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Post by sludgeogre on Jul 30, 2018 21:30:09 GMT
The only issue I have, as others have said, is what not to include. You can't sacrifice Busters or Finn and most lists really don't want to lose the Express Teams. I think the question regularly becomes what units are you bringing with you that you want to be reviving and the answer is usually trencher infantry and long gunners. I nearly bought one with tournament winnings but went with a Hurricane instead =)
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Post by jagius021 on Jul 31, 2018 2:44:49 GMT
I think too many people are overly dependant on the "must haves" to even think outside the box. I have played plenty of lists without Buster's and I still do well. Some with just 1, or with 1 express team. There's a lot of variability if you allow yourself to try it. That's how new lists get created.
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Post by cygnarstronk on Jul 31, 2018 8:46:33 GMT
I think too many people are overly dependant on the "must haves" to even think outside the box. I have played plenty of lists without Buster's and I still do well. Some with just 1, or with 1 express team. There's a lot of variability if you allow yourself to try it. That's how new lists get created. 1 express team is perfectly fine, 2 busters are needed to crack armor in almost every list IMO.
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Post by droopingpuppy on Jul 31, 2018 10:18:25 GMT
Well, variability exists only if an another piece have a compatitiveness.
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Post by jagius021 on Aug 1, 2018 1:14:48 GMT
Give siege 2 a shot. His package can make most things crack armor. I've rarely needed more than a unit of commandos, a Hammersmith, and triumph to deal with armor. That's including going against sorscha 3 manowar list
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Post by droopingpuppy on Aug 1, 2018 9:33:58 GMT
At least it is NOT so wise plan to using Blockhouse to against Man-o-War force, for Man-o-War Shocktroopers, which is the backbone unit and the best unit they possess, have Steady. No one expects something for its pitiful damage, and no one expects blasts are do something against Man-o-War, but... even Quake doesn't do anything. Aside its power level, it is a bad matchup for Blockhouse.
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Post by 36cygnar24guy36 on Aug 1, 2018 9:52:19 GMT
At least it is NOT so wise plan to using Blockhouse to against Man-o-War force, for Man-o-War Shocktroopers, which is the backbone unit and the best unit they possess, have Steady. No one expects something for its pitiful damage, and no one expects blasts are do something against Man-o-War, but... even Quake doesn't do anything. Aside its power level, it is a bad matchup for Blockhouse.
I am playing my Caine 2 with a Blockhouse into a Sorscha 3 MoW list tomorrow, will let you know how it goes
edit, just remembered Tanker solos are not steady *rubs hands together with glee*
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Post by jagius021 on Aug 1, 2018 12:27:49 GMT
That's exactly where I put those shots, into the solos and the jacks.
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Post by dwallace on Aug 1, 2018 14:16:54 GMT
I ran a double house list with Caine 2 a week before the update. I like how it felt, although it was a bad match up against an Irusk list. With the eight extra points I was able to shoe horn a couple more guys in adding Hitch and the master gunner.
War Room Army
Cygnar - Double House
Theme: Gravediggers 3 / 3 Free Cards 75 / 75 Army
Captain Allister Caine - WJ: +27 - Reinholdt, Gobber Speculator - PC: 4 - Ace - PC: 10 (Battlegroup Points Used: 10) - Avenger - PC: 17 (Battlegroup Points Used: 17)
Trencher Blockhouse - PC: 10 Trencher Blockhouse - PC: 10
Captain Maxwell Finn - PC: 0 Trench Buster - PC: 5 Trencher Master Gunner - PC: 4 Commander Anson Hitch - PC: 4
Trencher Long Gunners - Leader & 9 Grunts: 18 - Trencher Long Gunner Officer - PC: 4 Trencher Infantry - Leader & 9 Grunts: 16 - Trencher Infantry Officer & Sniper - Officer & Sniper: 0 Trencher Express Team - Spotter & Gunner: 0
THEME: Gravediggers ---
GENERATED : 08/01/2018 10:16:22 BUILD ID : 2067.18-06-10
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Post by 36cygnar24guy36 on Aug 1, 2018 15:36:07 GMT
Was thinking about double Blockhouse builds as well, how about a Haley 3 list that just brings as many regular trenchers as possible, and you just keep bringing them back at def 15 and grind out your opponent on attrition and/or clock conflictchamber.com/#c1201b_-0FeS9b9Eamin9uieieii9T9U9UioioCygnar Army - 75 / 75 points [Theme] Gravediggers [Haley 3] Major Prime Victoria Haley [+25] - Charger [9] - Defender [16] Captain Maxwell Finn [0(6)] Commander Anson Hitch [4] Ragman [4] Trench Buster [0(5)] Trench Buster [0(5)] Trencher Combat Engineers [5] Trencher Infantry (min) [10] Trencher Infantry (max) [16] Trencher Infantry (max) [16] Trencher Blockhouse [10] Trencher Blockhouse [10]
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Aug 1, 2018 15:55:57 GMT
We had a guy run two at the last tournament and won. I believe he was running Siege 2. I was not in attendance so did not get a chance to see it in action nor what was in the list.
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Juris
Junior Strategist
Posts: 578
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Post by Juris on Aug 1, 2018 17:44:46 GMT
At least it is NOT so wise plan to using Blockhouse to against Man-o-War force, for Man-o-War Shocktroopers, which is the backbone unit and the best unit they possess, have Steady. No one expects something for its pitiful damage, and no one expects blasts are do something against Man-o-War, but... even Quake doesn't do anything. Aside its power level, it is a bad matchup for Blockhouse. Blockhouse brings d3 trencher grunts back per turn. Do that for 4 turns, it's earned its points. Also, Quake works against all ManOWar models except for Shocktroopers. Knocked down Demo Corps or Bombardiers are in fact sad. Also, a POW15 direct hit hurts Demo Corps or Bombardiers, and so does POW10 blast (as long as they don't have Iron Flesh). It's useful in that MU.
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Post by 36cygnar24guy36 on Aug 3, 2018 8:09:27 GMT
So I got 2 games in with Caine 2 and the Blockhouse yesterday, both against Sorscha 3 in Armoured Korp. Quake was useful for controlling Tanker solos, and I did get to bring back a decent amount of Trenchers in the first game. My issues however were 2 fold 1. It gets in the way when unpacking your army turn 1 2. I was forced to go first in my second game, having the Blockhouse 15" up the board is still pretty sad. Especially in a Scenario like Mirage when it is so unbelievably live, you need everything to be able to get involved in scenario, and the Blockhouse just cannot. On another note, Caine 2 is not worth it
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Juris
Junior Strategist
Posts: 578
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Post by Juris on Aug 3, 2018 21:18:18 GMT
So I got 2 games in with Caine 2 and the Blockhouse yesterday, both against Sorscha 3 in Armoured Korp. Quake was useful for controlling Tanker solos, and I did get to bring back a decent amount of Trenchers in the first game. My issues however were 2 fold 1. It gets in the way when unpacking your army turn 1 2. I was forced to go first in my second game, having the Blockhouse 15" up the board is still pretty sad. Especially in a Scenario like Mirage when it is so unbelievably live, you need everything to be able to get involved in scenario, and the Blockhouse just cannot. On another note, Caine 2 is not worth it Have you considered bringing Anson Hitch? The Blockhouse is a Trencher model. Anson Hitch has Tactician [Trencher]. Zero problems.
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Post by 36cygnar24guy36 on Aug 3, 2018 21:33:09 GMT
So I got 2 games in with Caine 2 and the Blockhouse yesterday, both against Sorscha 3 in Armoured Korp. Quake was useful for controlling Tanker solos, and I did get to bring back a decent amount of Trenchers in the first game. My issues however were 2 fold 1. It gets in the way when unpacking your army turn 1 2. I was forced to go first in my second game, having the Blockhouse 15" up the board is still pretty sad. Especially in a Scenario like Mirage when it is so unbelievably live, you need everything to be able to get involved in scenario, and the Blockhouse just cannot. On another note, Caine 2 is not worth it Have you considered bringing Anson Hitch? The Blockhouse is a Trencher model. Anson Hitch has Tactician [Trencher]. Zero problems. MIND FREAKIN BLOWN!!! I knew It got Veteran Leader from Finn, didn't realise it got Tactician from Hitch!
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