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Post by pvtjoker on Jun 21, 2018 17:53:12 GMT
No, I wouldn't call that a tangent. Actually I have read most of your battle reports. To be fair I shouldn't be complaining about battle reports if I am not posting them as well. If nothing else I can talk about my last couple games with the list I posted above.
Nemo1 vs The Child - Recon II His list had 3 Skin and Moans, Cage Rager, handful of Crabbits, Death Knell, unit of Dread rots, Gremlin Swarm, Lady Karianna, Glimmer Imp. I went first and moved up with some Locomotion and Energizer to gain some ground; Jr. put Arcane Shield on the Strider. Jakes and her Ironclad posted up behind a house partially in the left zone. He moved up and had to put his Death Knell into a burning earth feature. Second turn I was able to Locomotion a Lightning Shrouded Ironclad into a Skin and Moans on my right and take it out with nothing that could threaten it back. Then the Strider shot another Skin and Moans which e-leaped and killed the Glimmer Imp but he decided to save Sacrifice.
The Skin and Moans I shot last charged the Strider that was toeing the zone but got pushed back, and the rest of his army kind of muddled around. His Dread Rots were held up by the house and my Covering Fire. Jakes Ironclad was able to charge the S&M that charged the Strider and Energizer back behind the house. Nemo's Ironclad killed the Death Knell. Nemo failed to kill a Gremlin Swarm with Chain Lightning, but Junior was able to kill it with his sword and Repo back to the flag. Cyclone, Firefly, and Jakes pistol wiped out all but two Dread Rots. My opponent didn't kill anything next turn, but tried to arc a Force Hammer to slam my Centurion into Nemo, but it didn't go far enough. Next turn the Strider and Jakes Ironclad finished off the last Skin and Moans and a Lightning Shrouded Cent took out the Cage Rager. Wiped out everything except the Child and was up on Scenario so he called it. Nemo1 vs Maelok - Standoff He had a Wrastler, Blindwalker, Snapper, 4 max Posse, Soul Slave, and some other solo.Basically I screwed up and tried to drive in, but didn't focus I left a Blind Walker alive on two boxes because my Centurion used its shield attack to try and kill the soul slave, but failed that too. Jakes Ironclad and the Strider did some work on the right side, but I would have been better off holding back and trying to shoot as long as I could while contesting the round zones. I was also surprised how hard it was for Pow 18 to kill Gatormen with Deathpact and Unyielding. This was one of the games that really made think about adding Defenders.
Nemo1 vs Kreoss1 - Outlast He had two Crusaders, Castigator, Devout, Iridians w/CA, Knights Exemplar, Knights Errant w/CA, Errant Seneschal, min VengersHe went first and ran Errants up while advancing and Going to Ground with his Iridians. Long grind that boiled down to Covering Fire holding off the Iridians and Exemplars while Ionized Chain Lightning and Lighning Generators wiped them out. E-leaps not counting as attacks meant that I was able to kill some of them without triggering Bond of Brotherhood. My Firefly "missile" into the Errants had some bad damage rolls, but I was able to wipe out enough that Kreoss didn't have a strong Drop and Pop into Nemo. Nemo's Feat time walked his heavies and I was able to wipe out them out without repercussions. and a house and Polarity Field kept the Vengers mainly neutered in their flanking attempt.
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Post by pvtjoker on Jun 21, 2018 18:02:10 GMT
Not sure why that formatted weird, but I've tried to fix it and it didn't get better. ...Good luck.
Edit: Nevermind. Fixed it. Hoping to get at least one, maybe two games tonight with the Nemo1 list with Defenders.
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Jun 21, 2018 18:46:56 GMT
Not sure why that formatted weird, but I've tried to fix it and it didn't get better. ...Good luck. Looks like you clicked inside the quote and typed your response in there. Not sure how to fix that.
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Post by pvtjoker on Jun 26, 2018 22:59:55 GMT
Okay, finally got a game in with the list from my first post with two Defenders, but only one Firefly. I was playing against Minions in The Pit II. He was playing a copy of Azahul's Midas list:
Midas 4x Spatter Boar Max Brigands w/ Warlord Max Brigands w/ Warlord Slaughterhousers Slaughterhousers Valkyries Valkyries Min Bone Grinders Hutchuck
Pregame: He was not looking forward into playing infantry heavy into Cygnar, but we had arranged the game a couple days ahead of time so I'm not sure why he brought it if that were the case. Sorry for the lack of pictures, but I'm not a big battle reporter. He won the roll and decided to go first. I picked the side with a forest and a wall, giving him a hill and a water template. My zone had a rough terrain on center side and a house on his side. His zone didn't have anything particularly relevant but their was the ubiquitous forest in the center. He set up symmetrically with a unit of everything and two Splatter Boars on each side. I deploy the Defenders, Nemo, Jakes, and mechanics centrally; Strider, Cyclone, and Firefly on the left; Lancer, Centurion, and Arlan on the right. Left Brigands Prey the Strider and Right Brigands Prey Nemo's Defender. He picks Stockpile, because of the rough terrain in my zone I pick Fuel Cache.
Pigs Turn 1: Everything runs up. Death March goes on left Brigands.
Cygnar Turn 1: My stuff walks. Junior puts Arcane Shield on the Strider. Lancer run up 10” from the right Brigands. Nemo casts Decel and arcs Chain Lightning which kills three Brigands and a Slaughterhouser; one Brigand toughs. Left Defender hits left central Splatter Boar for 11 damage and right Defender hits the central right Splatter Boar for 7 Damage. Cyclone drops a Covering Fire on his edge of his zone. Jakes casts Sidekick and Arlan does something to give Nemo tokens.
Pigs Turn 2: Splatter Boars use Lucky Shot to put Smoke Shots to make LOS difficult, which he did, but they all landed so close I will be able to walk into them on my turn. One shot hit an ARM 20 Lancer for 5 points. Scared of Lightning Generator shots Brigands moved up and Dig in except for the one that toughed last round. Nothing moved into the zones and that cost him the game. Slaughterhousers intersperse with the Brigands. Valkyries move to cover Midas and the Warlords.
Cygnar Turn 2: Nemo goes to 11, gives 1 to the Lancer. Jakes upkeeps and gives one to the Defender. Junior upkeeps and gives one to he Cyclone. Left Defender walks into the cloud and shoots the same Spatter Boar leaving him on 1 health. The right Defender aims and shoots its same Splatter Boar leaving it on 6 health. Firefly advances into the left zone within Ionization range of my opponent’s objective and shoots it boosting damage and doing 6 damage. Lightning generator shots kill three Brigands. Strider walks up to toe center and left zone. It fires on the objective, boosts, kills it, and leaps kill two more Brigands. Second shot targets a Brigand within Superconduction range and boosts the hit which kills another Brigand and two Slaughterhousers. One toughs. Cyclone moves into zone and puts Covering Fire in front of remaining Brigands. On the other side Nemo arcs Lightning Shroud on the Lancer and Chain Lightning into the one non-Dug-In Brigand which killed two. He also cast Decel and Feats which kills the two Spatter Boars in the center. Lancer charges forward and kills a total of four more with attacks and e-leaps. Arlan empowers the Centurion which Imprints and runs into the rough terrain while touching the zone. Score goes to 3 – 0.
Pigs Turn 3: Left Brigands vengeance move to try and get charges around the Covering Fire. Bone Grinders craft a talisman. Midas casts Battle Lust on left Brigands and Hex Blasts the Arcane Shield off the Strider which is still under Decel. Left Brigands use Hog Wild shots to put a total of five damage on the Strider, but he can only get three charges and rolls horribly for a total of one damage. Left side Splatter Boar runs to touch the zone to at least make me do some work. On the right side the Slaughterhousers can only get two charges on the Lancer which do a good chunk of damage leaving it on two boxes. The Brigands that the Lancer was engaging tried to hit but did no damage. Valkyries charge it and finish it off. At this point he realizes that none of his infantry made it into the zone because of the Lancers reach and the house blocking the zone. Even with the Lancer gone his remaining Splatter Boar did not have enough room to make it to the zone. Score goes to 4 – 0.
Cygnar Turn 4: So much infantry lined up to be smashed, zapped, and shot. I even think that with Energizer and Locomotion I could put two Defenders into melee with Midas… but I just ended my turn and went to 5 – 0.
So this match heavily favored me and his choice to Dig-In rather than flood the zone made it a cake walk. I can’t say that this game really stressed my list, but it did highlight that keeping the Cyclone scares/herds single wound infantry and having the Defenders meant I was doing work from the bottom of one and keeping Midas scared. It was also nice to trivially remove his objective with no aid from Nemo while still clearing infantry. Maybe I can get another game in later this week. I’ve been threatened with Strum and Drang.
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gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Jun 27, 2018 17:19:53 GMT
I just had a crazy thought.
Cygnar Army - 75 / 75 points [Theme] Heavy Metal
!!! Your army contains a pre-release entry.
[Nemo 1] Commander Adept Nemo [+30] - Centurion [17] - Defender [16] - Dynamo [18] - Lancer [10] - Thunderhead [20] - Squire [0(5)] Journeyman Lieutenant Allister Caine [0(5)] - Ace [10] Journeyman Warcaster [0(4)] - Firefly [8] Field Mechaniks (min) [3] Field Mechaniks (min) [3]
So get this. The game plan for this list is that Thunderhead gets Fire For Effect, and begins a turn within 16" of the enemy caster.
Ace activates and shadowfires anything between T-Head and the enemy caster.
Nemo activates and locomotes T-Head up to only 13" away from the caster.
T-Head has 4 focus and walks up 5" and then shoots through whatever got shadowfired, getting that free boost from FFE and hitting DEF 16 on average. Then it can buy two more auto-hitting attacks and boost damage on each. That's three boosted POW14 shots, which should do a number on most casters. If you can run the firefly up, it's three boosted POW 16s.
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Post by cygnarstronk on Jun 28, 2018 19:29:52 GMT
I just had a crazy thought. Cygnar Army - 75 / 75 points [Theme] Heavy Metal !!! Your army contains a pre-release entry. [Nemo 1] Commander Adept Nemo [+30] - Centurion [17] - Defender [16] - Dynamo [18] - Lancer [10] - Thunderhead [20] - Squire [0(5)] Journeyman Lieutenant Allister Caine [0(5)] - Ace [10] Journeyman Warcaster [0(4)] - Firefly [8] Field Mechaniks (min) [3] Field Mechaniks (min) [3] So get this. The game plan for this list is that Thunderhead gets Fire For Effect, and begins a turn within 16" of the enemy caster. Ace activates and shadowfires anything between T-Head and the enemy caster. Nemo activates and locomotes T-Head up to only 13" away from the caster. T-Head has 4 focus and walks up 5" and then shoots through whatever got shadowfired, getting that free boost from FFE and hitting DEF 16 on average. Then it can buy two more auto-hitting attacks and boost damage on each. That's three boosted POW14 shots, which should do a number on most casters. If you can run the firefly up, it's three boosted POW 16s. do you really ned that defender? I would like to get a second centurion in there, they work really well in pairs.
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Jun 28, 2018 21:03:19 GMT
I like the defender in the list. It has a decent melee weapon and can shoot (contribute) while it is waiting to engage. Something I have been thinking about with my own lists is what to do with models I want to keep as second or third wave pieces. A melee focused jack is not contributing to the overall combat while it waits for its turn to engage. I was even considering the list similar to this but with the Centurion replaced with an Avenger. Thought process is the Lancer and Firefly will likely be front rank. On Feat turn vs warmachine you can knock down targets in the AoE and or if in melee stall them. No focus means no shaking.
Not that I get a lot of time at the table but just some thoughts I had recently while considering this thread.
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gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Jun 29, 2018 13:44:05 GMT
I like the defender in the list. It has a decent melee weapon and can shoot (contribute) while it is waiting to engage. Something I have been thinking about with my own lists is what to do with models I want to keep as second or third wave pieces. A melee focused jack is not contributing to the overall combat while it waits for its turn to engage. I was even considering the list similar to this but with the Centurion replaced with an Avenger. Thought process is the Lancer and Firefly will likely be front rank. On Feat turn vs warmachine you can knock down targets in the AoE and or if in melee stall them. No focus means no shaking. Not that I get a lot of time at the table but just some thoughts I had recently while considering this thread. That was exactly my thought with the defender. I used to play more melee jacks in this list, but I found that they spent a lot of time in the early game doing nothing while I was playing the threat range game. The defender can participate.
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Post by lerderk on Jul 11, 2018 9:14:15 GMT
Would you mind expanding some on how your game went? We have a significant lack of battle reports for Cygnar around here. Sorry for taking so long, I was on a new job XD I played Nemo1 two times, the first against a legion player which only plays top lists, and the second against a cryx player who moved from another place and plays whay he brought form home. My list was different from yours, but I took the "melee" concept really seriously while building this. Nemo -Squire -Dynamo -Lancer -Firefly x2 BE Storm Strider Allison with Stormclad Yurny with Cyclone Strangewayes Min Swordknights The game against Legion: Most of it was made out of the unexpected attacks from my long range with the fireflys. Against low def heavys with arm 18, the 4 pow 15 attacks from a Firefly with lightning shroud were awesome. And I almost got the Naga Nightlurker for free with the pow 14. Sadly Nemo1 could not feat to confirm both kills, which he could have done. After if the game became a really jammed one where I had to protect nemo with Dynamo from 2 Legion BE and warbeast, the legion player switched to pure jam tactic and Given the lack of average rolls and my inability to FEAT on a good time. I lost by assassination. The second game was something FARLY realted to 9 Slayers Spam. It was Denegra2 with 4-5 slayers, deathjack and a bunch of stuff having fun in my face, which I tried my best to cripple with the good old Nemo. Given the chance to shine this time my Swordknights did a handling on the enemy jacks while Dynamo destroyed other ones, and even the cyclone went full melee (as the slayers were 13 17, even a pow 14 could harass them) I won this one because we both needed more practice with our list and factions and we could have given a better match with more practice.(I went on a Hiatus for 7 months and came back on May) So far, Melee with fireflys with pow 15 is awesome, electro leaps with pow 12 are bonkers. But going with mat 6 against def 13 is scary, let's not talk about 14. given they are jacks you can always use nemo spell of -4 def, but in warbeast case, maybe a more cautions approach is recommended.
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Post by onijet01 on Jul 11, 2018 12:48:58 GMT
To op.
This is a melee based nemo 1 list. It is intended to go up into heavy armor (17-21) range with moderate hit boxes. This list is intended to see compeditive level play into list with no more than 4 battlegroup warnouns outside Casters.
Nemo 1 Storm division. x1-Squire x2-Stormclad
x2-Stormblade Infantry (with) x2-Stormblade Infantry Officer and Standard* x2-Stormblade Infantry Storm Gunner x2-Firefly*
x2-Tactical Archanist Corp.
List gets one Attachment free.
Notes: Tactical Archanist Corps. Generate spell tokens while aiding in giving control effects of attacks or clouds. Low speed can be troublesome, but works well in turn 3 as secons wave units.
Stormblade Ingantry with Firefly is hardest hitting melee infantry cygnar can produce. Firefly can be used to great utilization with Crush, Hurry, Strike True, or Take Aim orders.
Nemo 1 is good with a limited battlegroup so i chose two Stormclads as with Accumulator each needs to be activating within 3 inches of a Storm Knight model it can gain a free focus. This means Nemo 1 can fuel each beast for 2 and have accumulator top off the warjack. At p+s 19 it is also one of our hardest hitting models in faction.
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gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Jul 11, 2018 13:37:15 GMT
My list was different from yours, but I took the "melee" concept really seriously while building this. Nemo -Squire -Dynamo -Lancer -Firefly x2 BE Storm Strider Allison with Stormclad Yurny with Cyclone Strangewayes Min Swordknights What is Yurny? Nemo 1 Storm division. x1-Squire x2-Stormclad x2-Stormblade Infantry (with) x2-Stormblade Infantry Officer and Standard* x2-Stormblade Infantry Storm Gunner x2-Firefly* x2-Tactical Archanist Corp. A marshalled firefly is interesting, and an option I hadn't before considered, although when I take a storm division army and marshall a jack, it's usually to a stormblade captain, because reposition 5 is amazing. Nemo1 is probably the only caster I've ever used the TAC with, and their clouds plus the power tokens they give Nemo are pretty nice. But you can't do two units in Storm Division. Just the one. Your list has no Dynamo, and I always take him with Nemo1, but I can see your decision not to. But then, I see that your list has no Journeyman warcaster. Why's that? Four points for an all-game arcane shield is a no-brainer when you're running 18-point heavies. And the even bigger omission is a lancer. Nemo has so many range 6 spells. Have you ever tried playing him without an arc node? He dies if he gets close enough to use locomotion. Trust me - I've gotten Nemo1 assassinated LOTS of times. I'm good at that. ;-) Nemo 1 is good with a limited battlegroup... Seriously? Wow - that's exactly opposite of how I've always played him. I go heavy metal with at least four heavies. He's got up to 11 focus, so he never has trouble fueling them and throwing out decel and maybe locomotion. I do agree that two four-focus stormclads on Nemo is pretty nice. They threat up to 13" in melee with locomotion, and that's pretty good. Keep those fireflies nearby and you get a bunch of POW12 e-leaps as well.
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Post by onijet01 on Jul 11, 2018 14:36:10 GMT
Yah your tight about the TAC my bad. The journyman is so-so for me as with the extra poi ts from losing the second tac unit i can add strangeways. (4pt solo plus jack is expensive outside heavy metal not great with the list)
It also gives me enough points for Lieutenant Gwen Keller. So thats a hige bonus as well. Thanks.
Large groips are good for nemo but i like quality of quantity. I dont like dynamo as it takes a while to ramp its damage. It has good feild control but not for me you can swap a stormclad for dynamo if you like.
(Personally feel rng jacks always get the short end of the beating stick in this game)
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Post by 36cygnar24guy36 on Jul 11, 2018 14:43:32 GMT
It also gives me enough points for Lieutenant Gwen Keller. So thats a hige bonus as well. Thanks. Gwen who?
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Post by onijet01 on Jul 11, 2018 15:10:19 GMT
It also gives me enough points for Lieutenant Gwen Keller. So thats a hige bonus as well. Thanks. Gwen who? Being sarcastic or serious because i just noticed her a few wrrks ago. Lieutenant Gwen Keller a storn knight solo. She is 4 points and (yess has very short range guns.) Stats Spd 5 str6 mat7 rat6 def13 arm16 cmd8 hp5 Immunity to electricity. Weapons Storm grenade* Rng6 rof1 aoe3 pow13 electrical damage Glaive Bolt Rng4 rof1 pow12 electrical damage Melee Syorm glade rng 1 p+s13 *special weapon abilities pick one when attacking Can create hazzard thats pow 10 electic damage to any model entering or ending its activation in the aoe. Can cause models hit to get -2 spd for one turn. On direct hit models withing 2 inches of target model are pushed 2 inches towards model hit in order of your choosing then all models suffer damage. And he has force barrier
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Post by 36cygnar24guy36 on Jul 11, 2018 15:16:53 GMT
Being sarcastic or serious because i just noticed her a few wrrks ago. Lieutenant Gwen Keller a storn knight solo. She is 4 points and (yess has very short range guns.) Stats Spd 5 str6 mat7 rat6 def13 arm16 cmd8 hp5 Immunity to electricity. Weapons Storm grenade* Rng6 rof1 aoe3 pow13 electrical damage Glaive Bolt Rng4 rof1 pow12 electrical damage Melee Syorm glade rng 1 p+s13 *special weapon abilities pick one when attacking Can create hazzard thats pow 10 electic damage to any model entering or ending its activation in the aoe. Can cause models hit to get -2 spd for one turn. On direct hit models withing 2 inches of target model are pushed 2 inches towards model hit in order of your choosing then all models suffer damage. And he has force barrier I was being sarcastic, but I appreciate the run down of her rules... so I can be reminded how bad she is!
Even if you could buy her separately and not just in the box of 'Company of Utter Failure', I would still never get her
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