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Post by Forsaken on Jun 29, 2018 19:58:04 GMT
I'm also looking to delve into Wurmie in Bones (imagine, that it's almost like there is some sort of recent format change that encourages him) so I will be watching this thread closesly.
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Post by phantomsig on Jun 30, 2018 0:04:08 GMT
That's a good point, scenario and Wurmwood Bones. Thoughts on how to push the scenario plays?
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Post by Trollock on Jun 30, 2018 8:02:38 GMT
To hijack the thread just a little bit, what do you guys think about WW in DH after CID? Looks pretty legit on the surface. No Geomancy, but you could aim for a totally different play style. Is there anything essential that cant be done in DH except Geomancy?
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Post by Lord_Randall on Jun 30, 2018 9:19:16 GMT
DH play the scenario and control the opponents pieces in a different way. One or 2 strangle should be enought to keep your 1-2 heavys safe coupled with feat and forest. You bank more on CoS.
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Wurmwood
Jun 30, 2018 11:24:22 GMT
via mobile
Post by macdaddy on Jun 30, 2018 11:24:22 GMT
That's a good point, scenario and Wurmwood Bones. Thoughts on how to push the scenario plays? I’ve always leaned more towards scenario in my playatyles I’ll break down the scenarios for him real quick: 1: the pit 2 – a really wonky scenario. Wurmy does a good job command the center of the board which is big here. Typically assasinations open up more often because the casters try to play more forward to better assist thier army since everything is so centralized. 2: standoff — Very live versatile scenario. Once again Wurmy command the center of the board and Manikins contest the enemy rectangle fairly easy. I’m always up on scenario in this one. 3: Spread the Net — Live spread scenario. Take the middle of the table. Contest the rectangle and kill opposing models off the flag. It’s pretty easy to win via scenario for our control casters on this one. 4: Mirage — Flags are easy to contest with Manikins. Wurmwood can really dominate board presence and score quick if you have a few solos. 5: Invasion? — No idea how it will work but seems similar to standoff. Control the center of the board try to bully the rectangular zone. 6: Recon 2 — Same as before. Wurmy camps central. Dominates table space. Contests opponents flag while scoring and keeping his uncontested. It’s just easier to protect solos now and a bit easier to contest the flag. Overall I like that all the scenarios are more live. I think it will really hamper gunlines and all of one unit type skews.
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Post by newangel on Jun 30, 2018 11:44:48 GMT
Managed to get a Wurmwood game in yesterday vs the Heretic infantry spam on Mirage. While it was obviously a poor matchup for my opponent, I was surprised at how live the scenario was. My opponent did what he could to contest, but he eventually ran out of pieces while I just scored and scored and scored. Not only is this super live, but Wurmwood being able to control the centre with 2 flags and a zone on feat turn makes it super trivial to just outscore your opponent.
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Post by Forsaken on Jul 2, 2018 17:30:22 GMT
Got in my first game with Wurmie yesterday. I played in Bones with plenty of geomancy and woldwyrds and my opponent brought Wanderer in managerie with trip Skin&Moans and a Cagerager. We played Mirage, it was a pretty grueling match.
I'm shocked at how far onto the board Wurmie deploys and wonder if that can be used in concert with his feat to lock the opponent out of scenario? Wanderer makes getting work done SO hard for this list and assassination is pretty much a no go so scenario seems like the only option.
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Wurmwood
Jul 2, 2018 18:47:27 GMT
via mobile
Post by macdaddy on Jul 2, 2018 18:47:27 GMT
Got in my first game with Wurmie yesterday. I played in Bones with plenty of geomancy and woldwyrds and my opponent brought Wanderer in managerie with trip Skin&Moans and a Cagerager. We played Mirage, it was a pretty grueling match. I'm shocked at how far onto the board Wurmie deploys and wonder if that can be used in concert with his feat to lock the opponent out of scenario? Wanderer makes getting work done SO hard for this list and assassination is pretty much a no go so scenario seems like the only option. So curious, is the wanderer list giving you trouble attrition wise? Because you should be able to stranglehold all 4 heavies with ease if you bring 3 Geomamcers. Assasination is hard but remember if you cover the road markers they disappear making his get out of jail free arcana null
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Wurmwood
Jul 2, 2018 19:22:45 GMT
via mobile
Post by oncomingstorm on Jul 2, 2018 19:22:45 GMT
Fun fact: you can top of one the deployment zone with wormwood rather easily. If the opposing list is susceptible to terrain, you can even feat turn one to lock the opponent out of scenario.
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Post by macdaddy on Jul 2, 2018 20:30:25 GMT
Fun fact: you can top of one the deployment zone with wormwood rather easily. If the opposing list is susceptible to terrain, you can even feat turn one to lock the opponent out of scenario. Better to feat turn 2 if you get first turn, because if forces them to waddle into threat range of everything.
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Post by jisidro on Jul 2, 2018 21:12:11 GMT
Fun fact: you can top of one the deployment zone with wormwood rather easily. If the opposing list is susceptible to terrain, you can even feat turn one to lock the opponent out of scenario.
Easily?
13" + 12" + 2" = 27"+10" = 37" ... you can get a bit more with additional teleports but I don't see how you survive much less how you lock out scenario... this move has no effect on the rest of your army so the opponent can run.
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Post by oncomingstorm on Jul 2, 2018 22:43:27 GMT
Fun fact: you can top of one the deployment zone with wormwood rather easily. If the opposing list is susceptible to terrain, you can even feat turn one to lock the opponent out of scenario.
Easily?
13" + 12" + 2" = 27"+10" = 37" ... you can get a bit more with additional teleports but I don't see how you survive much less how you lock out scenario... this move has no effect on the rest of your army so the opponent can run.
Bones adds 2", Farrow Bone Grinders add another 2", two units of stones can add another 3"-ish. Gets Hellmouths into the deployment zone rather easily, then you can feat turn 1 (again, assuming an opponent with limited access to PF) and sit Wurmwood there at 21 Arm and 1 transfer. Is it always good? Nope, but it's a definite option if your opponent hasn't brought sufficient terrain mitigation tools and/or have key models that are susceptible to hellmouthing. Having said that, the Stone Missile is still probably a better option for taking out support (though note that they're not mutually exclusive).
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Wurmwood
Jul 3, 2018 3:00:05 GMT
via mobile
Post by bloodhawk on Jul 3, 2018 3:00:05 GMT
What is the definition of the stone missile? Can you guys enlighten me?
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Post by Forsaken on Jul 3, 2018 5:02:27 GMT
Got in my first game with Wurmie yesterday. I played in Bones with plenty of geomancy and woldwyrds and my opponent brought Wanderer in managerie with trip Skin&Moans and a Cagerager. We played Mirage, it was a pretty grueling match. I'm shocked at how far onto the board Wurmie deploys and wonder if that can be used in concert with his feat to lock the opponent out of scenario? Wanderer makes getting work done SO hard for this list and assassination is pretty much a no go so scenario seems like the only option. So curious, is the wanderer list giving you trouble attrition wise? Because you should be able to stranglehold all 4 heavies with ease if you bring 3 Geomamcers. Assasination is hard but remember if you cover the road markers they disappear making his get out of jail free arcana null Stranglehold with magic ability 6 is pretty hard to land on star-crossed, def 15/16 (fog of war and arcana), arm 19-21 beasts with possible arcane vortex. Even with boosting.
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Post by oncomingstorm on Jul 3, 2018 5:27:30 GMT
What is the definition of the stone missile? Can you guys enlighten me? Two units of stones, at least one has a stone keeper. First unit of stones teleports the stone keeper Second unit of stones uses shifting, placing the stone keeper within 8" Stone Keeper Rock Hammers something 8" away. In Bones, it gets 1" into the deployment zone top of 1. Even used later, it's very useful for scalpeling out important support solos and UAs.
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