 1:51:00 GMT
I've had success with this list conflictchamber.com/#c2201b_-0OgR1qeV3U3qjCjC3E3r3r3r3B2_jI2i3G3HProtectorate Army - 75 / 75 points [Theme] The Faithful Masses (Feora 3) Feora, the Conquering Flame [+27] - Dervish [7] - Hand of Judgment [18] - Sanctifier [14] - Hierophant [0(3)] Champion of the Order of the Wall [8] Champion of the Order of the Wall [8] High Paladin Dartan Vilmon [0(6)] Paladin of the Order of the Wall [4] Paladin of the Order of the Wall [4] Paladin of the Order of the Wall [4] Wrack [1] Choir of Menoth (min) [4] Holy Zealots (max) [12] - Monolith Bearer [3] Idrian Skirmishers (max) [15] - Idrian Skirmisher Chieftain & Guide [0(5)] The free wall is super handy for Feora(but be careful it doesn't block your own charge lanes!), Hand of Vengeance for your heavies let them him really hard. The Dervish is actually a sweet Redline target as it will let him hit way above his weight class from a surprising distance. Don't be afraid to trade your 7 point light jack for something juicy. Champions of the Wall provide a lot of pressure at a very long range. Sometimes it helps to remind your opponent they have a 16" non linear charge threat. The first of the challenges of the list be being able to maximize Righteous Vengeance on the Paladins without accidentally blocking your stuff and not over exposing the Paladins (even though they are hard to kill). Speaking of the Paladins, knowing when to 'hold or fold', ie when they should charge in, is key as well. Late in the game charging Weapon Masters with a high MAT under Incite will break heavies. The other big challenge is how dangerously you can play with Feora. Molten Metal (12" with the hierophant) and her flame thrower are safe to use because they have good ranges combined with her Reposition and Firestep let her withdraw. When to Incite is much trickier. Even on the feat turn you need to use it as a scapel to get rid of things and avoid using it as a chainsaw unless it's late game and your Paladins and zealots need to kill 3 Spiny Growthed Carniveans in the same turn.
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Post by correlion on Apr 24, 2018 6:48:45 GMT
molten metal can sometimes secure cortex damage for key jacks like behemoth
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Post by HighPaladin on Apr 24, 2018 8:22:24 GMT
I've played her a few times in creator's might, because it seems like it ought to be impressive on paper - threat extension, multiple damage buffs for melee and range, etc.
But every time on the table, I find Feora3 clunky and unimpressive compared to the casters I generally play - to extract the value from incite requires too many conditions, to the point where casters with more direct multiplying effects just do it better.
Her feat is a borderline non-feat in Creator's Might, though I can see how it might be a bit better in Guardians or Faithful Masses.
Of the lists I've seen, Guardians builds with Cleansers and Flamebringers seem the most appealing, because she can enable a very fast and dangerous force (especially if you take Anastasia to maximise your chances of going first).
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Post by correlion on Apr 24, 2018 8:44:28 GMT
maybe sev0 can help her in CM? something like: conflictchamber.com/#c2201b_-0dgR1reVg93qlM229x3C3t3t3z3B2_2_Protectorate Army - 75 / 75 points [Theme] The Creator's Might !!! Your army contains a CID entry. (Feora 3) Feora, the Conquering Flame [+27] - Devout [9] - Hand of Judgment [18] - Revelator [37] - Hierophant [0(3)] Scrutator Potentate Severius [0(6)] - Reckoner [16] - Repenter [8] The Covenant of Menoth [0(4)] Vassal Mechanik [1] Vassal Mechanik [1] Vassal of Menoth [3] Wrack [1] Choir of Menoth (min) [4] Choir of Menoth (min) [4]
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Post by paradox on Apr 24, 2018 12:09:53 GMT
Thats very close to a CM list I have with her. But given Incite, is she better in a melee list? How would she do in EI?
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Post by dicebedamned on Apr 24, 2018 12:43:25 GMT
I think if you went Venger heavy with her then she could work; though I am not sure the Exemplar need her incite dmg buff. The real issue is that incite requires her to be so close to enemy lines to catch a decent chunk of models in range, that she is really easy to assasinate. I think incite is a trap with her, which means you are taking her for molten metal, which only works vs warmachine...
I still have not 'unlocked' her...
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Post by paradox on Apr 24, 2018 12:48:07 GMT
I think if you went Venger heavy with her then she could work; though I am not sure the Exemplar need her incite dmg buff. The real issue is that incite requires her to be so close to enemy lines to catch a decent chunk of models in range, that she is really easy to assasinate. I think incite is a trap with her, which means you are taking her for molten metal, which only works vs warmachine... I still have not 'unlocked' her... Given Incite's cost, I see it more as a feat turn thing.
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Post by macdaddy on Apr 24, 2018 12:57:49 GMT
Thats very close to a CM list I have with her. But given Incite, is she better in a melee list? How would she do in EI? You know, if they fix medium based exemplar, she might run really well with them. Incite is pretty much est used in melee anyway right? because its so short ranged with her. Her plus sevvy0 in EI makes for +3 mat and +3 Pow on exemplars and Jacks. Seems legit. Might even be better than my thyra list in EI. dicebedamned dude you would be surprised how easily exemplar bounce off of heavies. All it typically takes is a low roll and no spikes to make up for it. I just had a game where 4 knights exemplar failed to kill a Nomad under minifeat with silence of death...
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