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Post by streetpizza on Feb 6, 2019 18:29:31 GMT
So In CID pressgangers are 7pts for min and 12pts for the full unit and gained ambush. For the low cost of an additional 4pts they're also friendly faction. What are our best combos for abusing them within out themes?
It means playing Stryker 3 but you can put fury on them and feat with Hawk running in. That's charging pow 14's with 5d6 damage vs warrior models or 4d6 vs jacks/beasts. That'll keep most people honest off the edge of the map.
Include Lanyssa instead of Hawk and you can buy yourself an additional 2" on the charge.
Haley1 can give all of them an additional attack with +2 to hit.
Haley2 can bounce models closer to the edge for the kill or walk a jack out towards the edge to be swamped.
Siege2 can fury the unit.
Positive charge affects them
Any other good combos people can think of for an abushing unit?
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Post by mydnight on Feb 6, 2019 23:55:32 GMT
Not worth the commitment IMO. 16 points for a very flimsy short range unit that relies on support solo and caster spells while ambushing. I mean the bears from trolls are probably the best ambushing unit and even then they AD as often as they ambush.
U would prefer the min unit at 7 points just to irritate people.
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Feb 7, 2019 3:07:28 GMT
Not worth the commitment IMO. 16 points for a very flimsy short range unit that relies on support solo and caster spells while ambushing. I mean the bears from trolls are probably the best ambushing unit and even then they AD as often as they ambush. U would prefer the min unit at 7 points just to irritate people. As a troll player, I mostly AD them when there is good terrain (or a glacier King) to trigger prowl. I will often only ambush only one of the two as it is almost as good at punishing the flanks and let's me be sure one unit will be useful in turn two.
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Post by onijet01 on Feb 7, 2019 8:26:44 GMT
To the OP.
Press Gangers as shown in the cid would be a good flanking and zone contesting unit with no friendly faction support. Pending in faction support with Murdoch these are the options i see.
Non- Murdock Seige 1 (has zero friendly faction support anyway). Fox hole can provide cover to the Press Gangers if needed and his feat affects only enemy models within his control.
Cain 3 brings Calamity a -2def/-2arm spell allowing the Press Gangers to dig deeper into units and lights. He also tends to need late game contesting pieces.
With Murdoch ..
Jakes 2 brings a feat that makes the Press Gangers in her control (max 14 inches) melee weapons gain 2 inch reach and electro leap while being immune to electricity. She caries a secons attack buff in the guise of positive charge allowwing more accurate and damaging melee charges.
Similarly Stryker 2 has a playstyle the can compliment them as well.
Haley 1 can turn them up in melee allowing you gain extra attacks on feat turn.
Both seige 2 and stryker 3 bring high damage bit the unit still losses out on melee accuracy outside of some feats.
Stryker 1 and Beth 1 can make them annoying with armor buffs and beths feat grants extra damage.
I did not include solos simply becasue i was speaking of casters. Honestly i think jakes two can make them sing at allowing the unit to ambush, charge an enemy in positive charge range and gang at mat 9 p+s 13 as long as they are 14 inches from the table edge
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Post by streetpizza on Feb 7, 2019 14:51:47 GMT
So if they do present a credible threat off of the board edge can we actually maximize the benefit of having the enemy clumped up in the middle?
Is this where Jakes2 starts to shine? Feat would better enable Finn to do his thing or just trenchers in general. A bunch of stormlances would probably like nothing more than to have their opponents clustered up (not a jakes2 thing but still usable).
General opinion I'm gathering here though is that it's not worth it.
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Post by jagius021 on Feb 11, 2019 15:50:53 GMT
I've ran then as a tarpit prior to the change, so after I can see it being good as a way of being reactive to scenarios like spread the net so you can jam up that far zone or clear the far flag.
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Post by 36cygnar24guy36 on Feb 11, 2019 17:56:13 GMT
It's worth noting that if you add Murdoch to make them friendly faction, then they cannot Ambush
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Post by streetpizza on Feb 11, 2019 19:19:48 GMT
It's worth noting that if you add Murdoch to make them friendly faction, then they cannot Ambush Its worth noting that the infernals on the CID forums said you could.
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Post by 36cygnar24guy36 on Feb 11, 2019 19:37:22 GMT
It's worth noting that if you add Murdoch to make them friendly faction, then they cannot Ambush Its worth noting that the infernals on the CID forums said you could. Have they changed it for Eiryss 3 and Infiltrators as well? The base rules state the ranking officer gets AD if the unit has it, but mentions nothing about Ambush
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Post by streetpizza on Feb 11, 2019 19:53:16 GMT
If you're talking about the theme benefit for the mage hunter theme and infiltrators I believe it specifically calls out that the unit can not have an attachment. I'd have to double check though and I don't have War Room on me.
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Post by 36cygnar24guy36 on Feb 11, 2019 20:06:28 GMT
If you're talking about the theme benefit for the mage hunter theme and infiltrators I believe it specifically calls out that the unit can not have an attachment. I'd have to double check though and I don't have War Room on me. Just checked and Shadow specifies a unit with no attachment
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Post by streetpizza on Feb 11, 2019 20:07:40 GMT
If you're talking about the theme benefit for the mage hunter theme and infiltrators I believe it specifically calls out that the unit can not have an attachment. I'd have to double check though and I don't have War Room on me. Just checked and Shadow specifies a unit with no attachment Yeah and I believe that was added during CID specifically because of Eiryss and the nonsense she could accomplish with ambush.
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Post by droopingpuppy on Feb 12, 2019 4:38:17 GMT
To the OP. Haley 1 can turn them up in melee allowing you gain extra attacks on feat turn. Apart the problem of the merit to pick her(which is almost nothing for you can pick the other caster instead), Haley1 is ill-suited for it and Stryker2 is simply the better choice. Although Feat:Blitz DO give you an another melee attack if you choose, in the real games additional melee attacks given to the units are usually wasted for it doesn't get the benefit of charge attack nor it is able to catch the enemy well for usually it was end up with killing all the enemy in the melee range before you can actually enjoy the benefit for it, especially if the target is the unit. And it is sure that Press Gangers will aim for the units if you want the additional attack to kill something with them, isn't? So, plan to pick Haley1 and focus on give the additional melee attack is simply pointless even before her demise of 2017. In contrast, Stryker2 covers all the problems she can't do with the melee attacks - allow to advance 3" and attack on out of activation means you can chop the enemy on your own activation then also rush to the second line thanks to the feat, so they are far easier to get the target and have the better chances to actually make the extra melee attack.
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Post by jagius021 on Feb 14, 2019 18:57:08 GMT
If you want to play them in Haley give it a go. Nothing shows you results better than the real deal. I'm not a big fan of her but that's just my play style. She can fix their mat so if you're good with her as a caster I'm sure you'll be able to make them work under her better than most. And if not, then you learned something further about them.
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Post by droopingpuppy on Feb 14, 2019 21:02:40 GMT
MAT 5+Gang seems enough to kill the units without damage box I think. Else they are cheap enough to throw away and jam that enemy.
Anyway, I don't think that it is worth enough to put Murdoch on them; Cygnar is not short of anti-infantry method already and most of them are ranged which means it is far easier, faster and safer than melee attack, so melee attacks that only works against infantries have no uses on us. It is better than nothing, but it is never be a reason for the contract with them.
But, we lacks cheap cannon foddder unit - especially for cheap but durable one. And, 7/12pt for 6/10 troopers, Ambush, DEF 13 and Tough means they are the excellent jammer that able to hold most opponent all of sudden. And, they are able to kill mundane units, which is better than nothing as well. So I think that they are indeed situationally useful.
What I fear is... are we have to employ one of them to counter the opponent's Press Gangers that would be Ambush us? As you know almost alll main Warmachine factions are able to hire them, and they are able to kill the other DEF 13 units(like themselves) as well.
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