gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Oct 24, 2018 15:43:54 GMT
I'm not sure why I've never tried this combination before, but after hearing something similar recently in a podcast, I got to thinking about what a great assassination threat you could get with Jakes and a minuteman.
Normally, the minuteman is a DEF15 model which can walk up and shoot for an admittedly subpar 10" threat, but then jump back 5" and energizer an additional two, leaving it relatively safe at 11" from whatever it shot, potentially on the other side of terrain.
Over the course of the game, the plan would be to end with it within 13" of the enemy caster. Then, Jakes loads it up with focus and energizers it forward, then the minuteman walks 6", jumps 5", and boosts the throw attack to toss the caster back to the rest of your army for purposes of murder. Seems like a viable game plan, and a nice 14-point module that you could throw into many armies.
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midas
Read Page 5
Posts: 24
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Post by midas on Oct 24, 2018 17:05:52 GMT
needs small/medium base enemy
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gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Oct 24, 2018 17:54:02 GMT
Most casters in the game are small/medium bases, right?
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Post by bluebarren on Oct 25, 2018 0:54:10 GMT
A few issues. It's def 14. it can't jump after it shoots. sidekick doesn't allow it to jump because it's a place effect. Energizer works fine with it though, overall it's not a terrible jack with her, the biggest issue is that she realistically can't cast sidekick on it.
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Post by droopingpuppy on Oct 25, 2018 10:27:33 GMT
Also, if she upkeeps it she doesn't have enough focus to fuel it as well as casting Energizer so you need Strangewayes to Empower it too.
And keep in mind that you can't throw backward of yourself.
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Post by Soul Samurai on Oct 25, 2018 11:47:44 GMT
And keep in mind that you can't throw backward of yourself. If you charge to the target's side or walk up so you can face them sideways and still have LOS to the point you want to throw to it should be fine right? I don't think you have to worry about the thrown model impacting the throwing model in MkIII.
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gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Oct 25, 2018 15:17:49 GMT
Right. I'd made two mistakes. Firstly, it's native 14, so def 16 with sidekick. Second, Jake's has to drop sidekick when the assassination attempt goes down. By just not maintaining it that turn, it all works.
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cain
Junior Strategist
Posts: 243
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Post by cain on Oct 25, 2018 18:47:15 GMT
Its a niche trick which will work once against new players. Any decent players will know the jump ability and either keep away 14 or have models who block your landingzone. Its hard to set up.
Jake1 does however have some nice comboes. Together with Haley2 you can have some insane charging ranges.
Sadly i dont use a lot of juniors nowdays. Dies to fast.
Minutman is okish with kara in the 5x5 and maybe some Kraye lists. Doesnt like it in other lists.
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Post by droopingpuppy on Oct 25, 2018 22:28:33 GMT
Well, that's right. If you can get the target's side it have not much a problem.
Anyway, it is still a viable exploit, although not so easy to apply. Perhaps it is possible that you can distract the opponent by your Minuteman. It is fine to keep Sidekick on it before deliver it - you can choose not to upkeep it at the beginning of your turn, so you may keep it as long as it don't need to use Jump this turn and enjoy DEF 16 until it needs to be rush through the enemy line.
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Post by elmagnifico on Oct 26, 2018 1:18:40 GMT
A 14 inch zone of "caster no go here" is still a powerful tool; bullying for position that way doesn't seem like a terrible thing.
I personally feel the Minuteman has much greater shenanigan potential under Caine0. You can do the insane bombing run into the thick of the enemy lines, Flak-Fielding and Slug-Gunning like a mechanized Sly Marbo that everybody loves to dream of, and then Allister casts Spirit Door and suddenly you're up to 16 inches back and ready to do it all again next turn. And, once your jack finally bites the dust for whatever reason, you still have Caine, as opposed to Allison.
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luckgod84
Junior Strategist
Cygnar blogger
Posts: 163
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Post by luckgod84 on Oct 26, 2018 13:07:11 GMT
I agree, Caine0 runs a MM much better. I like running a Firefly or a Sentinel on Jakes. Firefly is more offensive, sentinel is a pure scenario pain. 15/18 that can't be moved except by throws is amazing
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Post by jagius021 on Oct 28, 2018 16:49:00 GMT
I've always been a fan of the combo, enough to tempt me towards getting more Minuteman jacks because of how much I love them. A high defense jack with flack field is great and there are so many different ways to run it. I like 2 Jack's on Jake's so I can pick and choose how I handle the battle. Sometimes the minutemen get sidekick, sometimes a hunter, sometimes a sentinel or charger. It's versatile with regards to the rest of your army comp.
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