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Post by jisidro on Aug 1, 2018 8:50:21 GMT
It's a 25 point + package (literally 1/4th of your list) that in most games won't be helpful. By all means, try it. I suspect that you'll find that you pickup maybe 7-10 models over the course of the game with the Thunderhead unless your opponent makes a blunder. Meanwhile, you'll have lost on scenario because 25 points of your list is playing hide and seek. This 25pt package says "NO!" to warrior model armies. Perhaps freeing up the rest of the list for other issues?
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Post by cygnarstronk on Aug 1, 2018 9:44:56 GMT
It's a 25 point + package (literally 1/4th of your list) that in most games won't be helpful. By all means, try it. I suspect that you'll find that you pickup maybe 7-10 models over the course of the game with the Thunderhead unless your opponent makes a blunder. Meanwhile, you'll have lost on scenario because 25 points of your list is playing hide and seek. This 25pt package says "NO!" to warrior model armies. Perhaps freeing up the rest of the list for other issues? It's still just the pulse, and ranged attacks can break down that package. Dunno, maybe i'll try it for fun.
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Post by droopingpuppy on Aug 1, 2018 9:55:45 GMT
We can dispatch infantry by many ways already. Thunderhead is just one of them.
Trencher Long Gunners has 20" threat range, make 14" distance with the enemy and able to shield themselves by Go to Ground.
Trencher Chain Gun Crew and Stormwall can put Covering/Sustiain Fire to deny the zone and does not allows the enemy models without damage box to pass.
Tempest Blazers are have 19" threat range, able to zapping up to twice of their number, and make Repisition to have 15" distance with the target.
Trencher Commandos has all about killing infantry.
For killing the units with damage box....
Thunderhead does, but it is not a secret. FFE helps the process, indeed, making a a sure kill.
A pair of Chargers can kill about 4 enemy medium infantries per a turn, provided their ARM isn't too high(but in this case everyone is hard to deal with it).
Storm Lances can throw away a Firefly and shoot them down before charge and Reposition back.
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Juris
Junior Strategist
Posts: 578
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Post by Juris on Aug 1, 2018 17:25:04 GMT
I wonder how a Centurion with Caine0 in a Haley 2 list would fare. You can have Arlan Empower the Centurion, and Haley Temporal Accelerate it, it can then charge something it cannot one round, do a bit of damage and put up polarity field. Caine0 can then Spirit Door it back, and because of Polarity it now cannot be charged by the thing it attacked. Leaving things alive and running away is generally bad in SR2018. It's especially bad if you are running away with 21+ points worth of models.
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Juris
Junior Strategist
Posts: 578
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Post by Juris on Aug 1, 2018 17:26:35 GMT
It's a 25 point + package (literally 1/4th of your list) that in most games won't be helpful. By all means, try it. I suspect that you'll find that you pickup maybe 7-10 models over the course of the game with the Thunderhead unless your opponent makes a blunder. Meanwhile, you'll have lost on scenario because 25 points of your list is playing hide and seek. This 25pt package says "NO!" to warrior model armies. Perhaps freeing up the rest of the list for other issues? It doesn't say no. It says "I'll kill several of you without needing to hit as long as I can break armor with a POW12!" It turns out, that is a weak statement for 25 points. But, again, don't take my word for it. Play it and tell us if you find that it works out differently. I spent a substantial amount of time playing Thunderhead with Caine3 and was only ever moderately happy with his performance at best.
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Post by lerderk on Aug 1, 2018 20:13:04 GMT
This 25pt package says "NO!" to warrior model armies. Perhaps freeing up the rest of the list for other issues? It doesn't say no. It says "I'll kill several of you without needing to hit as long as I can break armor with a POW12!" It turns out, that is a weak statement for 25 points. But, again, don't take my word for it. Play it and tell us if you find that it works out differently. I spent a substantial amount of time playing Thunderhead with Caine3 and was only ever moderately happy with his performance at best. Just for making it clear "as long it can break armor with FULL BOOSTED POW'S 12" Pasted From Cygnar Command Book: TACTICAL TIPS
Energy Pulse – Energy Pulse is a ranged attack.
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Juris
Junior Strategist
Posts: 578
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Post by Juris on Aug 1, 2018 20:15:11 GMT
It doesn't say no. It says "I'll kill several of you without needing to hit as long as I can break armor with a POW12!" It turns out, that is a weak statement for 25 points. But, again, don't take my word for it. Play it and tell us if you find that it works out differently. I spent a substantial amount of time playing Thunderhead with Caine3 and was only ever moderately happy with his performance at best. Just for making it clear "as long it can break armor with FULL BOOSTED POW'S 12" Pasted From Cygnar Command Book: TACTICAL TIPS
Energy Pulse – Energy Pulse is a ranged attack.Yes, FFE boosts all of the damage rolls from Thunderhead's pulse. Against ARM22 or higher models, that is still a coin-flip or worse to deal damage. Such models/situations exist in the game, which is why I included that caveat.
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luckgod84
Junior Strategist
Cygnar blogger
Posts: 163
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Post by luckgod84 on Aug 1, 2018 21:10:39 GMT
Keeping Caine within 8" of the Cent makes him a lot harder to keep alive, arm 13 sucks...
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Post by droopingpuppy on Aug 2, 2018 13:29:58 GMT
As I said we have many anti-infantry solution already. Also Thunderhead's Energy Pulse doesn't do anything to enemy armor. His normal shots actually does it well with a boosted damage roll, though, but in this case Dynamo is simply better.
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Post by 36cygnar24guy36 on Aug 2, 2018 14:15:35 GMT
Just thinking about Temporal Accelerate on Ace, double Trick Shot FTW, 'what's that? a juicy solo hiding back there? bam! bam! get rekt solo scrub!'
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Post by sludgeogre on Aug 2, 2018 17:19:47 GMT
Just thinking about Temporal Accelerate on Ace, double Trick Shot FTW, 'what's that? a juicy solo hiding back there? bam! bam! get rekt solo scrub!' Honestly I've been thinking of doing it against Trolls just to kill the stone as much as possible and make sure Janissa never screws with me again. Man, I hate her.
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Post by Aegis on Aug 3, 2018 3:16:01 GMT
I'm thinking about this tricks with Caine0 and Thunderhead since FFE was announced during CID.
Good casters for the combos are:
Haley2 (if you don't want Spirit Door remember that Jakes1 can give an extra 2"). Darius (Crane) Nemo1 (TH on Nemo1 of course) Nemo3 (TH on Jakes for double boosted damage rolls)
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Post by onijet01 on Aug 3, 2018 7:09:23 GMT
So anyone ever think defenders on caine 0 with snipe caster? Possibility of two range 20 pow 15 shots (hotswaping snipe) fully boost3d then spurit door one for protection
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Post by 36cygnar24guy36 on Aug 3, 2018 7:34:45 GMT
So anyone ever think defenders on caine 0 with snipe caster? Possibility of two range 20 pow 15 shots (hotswaping snipe) fully boost3d then spurit door one for protection If you are shooting from 20" away you probably don't need to Spirit Door at that point
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Post by droopingpuppy on Aug 3, 2018 11:16:17 GMT
So anyone ever think defenders on caine 0 with snipe caster? Possibility of two range 20 pow 15 shots (hotswaping snipe) fully boost3d then spurit door one for protection Remember that the board we use is a 48"x48" square table, and the first player puts the model in 7" distance and the second player puts 10", resulting the field effectively 31"x48". Even before consider Advance Deployment, and also don't consider the scenario elements and all you needed is the last man standing, you don't need it at all. And, in my experience Snipe is obsolete in round 3 or more almost all the times(unless you put it on Stormblade Infantry and issue a desperate assassination run), and I don't think that the combination does something to that. Perhaps, it would be useful when they see the enemy and want to harrass but not want to engage with them, but that's more about the fluff, not for the real games.
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