igor
Junior Strategist
Posts: 122
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Post by igor on Mar 12, 2019 19:14:53 GMT
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Post by jonnyboy on Mar 13, 2019 20:31:32 GMT
I've got to commend you for your commitment to battle reports!
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Post by borderprince on Mar 14, 2019 12:26:27 GMT
Thanks for all your reports.
Quick question - is there a particular reason that you put Fire For Effect on a Field Gun? It helps with hitting for the knockdown, but:
(i) RAT5 + Aim + 2D6 has pretty good odds of hitting anyway, especially against the list you were facing here;
(ii) Mortars do more damage under FFE, both because the initial shot is more powerful, and all of the blast damage is boosted too. Although mortars are inaccurate, you have an Artillery Kapitan, so can get them to 5 (RAT5, -4 (Inaccurate) + 2 (Aim) + 2 Artillerist))+3D6 to hit, which is reliable, especially against harder targets like jacks.
If you really need a knockdown, then evidently the Field Gun might be more important, but that doesn't seem to have been the case in the game. Cycling FFE between two artillery pieces in one turn is also possible for Irusk2, you just have to remember to plan your activations. It is often worth it.
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Post by khadorjack on Mar 15, 2019 10:18:46 GMT
I TOTALLY LOVE IRUSK2 IN WG KOMMAND! It's a while I can't play a game because of work, but i totally fall in love with this list when WGK was relased. I work on the list a lot and now with the greylord adjunct it's better again!
Have you ever tried kayazi in this list? It can be your merc option, and under Irsuk2 they are interesting! Love the triple marauder, even if i currently run 2 juggs and one marauder in this list.
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igor
Junior Strategist
Posts: 122
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Post by igor on Mar 15, 2019 21:31:12 GMT
I've got to commend you for your commitment to battle reports! Thank you. It does take some effort. But I enjoy the analysis and I think it improves my game far better when thinking it through at a later stage. I also hope that others can benefit from my mistakes. Thanks for all your reports.
Quick question - is there a particular reason that you put Fire For Effect on a Field Gun? It helps with hitting for the knockdown, but:
(i) RAT5 + Aim + 2D6 has pretty good odds of hitting anyway, especially against the list you were facing here;
(ii) Mortars do more damage under FFE, both because the initial shot is more powerful, and all of the blast damage is boosted too. Although mortars are inaccurate, you have an Artillery Kapitan, so can get them to 5 (RAT5, -4 (Inaccurate) + 2 (Aim) + 2 Artillerist))+3D6 to hit, which is reliable, especially against harder targets like jacks. If you really need a knockdown, then evidently the Field Gun might be more important, but that doesn't seem to have been the case in the game. Cycling FFE between two artillery pieces in one turn is also possible for Irusk2, you just have to remember to plan your activations. It is often worth it.
It is actually a very good point you make here. I think the answer it twofold: first of all, I really like to have a super reliable knockdown available; secondly, I also think that it is often just tradition. I'll keep it in mind, thanks. I TOTALLY LOVE IRUSK2 IN WG KOMMAND! It's a while I can't play a game because of work, but i totally fall in love with this list when WGK was relased. I work on the list a lot and now with the greylord adjunct it's better again! Have you ever tried kayazi in this list? It can be your merc option, and under Irsuk2 they are interesting! Love the triple marauder, even if i currently run 2 juggs and one marauder in this list. I love him too (in case you haven't noticed ). The Adjunct is simply golden with him. I haven't tried him with Kayazy Assassins yet. I have, however (and this might be close to heresy) been wondering if I should include a minimum unit of Assault Kommandos. I have had some quite bad experiences with Rapid Healing, Tough, no knockdown nastiness. On the other hand, Assault Kommandos might fit better into a Vlad1 version of WGK. We'll see if I venture in that direction at some point. There is still plenty of life left in the old guy yet. I see the point of a Juggernaut, I am just sold on having enough Marauders to lose some, and still dish out pain.
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Post by steeltitan on Mar 16, 2019 7:39:08 GMT
Great report, thanks.
I was honestly surprised that the list did so well. Having played against CG including this list but with two trains instead of one, i expected that any infantry list would be wiped much quicker.
Was there anything in particular you did to mitigate this or did you tough a lot? 6 sprays (mackay and the train) plus two sprays from the jack plus the scather templates should have caused massive casualties or?
After a finish painting my Legion of Steel, i want to play WGK but am still thinking about Vlad1 instead. What are your thoughts on V1 vs I2?
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igor
Junior Strategist
Posts: 122
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Post by igor on Mar 17, 2019 7:57:13 GMT
Thank you, I happy you enjoyed it. I was honestly surprised that the list did so well. Having played against CG including this list but with two trains instead of one, i expected that any infantry list would be wiped much quicker. Was there anything in particular you did to mitigate this or did you tough a lot? 6 sprays (mackay and the train) plus two sprays from the jack plus the scather templates should have caused massive casualties or? True, they are not particular infantry friendly. However, I think we can go a long way by carefully spreading out the infantry so not too much can be sprayed at once. Also kill the Dragon Breaths as soon as possible, so we can do our tough rolls. Scatter templates are not worrisome, as Irusk2 makes out army immune to blast. After a finish painting my Legion of Steel, i want to play WGK but am still thinking about Vlad1 instead. What are your thoughts on V1 vs I2? I would prefer Vlad1 over Vlad2 in WGK. Sign & Potents is just too good on Winter Guards. In general, Vlad1 makes Winter Guards kill stuff more reliable, whereas Irusk2 keeps them alive. It is really down to the style of play you enjoy. Currently, I enjoy Irusk2, even though I have been playing double Gun Carriage and as many rockets I could find under Vlad2. That is a surprisingly effective list. Even against Crucible Guards. Speaking of Crucible Guards, I have managed to write up another encounter with the insurgents. This time Mackay has to bow down to the might of the Empress, embodied by Irusk2 and his heroic Winter Guards: greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs_17.htmlFor the Motherland!
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Post by steeltitan on Mar 20, 2019 7:33:04 GMT
Great read yet again (latest batrep vs mackay) and interesting strategy going all out on killing the caster from the get-go. I would have probably focused on the jacks and try to ignore mackay...nit saying thats correct because mackay likely does way more damage to your army than a jack does.
Is it me or did you get quite lucky knocking down the Vanguards three turns in a row?
RAT5 with only one field gun having FFE, versus DEF 13. Were both of them aiming the whole time?
Did you consider deploying differently, maybe trying to overload one zone (the left one) so you would improve your odds at scoring there and mitigating the damage mackay can do on the right?
Lastly, congratz on your win. I lived the dream once of killing mackay with a marauder (under red line) a few weeks ago. It was my first win in probably a year and am on 5 losses again since. Im happy to see tho that others do better with Khador!
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igor
Junior Strategist
Posts: 122
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Post by igor on Mar 21, 2019 10:28:15 GMT
Great read yet again (latest batrep vs mackay) and interesting strategy going all out on killing the caster from the get-go. I would have probably focused on the jacks and try to ignore mackay...nit saying thats correct because mackay likely does way more damage to your army than a jack does. Thank you. I'm glad you enjoyed it. Is it me or did you get quite lucky knocking down the Vanguards three turns in a row? RAT5 with only one field gun having FFE, versus DEF 13. Were both of them aiming the whole time? They were aiming all the time. They are lazy, there is really no point in moving around when your targets come to you The FFF Field Gun should have a 95% chance of hitting when aiming. Knockdown is only on hit, so I any damage would be a bonus. The normal Field Gun should have a 72% of hitting when aiming. So, the odds should be on my side. Did you consider deploying differently, maybe trying to overload one zone (the left one) so you would improve your odds at scoring there and mitigating the damage mackay can do on the right? This is a very good point. It is not the first time Crucible Guards (and others) focus on one flank. I'll put it in my little book of tricks. Lastly, congratz on your win. I lived the dream once of killing mackay with a marauder (under red line) a few weeks ago. It was my first win in probably a year and am on 5 losses again since. Im happy to see tho that others do better with Khador! Thank you. If you only knew how many times I have lost to all sorts of enemies. I will, however soon put up the next battle report, where both Marauders, and really mad winter guards teach Legion how not to position huge-based monster.
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igor
Junior Strategist
Posts: 122
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Post by igor on Mar 23, 2019 9:49:55 GMT
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igor
Junior Strategist
Posts: 122
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Post by igor on Mar 30, 2019 13:53:36 GMT
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igor
Junior Strategist
Posts: 122
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Post by igor on Apr 6, 2019 10:14:54 GMT
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Post by steeltitan on Apr 6, 2019 12:03:31 GMT
Great report yet again! Nice that the Rifles on the left managed to remove the one unit, through all of their defense tech and recursion.
Shouldnt the skorne player have scored his flag when you scored 2 that first time? You mentioned that he put a solo next to his flag?
Ive never played vs Skorne so i have no idea if this would be in your favour.
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igor
Junior Strategist
Posts: 122
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Post by igor on Apr 13, 2019 19:09:56 GMT
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Post by borderprince on Apr 14, 2019 4:15:34 GMT
Thanks for this.
One question - might using the Marauder's Combo-Smite ability have helped a bit? Aside from hitting harder than the regular attacks, it also messes up the jacks' positioning and/or Focus allocation (and as Ossrum lists depend heavily upon Rhulic jacks just needing to use power-up Focus to be functional, that can be valuable).
Looking at the end of Turn 2 picture, I wonder whether you could have moved the left (disrupted) Marauder to line up a combo-smite on the Driller into one of the bunnies in the zones. Hard to tell, but it looks to me like you might only have needed a 3 on the slam distance to also hit the left-most bunny, knocking them both down and damaging both. Just a thought, and remember that the Sturdy rule does not affect slams, just pushes.
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