gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Nov 14, 2018 20:52:56 GMT
I've got a similar Caine1 Storm Division list which I played twice recently. The first time I was doing really well until Gorten dragged Caine out and almost assassinated him. I got very lucky and won. I battle reported that one. In the second game, I played against Issyria with a Hyperion, and got completely tabled. I wasn't ready for admonition, covering fires, and blinding light. My list is something like Caine 1 Sylys Ace 2 Hunters Stormlances (min) Double Stormblade Infantry with UA Storm Strider Journeyman Firefly Field Mechanics (min)
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Post by darkangeldentist on Nov 15, 2018 15:39:20 GMT
Some interesting lists, I'm always fascinated by Caine1 lists. I learnt the game using him and still love to see him on the table. All the Caines are just so fragile though, I've always gotten them killed when games got close.
I wonder if Caine3 could work in Storm division, because calamity is a great spell to turn their ranged shots from nasty to horrific. (Storm blades firing POW 18 shots sounds great to me.) I realise it's a lot of investment though and there are plenty of times where it's just not going to work. Still want to put it down on the table at least once... question is what to do about his battlegroup.
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Post by elmagnifico on Nov 15, 2018 18:33:47 GMT
It could work, and stacking Calamity, Ionization and Electroconduction will get you to POW 20 on those guns. The key would be actually getting said guns into range, as Caine3 lacks Snipe, which I've found to be pretty important for the Stormblades.
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Post by darkangeldentist on Nov 15, 2018 23:27:08 GMT
It could work, and stacking Calamity, Ionization and Electroconduction will get you to POW 20 on those guns. The key would be actually getting said guns into range, as Caine3 lacks Snipe, which I've found to be pretty important for the Stormblades. Although it wasn't with Caine3 I've not been bothered by the lack of snipe on Stormblades in storm division when I play other casters. I'm rather fond of Jakes2 to be honest and so long as you bring storm lances, a journeyman and the captain for tactician you can usually get them close enough. (Assaulting is still a 14" threat on the basic guys and a 20" threat from the gunners.) The only question there is whether you can hit the target but if we're going for damage output then POW 16 guns wreck a lot of stuff. That Jakes2 list by the way looks like this; Jakes2 Squire Stormclad Stormclad Max storm lances Storm blades with 2 storm gunners and CA Stormblade captain Journeyman warcaster Firefly Arlan Strangewayes Min field mechanics Savio Acosta Ragman Sprinting stormclads that can walk 7" or make a 12" charge are quite glorious (shame they only sprint 5") and it's very easy to spread the love from positive charge here. Ragman is probably overkill and kind of clunky for an extra damage buff but he's still quite fun to include. With accumulator on both jacks Jakes has quite an easy time running them and can afford to cast positive charge once or even twice and still have both jacks fully fuelled thanks to Arlan and that free focus from accumulator. Acosta with bullet dodger is just so much fun to see.
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Post by darkangeldentist on Dec 19, 2018 0:54:06 GMT
A bit of necromancy because this was the first time I managed to put Cygnar on the table since my last post on here (I think). This time my opponent was a really out of practice Convergence player. He's dabbled in the game but always with attention split with other systems so this was definitely a relaxed for fun game. He was playing Aurora out of theme with list that could have been written for the highlander format (on thing there was more than 1 of was a second unit of angels) but it's been an age since I last saw convergence so I went deep into my list of silliness and played Stryker3 in Sons of the tempest.
Here's the list as it currently stands;
Stryker3 Ol'Rowdy Firefly Centurion Squire (free)
Gun mages with CA Black 13th Max tempest blazers Trencher combat engineers Bastian Falk Gun mage captain adept Gun mage rifleman Arlan Strangewayes Ragman
Scenario was the pit 2 and I won the roll-off choosing to go second. Both of us chose the repair objective and the game was quite wonderfully silly. My opponent not having played in a long time showed in many ways (such as forgetting that Aurora had admonition as a spell). As a result I got to live some dreams (odd, quirky dreams). A unit of gun mages with fury on them charged in on Stryker's feat turn to kill an angel, his objective and in a blip of sad dice fail to significantly hurt a steel soul protector. Blazers shot it down before the end of the turn. Elsewhere the centurion easily one-rounded an inverter with focus to spare to put polarity field up whilst Rowdy didn't quite manage the same on his monitor but this let the engineers sabotage to scrap the following turn. My opponent didn't have much ranged presence, a monitor, cypher, diffuser and the angels so the gun mages possessed significant ranged dominance but the wonderful thing was seeing how easily it dealt with the convergence jacks and medium based infantry.
Stryker3 may be a bad caster but this was enough fun that I'm not going to let this be the only game the list gets on the table.
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Post by elmagnifico on Dec 19, 2018 2:49:51 GMT
So I just looked it up, and apparently Stryker3's feat does not specify melee attacks, and since Gunfighter lets you use a gunshot as a charge attack, there's a surprising amount of synergy here.
In particular, there's hilarious potential with the Black 13th, as without other support you'd get a POW 10, a POW 11, and a POW 12 that auto-hit and between Pistoleer, Rune Shot Brutal and Stryker's feat that get 5 dice to damage, and another POW 12 with four dice if Ryan goes last.
And Tempest Blazers acting as a lawnmower with auto-hitting impact attacks are a thing.
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Post by onijet01 on Dec 19, 2018 3:05:08 GMT
So I just looked it up, and apparently Stryker3's feat does not specify melee attacks, and since Gunfighter lets you use a gunshot as a charge attack, there's a surprising amount of synergy here. In particular, there's hilarious potential with the Black 13th, as without other support you'd get a POW 10, a POW 11, and a POW 12 that auto-hit and between Pistoleer, Rune Shot Brutal and Stryker's feat that get 5 dice to damage, and another POW 12 with four dice if Ryan goes last. And Tempest Blazers acting as a lawnmower with auto-hitting impact attacks are a thing. Gun fighter can never gain boosted damage rolls from charge or free strike attacks. Unless you play sons of the temple theme you will only get 4d6 on a charge at best out of theme
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Post by darkangeldentist on Dec 19, 2018 7:45:38 GMT
So I just looked it up, and apparently Stryker3's feat does not specify melee attacks, and since Gunfighter lets you use a gunshot as a charge attack, there's a surprising amount of synergy here. In particular, there's hilarious potential with the Black 13th, as without other support you'd get a POW 10, a POW 11, and a POW 12 that auto-hit and between Pistoleer, Rune Shot Brutal and Stryker's feat that get 5 dice to damage, and another POW 12 with four dice if Ryan goes last. And Tempest Blazers acting as a lawnmower with auto-hitting impact attacks are a thing. Alas no, gunfighter attacks can never be charge attacks (to my understanding of the rules) even though you can charge and make gunfighter attacks. The gimmick I'm using with Stryker3's feat is for blazer impact attacks (which with fury come in at P+S 13 auto-hit with 3D6 damage) and gun mages actually have a melee weapon so can make a normal charge attack. This was cute in my game where a unit of angels hiding in a forest ought to have been quite hard for the gun mages to deal with but Stryker3 used his feat to deal with 2 and the third was got with a melee charge by a gun mage. (The rest of the unit took out the objective and did damage to a steelsoul protector.) Black 13th cannot benefit from the feat because they can only make gunfighter attacks (which is a really shame) but they don't need it, ragman and Falk with pistoleer brings them to silly damage potential anyway. What I find cutest about Stryker3's feat is that it lasts for a round. The only reason for this is that I can see is Rowdy's counter-charge.
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Post by darkangeldentist on Feb 20, 2019 2:01:43 GMT
After another long spell of no games I've finally played a game! (Yay for me!) The Kraye list in the first post of this thread went in, unchanged against Grymkin. My opponent was testing out some of the new toys they will be getting with their CiD such as the Malady man, Baron Tonguelick and the new CAs. We were playing recon II and my opponent made me go first. (Awfully nice of him.)
His list was (I think) as follows:
The Wanderer Cage rager Skin & moans Baron Tonguelick
Max hollow men with Holden and Lantern man Max Piggybacks with CA Max Neigh slayers with CA Mad caps Malady man and monkey 2x pairs of Cask imps Witchwood Death knell
I forgot to take a picture of the game but the scenery was impactful. My table-side had a water feature, wall and smoke, near the half way line to the left zone was a large forest whilst similar far up but to the right was a building. On my opponent's side of the table was another wall, a hill and another forest. I deployed with my battlegroup and Kraye sprawled across the centre, trencher mechanics to the left and Caine, Ace and Arlan to the right. My opponent deployed in sort of a refused flank formation with death knell, piggybacks and malady man all to the left flank with a line of cask imps in front of them. Centrally were deployed the neigh slayers, wanderer and his battlegroup whilst the right was to be contested by mad caps and hollow men.
My first began with stuff moving forward very quickly. Kraye went first and put admonition out on a minuteman and countermeasures onto the other one, he then moved forward and repositioned behind the forest. Admonition minuteman went to the left flank as far as it could whilst the other hid behind the building. All the heavy jacks trampled and repositioned as far up as they could with the mechanics running to try and keep up. (Hammersmiths to the left flank, Centurion and cyclones stayed in the centre.) Having forgotten about my previous game or two giving fire for effect to Kraye and not wanting to put Caine out of position I decided Caine could have it for himself. He then advanced and repositioned up to camp my flag. Ace moved up behind the cloud with Arlan in tow. The Grymkin were startled by the speed of the Cygnar forces and one of the cask imps exploded in a fit of pique! The other raced forwarded in expectant suicidal joy. The mad caps were similarly excitable and spawned a couple more imps ready choke with me pyrotechnical booze. Holden's luck was being selfish so the hollow men after their apparition move settled for just running onto the hill. Aware that there were, as yet, no corpses on the death knell and flak field wouldn't generate any the piggybacks were (perhaps) justifiably cautious about the minuteman already in range of them. With desperate pace they advanced in shieldwall behind the imps and followed by the battle engine. The neigh slayers revealed to me a most unpleasant surprise when they suddenly played dead after advancing up. Feign death and voluntary knock-down in a theme that gives them rise was not a welcome discovery... The wanderer advanced in clear line of sight of my centurion and range of it as well, cast fog of war and starcrossed and put down his road markers, one in front (so my charge path would have to cross it) and two behind. His beasts loped forwards without enthusiasm. Witchwood came forward in spite of lack of good targets for it and begged me to start a piece trade.
Turn 2 and I was tempted, really tempted to try for assassination. However, knowledge of the road marker and his trump arcana meant that the wanderer was almost completely safe from my potential assassination run unless I could shoot him to death. (That might have been possible but he could easily have used his trump arcana to teleport behind the forest.) Instead I decided to let the centurion go after the witchwood since polarity field would keep it safe from the neigh slayers and it could contest the left zone. The centurion achieved it's task admirably and poor placement meant my opponent didn't even get a corpse from it for his battle engine. The centurion then backed up into the forest, out of retaliation range. The left hand minuteman advanced, jumped and managed to land next to the malady man. Flak field failed to kill him though and he was left on 1 box! Over on the other side Caine0 and Ace wiped out the mad caps, their cask imps and even killed a hollow man, clearing a path for the other minuteman to walk, jump and blast a few hollow men back to Urcean. The cyclones put covering fire across the front of the righthand zone to make it difficult for the hollow men to enter and the hammersmiths and trencher mechanics held back a bit. My opponent had lost a lot of his chaff and had a pair of minutemen harassing his flanks. On the right the minuteman proved too distant for the cage rager to attempt to deal with but it ran towards it anyway whilst the hollow men apparition'd away and tried to contest as best they could, counter-measures spoiling some of their chances of shooting. He managed one attempt to shoot Caine but missed. Then he tried to do something about the left flank. The piggybacks continued their shield wall march up the field and were now practically to the halfway line. The malady man's desperate pace action had really sped them up, the monkey moved in to block off a direct retreat by the minuteman against the skin and moans (there wasn't enough space to get past it, the malady man and the death knell should the skin and moans commit) but in a careless display the skin and moans didn't move up far enough to stop the minuteman taking the longer route between it and the monkey. 3" of movement proved enough to get me out of reach of it's talons and another plan fell to pieces. Wanderer went back to his spot in the centre and brooded under the protection of starcrossed. I scored a point whilst my opponent did not after we discovered the baron couldn't get to his flag.
Turn 3 would be feat turn, I pulled a second focus from the squire and handed out focus to the centurion after upkeeping counter-measures. The left minuteman tried again with flak field and this time succeeded in killing the malady man and his monkey before getting some excellent damage rolls on the skin and moans to leave it heavily wounded but still fully functional. Caine and Ace continued to do sterling work and with the minuteman wiped out all but 1 hollow man, the minuteman also managing to deal some damage to his objective. My opponent played ill omens in this turn and the -1 to attack and damage stacked nicely for the piggybacks once the death knell finally got a corpse. In fact it collected several after Kraye feated, cast horsepower and admonition on the centurion, shot a cask imp and sent the centurion to kill the baron, a couple of neigh slayers and the objective. I was fortunate and still had focus left to put up polarity field again before repositioning back to safety once more. The hammersmiths had a go against the piggybacks but it took all they had to kill just two of them. One stayed forward to jam them but the other was able to retreat safely. Finally a cyclone put down covering fire to spoil the remaining neigh slayer charge lanes onto the forward hammersmith. I score 3 points this turn, bringing my total to 4 vs his 0. My opponent looked at the situation and decided to concede as it meant we could get another game of something in that evening. (Didn't end up playing any more warmachine but we did get more games in.)
I really hope i can continue to get more games in.
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