Post by kalden on Sept 16, 2018 21:31:01 GMT
Played a few games with this list. I am putting down my reasoning for selecting units and how they have worked out so far. I'm not very good at the game yet so any advice would be welcome. Thanks.
First I have a question about upkeep spells for the theme. I remember reading somewhere that you can start the game with them up but I haven't read that in theme description.
Sons of Tempest Theme List
Haley3 - I use Temporal Distortion of course but I find it hard to cover a spread out force on the board also the use of the spell does not leave a lot of focus so I can't cast domination outside of feat turn
Past Haley - I have found that the Chain Blast and force hammer are really good especially with Raw Talent
Future Haley - I haven't used this model properly yet I think but the Ghostly spell seems a good option to effectively get pathfinder
Battlegroup
Squire - not sure when to take the extra focus sometimes and I feel like I waste the focus a lot when I do take it
Thorne - I use this as an arc node for as long as possible then find myself jamming it into something tough to stop it from advancing. Also run into positioning issues where its too far back or other units are in the way and I can't put it where its needed. Is there a general spot that is good for thorne at setup?
Ironclad - I find myself keeping this as a reserve unit in the back to throw at the enemy later in the game
Army
Precursor Knights with Officer Attachment - This is main front line center of my army. With Haley and shield wall they end up 14 Def / 18 Armor and are very survivable. I did want to clarify if Temporal Distortion works on this unit even with it having sacred ward? Also I have questions about blessed. If a unit has a spell on it that says cannot be knocked down does bless allow you to ignore that affect also? If a spell indirectly gives a bonus like Temporal Distortion or a spell on your caster that says all units in your battlegroup cannot be knocked down does bless ignore that also?
The officer gives me 1 turn of weapon master and practiced maneuvers. Which I find quite useful to clear high armor targets.
Overall I have that this unit is quite survivable I can resurrect grunts if I need to the weapons are magical and work with rune marked from Falk and hits very hard for 1 turn. (haven't gotten that combo to work yet) The biggest down side is that having to give the shield wall order the unit is slow and because the army follows this unit the whole army is slow to get up the board.
Lieutenant Bastian Falk - I usually park him in a forest but feel like I'm under utilizing him as I usually only get 1 use out of this unit. Additionally I have a question about his rune mark ability. Does the rune mark increase Falks damage by 2 also or is it only for shots made after?
I also have Caine0 in the army and I put Fire for Effect on Falk as there does not seem to another good target.
Caine0 - I have him for the Fire for Effect spell but I'm not sure it is worth it. Most of the time Caine0 himself is not outputting damage and Falk my target of choice for FFE doesn't get a lot of shots off.
Sentinel - The jack I took for Caine0. I picked this for the shield guard to take an incoming shot that could hit any of important solos. Also a good blocking or throw away piece if needed. But If I remove Caine0 I can remove this from the list also not sure what I would add in its place though.
Gun Mage Captain Adept - I took this for the options he has but find that the vast majority of the time I'm just using the snipe with brutal damage. The true sight does come in handy but I think I'm under utilizing this model but I think it should remain in the list for the options it has available to it.
Arcane Tempest Gun Mages with the Officer Attachment - This unit seems really fragile even with Haley3 providing 2 DEF bonus the opponent usually has some AOEs. I find that I put this unit on the flank which makes it a bit rough to get one of the Haley3 to run over to get the 2 DEF bonus. I have been thinking about putting in the back but then I'm not sure what I would put on the flank.
Cyclone - I find myself really liking this jack when its jack marshaled to the gun mage officer. It's more useful than I thought I also use this as the front line for the flank with the gun mages as its the only thing that can actually survive being hit.
Black 13 - I find myself putting this unit in a forest or trying to. I give this unit the upkeep spell Tactical Supremacy so it can pop out of the forest to shot then get back in. I find though I need this unit to contest or score scenario zones.
I find myself putting Black 13, Falk, Caine0 the Sentinel and Thorne on the opposite flank to the gun mages because I need something to hold that side. I usually find that flank feeling really week as all the units there besides the Sentinel which starts the game in the center not able to hold the line well. I don't want to engage with Throne but find myself having to by 3 or 4.
If anyone has read all this rambling I appreciate it and thanks again for any help.
First I have a question about upkeep spells for the theme. I remember reading somewhere that you can start the game with them up but I haven't read that in theme description.
Sons of Tempest Theme List
Haley3 - I use Temporal Distortion of course but I find it hard to cover a spread out force on the board also the use of the spell does not leave a lot of focus so I can't cast domination outside of feat turn
Past Haley - I have found that the Chain Blast and force hammer are really good especially with Raw Talent
Future Haley - I haven't used this model properly yet I think but the Ghostly spell seems a good option to effectively get pathfinder
Battlegroup
Squire - not sure when to take the extra focus sometimes and I feel like I waste the focus a lot when I do take it
Thorne - I use this as an arc node for as long as possible then find myself jamming it into something tough to stop it from advancing. Also run into positioning issues where its too far back or other units are in the way and I can't put it where its needed. Is there a general spot that is good for thorne at setup?
Ironclad - I find myself keeping this as a reserve unit in the back to throw at the enemy later in the game
Army
Precursor Knights with Officer Attachment - This is main front line center of my army. With Haley and shield wall they end up 14 Def / 18 Armor and are very survivable. I did want to clarify if Temporal Distortion works on this unit even with it having sacred ward? Also I have questions about blessed. If a unit has a spell on it that says cannot be knocked down does bless allow you to ignore that affect also? If a spell indirectly gives a bonus like Temporal Distortion or a spell on your caster that says all units in your battlegroup cannot be knocked down does bless ignore that also?
The officer gives me 1 turn of weapon master and practiced maneuvers. Which I find quite useful to clear high armor targets.
Overall I have that this unit is quite survivable I can resurrect grunts if I need to the weapons are magical and work with rune marked from Falk and hits very hard for 1 turn. (haven't gotten that combo to work yet) The biggest down side is that having to give the shield wall order the unit is slow and because the army follows this unit the whole army is slow to get up the board.
Lieutenant Bastian Falk - I usually park him in a forest but feel like I'm under utilizing him as I usually only get 1 use out of this unit. Additionally I have a question about his rune mark ability. Does the rune mark increase Falks damage by 2 also or is it only for shots made after?
I also have Caine0 in the army and I put Fire for Effect on Falk as there does not seem to another good target.
Caine0 - I have him for the Fire for Effect spell but I'm not sure it is worth it. Most of the time Caine0 himself is not outputting damage and Falk my target of choice for FFE doesn't get a lot of shots off.
Sentinel - The jack I took for Caine0. I picked this for the shield guard to take an incoming shot that could hit any of important solos. Also a good blocking or throw away piece if needed. But If I remove Caine0 I can remove this from the list also not sure what I would add in its place though.
Gun Mage Captain Adept - I took this for the options he has but find that the vast majority of the time I'm just using the snipe with brutal damage. The true sight does come in handy but I think I'm under utilizing this model but I think it should remain in the list for the options it has available to it.
Arcane Tempest Gun Mages with the Officer Attachment - This unit seems really fragile even with Haley3 providing 2 DEF bonus the opponent usually has some AOEs. I find that I put this unit on the flank which makes it a bit rough to get one of the Haley3 to run over to get the 2 DEF bonus. I have been thinking about putting in the back but then I'm not sure what I would put on the flank.
Cyclone - I find myself really liking this jack when its jack marshaled to the gun mage officer. It's more useful than I thought I also use this as the front line for the flank with the gun mages as its the only thing that can actually survive being hit.
Black 13 - I find myself putting this unit in a forest or trying to. I give this unit the upkeep spell Tactical Supremacy so it can pop out of the forest to shot then get back in. I find though I need this unit to contest or score scenario zones.
I find myself putting Black 13, Falk, Caine0 the Sentinel and Thorne on the opposite flank to the gun mages because I need something to hold that side. I usually find that flank feeling really week as all the units there besides the Sentinel which starts the game in the center not able to hold the line well. I don't want to engage with Throne but find myself having to by 3 or 4.
If anyone has read all this rambling I appreciate it and thanks again for any help.