Wow, this is incredible. 9 point doom reavers is crazy. I figured 11, would have been really happy with 10. Planning on putting 7 units on the table again With outriders having boosted attack rolls on charges, it's actually a decent crit effect. With the point reduction there, the theme is actually looking pretty decent. And I love guidance on the adjunct. That's a big deal.
Wolves probably supplants LoS as Zerkova1's plaything: It will basically do the same thing except punch harder and have even less bad matchups because of the metric assload of magic weapons.
Works pretty cool with Spriggan Flares. Or even to give Viktor a chance to shoot it's awesome Mortar at things beyond a cloud wall. Damn!
"While yes, please clump up behind your cloud wall so I can set you on fire"
I think the only Theme were he wouldn't be free is in WGK.
I was hoping for Cloud mitigation like Edrea, but this is way better and has more uses across the board!
"Firetruck you Gremlins!"
I hope they bring in the Doomie CA, at 9 points those guys seem even more useless
I can not Tell you how utterly and completely happy I am with Guidance. It is INCREDIBLE in respect to "solving" some bad match ups - to the point of creating serious problems for your opponent _IF_ they drop them.
A) Lets start with Circle. Who isn't SICK of watching handfulls of infantry sprayed down by twigs at range as the stupid sentry stone sits in a self made forest that gives it stealth? Sure....you COULD flare it but unless you had additional things to hit it with as well as the Spriggan's other gun you were NOT taking it off the board - and thus your Spriggan could be lost to the counter strike.
Well now no more. A LOWLY destroyer takes that thing out at range with its free focus from powerup. Goodbye sticks. Depending on meta this flat out changes circles thinking in dramatic ways - as it has to come up with another solution to clearing chaff in, for example, bones. There are still "things" but is very important.
B) lets not forget Grymkin. Slow plooding Grymkin. Khador without axes. But they had swarms to go be irritating contesters when they were not wrecking your stuff with impunity.
Well no more of THAT. Grymkin will now have to think about how they contest while they lumber forward. Huge shifts.
C) Haley3/Seige 2. As Ganso points out, clumping yourstuff together behind the cloud wall is a BAD idea when you have a 5 inch pie plate of fire. Note this also probably impacts Zerkova1.
D) I need to think more about Lukas/CG. A pretty common tactic with GC is to put up a cloud wall with the alchemists (or extend it) with Lukas on the early turn(s). I THINK this provides a solid opportunity to set him and the support he likes on fire early. I have to think through the other matchups but I think this works as well.
These are just what _I_ see in my meta that immediately come to mind as why I am DEFINATELY buying this dude on release day.
If these changes stick it FEELS like Andy2 becomes simply an uber Wolves pilot.
A) You can get double guidance Victor shots off with minimal expenditure of resources and not really any opportunity costs (well RGN 12 Arcane scetret Razor Winds Will be nice)
B) Feat is pretty darn uber with 9 point doomies.
C) Viel of Mists and Sneak is pretty darn awesome with 9 point doomies and 17 point ponies
D) Back stab is situationally awesome with apparition.
Something like (not sure about Saxon but I coudn't really think of a better 4 point option)
For context, that's almost as many models as the Irusk2 Stalingrad lists, which have 55-65 infantry models compared to the 52 here. Technically one unit could be engaging something 47" from your board edge turn 2, but you'll more likely be limited by Strakhov to a paltry DZ + 33", like some sort of plodding MoW.
Last Edit: Nov 14, 2018 21:33:22 GMT by hocestbellum
The more people tell me Sorscha0 is required to play jack lists, the more determined I am to never run her.
Post by 36cygnar24guy36 on Nov 14, 2018 21:27:05 GMT
Arcane Might from Vlad 2 seems great with Outriders, one or 2 can go for crit dispel with their melee, while the others spray, rather than charging the whole u it to get the boosted attack roll
Arcane Might from Vlad 2 seems great with Outriders, one or 2 can go for crit dispel with their melee, while the others spray, rather than charging the whole u it to get the boosted attack roll
You can't spray with those if you charged with others. It is an order that the whole unit gets.
But generally Vlad2 is happy here - for example if he is keeping things alive with admonition which you can dispell off.
Haven't decided which Caster to play Wolves with, but I'm planning on stacking Armor Fixers
Ragman, Aiyanna and Holt with Free Valachev, maybe even Old Witch_2 with Curse of Shadows. That should erase most heavy arm in the game
Like it but I am going to play Andy 2. I think the feat is a time walk and escort and open fire when you get the spells on at the start of things is....well....REALLY REALLY GOOD.
A 1 in 3 chance to walk away from an attack doesn't seem like much of a Time Walk to me. Having played Irusk_1 a lot I can tell you that even 4+ tough no knockdown is a shit feat more times than I can count. You should definitely test it though.