tanan
Junior Strategist
Posts: 209
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Post by tanan on Aug 9, 2018 6:13:48 GMT
Hi fellow mercs! I’m back from my year long exile into retriborken. In the coming months I will play my trusted Gorten Hammer Strike against the new meta.
However, Gorten needs a fanboy for the tournaments. I have been thinking Fiona in Irregulars or Talion. Does anyone have a good list for me to start from?
I'm currently thinking something like this: Mercenary Army - 75 / 75 points [Theme] The Irregulars [Fiona 1] Fiona the Black [+31] - Buccaneer [6] - Buccaneer [6] - Freebooter [9] - Nomad [11] Bosun Grogspar [0(4)] Brun Cragback [16] Doc Killingsworth [0(4)] Eiryss, Angel of Retribution [0(6)] First Mate Hawk [4] Alexia Ciannor & the Risen [10] Horgenhold Artillery Corps [6] Horgenhold Artillery Corps [6] Lady Aiyana & Master Holt [8] Press Gangers (max) [12] Press Gangers (max) [12]
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Post by Soul Samurai on Aug 9, 2018 6:21:41 GMT
I'm not too familiar with Fiona, could you explain the list please?
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 9, 2018 6:43:59 GMT
u forgot to add anything that can kill hi arm. and dont tell me assfliction is going to do all teh work. 1 nomad? eirass2???
best u can do with fiona is bring the lessers crasse1 and a bg wtih toros so it all takes advantage of her teh feat (dork omen) and then it can hit back next turn.
or u just take the magnass2 halberder spam list and add 3 wjp to it. that works also as long as it ain't cygmar or blast heavy
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tanan
Junior Strategist
Posts: 209
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Post by tanan on Aug 9, 2018 8:09:27 GMT
The list is all about creating single unkillable contesting model (Lass) that feeds Alexia1. Unless enemy has access to heal denial or Gorten level control elements, the only win condition for him is casterkill.
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Post by 36cygnar24guy36 on Aug 9, 2018 8:28:50 GMT
Personally I would drop Eiryss 2 for Eiryss 1, also I would drop an Artillery Crew for Ragman and a Tinker
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tanan
Junior Strategist
Posts: 209
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Post by tanan on Aug 9, 2018 8:38:25 GMT
Personally I would drop Eiryss 2 for Eiryss 1, also I would drop an Artillery Crew for Ragman and a Tinker Good suggestions! I have to try them. My current ret-influenced feeling is that E2 better than E1, because she is better at disruption and animi removal. I also like dual HACs for their focus fire abilities.
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Post by xc18 on Aug 9, 2018 8:38:39 GMT
Where is the Commodore ?!
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tanan
Junior Strategist
Posts: 209
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Post by tanan on Aug 9, 2018 8:50:00 GMT
Where is the Commodore ?! Hard to find points for Commodore. HACs are cheaper and better.
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Post by 36cygnar24guy36 on Aug 9, 2018 8:58:09 GMT
Personally I would drop Eiryss 2 for Eiryss 1, also I would drop an Artillery Crew for Ragman and a Tinker Good suggestions! I have to try them. My current ret-influenced feeling is that E2 better than E1, because she is better at disruption and animi removal. I also like dual HACs for their focus fire abilities. I don't think Spell Breaker removes Animi, as they are not 'upkeep spells', also she does not reliably remove upkeeps anymore as the opponent can just take d3 damage instead.
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tanan
Junior Strategist
Posts: 209
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Post by tanan on Aug 9, 2018 9:14:48 GMT
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Post by gobber on Aug 9, 2018 11:16:26 GMT
The list is all about creating single unkillable contesting model (Lass) that feeds Alexia1. Unless enemy has access to heal denial or Gorten level control elements, the only win condition for him is casterkill. Roth's mercy on a lass is a fine way to hold a zone for an extra turn, but it's nowhere remotely near unkillable. Also, virtually every list in the game has the control elements necessary when all it takes is a slam or throw. Non-attack tech or upkeep stripping also shuts that combo down hard, and Orin/Eilish mean those are also widely available. Attrition may not be an official win condition, but that list seems like it'll rapidly lose steam as it takes losses. Fiona feat doesn't protect against long range guns, so PG's/solos are vulnerable to shooting on the way in. Nomad's got a lot of burden on it as your main armor cracker, but it won't reliably kill a heavy without aiyana nor is feat turn enough to keep it alive against dedicated armor cracking. The list would significantly benefit if you can squeeze in ragman somewhere; he elevates Freebooter/Lug/Alexia/PG's into much more credible threats against heavies. Buccaneers' knockdown helps stack death field and kiss of lyliss, at which point the HACs, boosted soulfires, and a few extra shots from brun/holt/alexia have a credible chance of 1-rounding heavies. I'm also a fan of the HACs so I'd probably sub out one of the buccaneers for ragman and turn the nomad into a toro (+1 def/arm is pretty significant on feat turn when you run the math) I'd also second the recommendation for eiryss1; nonokrion brand makes her very scary for any caster without a shield guard
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on Aug 9, 2018 13:40:34 GMT
tanan Glad to see you back playing mercs. It's nice to have a fellow Gorten fan around!
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Post by onijet01 on Aug 9, 2018 14:49:10 GMT
Just a quick thought and "yes i know the list does not hit super hard" but
Fiona 1 i. Talon charter. -Mariner -Mariner -Freebooter
Dirty Meg -Buccaneir
Master Gunner Dougal ManNaile (free) Lord Rockbottom (free) Doc Killingsworth (free) First Mate Hawk (free) Bloody Bradigan
Commodore Cannon & Crew Sea Dog Deck Gun Sea Dog Deck Gun
Press Gangers (min/ambush) Sea Dog Pirates (min) -Mr. Walls, The Quartermaster Sea Dog Pirates (min) Sea Dog Purates (min) Lady Aiyana & Master Holt
Okay so a few points about the list. It strikes into your opponents lines in waves this is by design.
Wave Breakdown Advance Wave: this consists of a strong side and weakside play. The Strong Side: you attempt to leverage the unit of Sea Dog Pirates w/ Quartermaster, Hawk, Bradigan, and Ambushing Pressgangers to overwhelm or force your opponent to deal with the models you present. (Best under Fiona 1 feat turn, if need be just run units to tie up opponent. Best if charging)
The Weak Side: consists of a contesting force of a Sea Dog Pirate unit with Doc Killingsworth. This side uses Lord Rockbottoms tough ability befor simply running to engage your opponents strong side of scenerio. At toughs of 4, 5, or 6 they should delay your opponents enough to eather contest key scenerio pieces for a few turns or split your opponents concentration.
Core Assult This consists of the two Mariner Warjacks, and 3 Weapon Crews, Lord Rockbottom, Dougal MacNailes mini feat and Artilerist on a aoe attack. This gives you the following guns to open fire befor the assult wave moves in.
Two Mariner shots at base rat 5, range 17(15 without dougal), aoe 3, & pow 14. Two focus is recomended on each to boost both attack and damage rolls vs primary targets.
Two Sea Dog Deck Gun shots at rat 5(4 without dougal), range 14(12 without dougal), aoe 3, pow 13.
One Commador Cannon shot with a two option opening volli. First option is a rat0 (4 with grunts) range 22(20no dougal), pow 16 attack that slams a model hit 1d6 inches away with a collateral damage roll of 16. Second option is a range 18(16 non dougal), aoe 4, pow 14 shot that lights models hit on fire.
Final Wave. Is a melee wave consisting of a Sea Dog Pirate unit, Warcaster, Firty Meg and Warjacks.
The list does i tend a mixed arms style of play and really forces you as a player to take into acount a few notes on the flavor of playstyle.
Notes. Mariner gun must have a worrior model within 1 inch to shoot. It is not a huge deawbavk as the cannon can generally out range most warjacks that threaten it in melee allowing pre strike damage and an alpha charge.
Dougal has a cmd of 7 so his mini feal is briliant for artiliery models and the mariners to capitalize on before moving forward.
Advance wave can be played how you like i went with a throery that the weakside retards your opponents strongest flank for two turns allowing your strong flank to tunr into your opponent causing a two front combat to them.
Weapon crews are not to assumed to have the +2 for aiming nor the boost from Lord Rockbottom of +2 to ranged attack and damage rolls. In the discription i did not mention the spray of the Commodore Cannon due to assumming you started shooting at the top of turn 2 vs bottom of turn 2.
Lord Rockbottom coins are very strong and i play him this way. 1 coin is spent for a si gle tough unit with Killingsworth to optimize survivability only.
3 coins are used to boost opening ranged attacks on my two Sea Dog Deck Guns and Commadore Cannon shots.
1 coin is used to grant a unit attacking high Deffence target(s) a Boosted melee attack rolls and overtake.
Hawk try to keep her alive as she makes thebSea Dog Pirates weapon masters on thier melee weapons the units can walk away with two very good melee attacks due to gang. One is a hand weapon at mat 7 p+s 10 weaponmaster charging, the second is their point-blank gun melee attack that with gang is mat 7, pow 12 as a clean up attack.
Bradigan is just a flanking monster to add some damage output.
Last Aiyana and Holt, Dirty Meg w/Buccaner use were you need them most. The damage buffs to sea dogs under hawk is very strong and buccaner can use the accuracy buff from jack marshling to knock down high armor targets so the freebooter can use its full power to wrek the models.
Like most lists its up to each player to alter and play how you like but it does have quite a bit of staying power and armor cracking for a good attrition game.
Its largest downside is the clock as it can grow to be very clock heavy. Vs smaller model count lists it has a larger attrition advantage. But does strugle vs brick (high armor & hp) lists
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 9, 2018 15:09:02 GMT
dats a lot of explanation about an army dat gonna get tabled by turn 4....
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Post by 36cygnar24guy36 on Aug 9, 2018 15:21:53 GMT
As much as it pains me to admit it, I am with shoe on that one
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