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Post by sand20go on Aug 3, 2019 4:58:51 GMT
For those tracking at Home the Void Archon can be brought in Wolves. So you can bring, legally all 4 of these.
Hermit Koldun Lord Void Archnon A&H+V
If you brought OW2 you could get in shadows. That is a pretty f'ing uber -10 ARM debuff. Not saying that would make a LOT of sense but....wow.
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Post by jonnyboy on Aug 3, 2019 5:30:16 GMT
I think Archon and koldun lord is a fantastic spread. You're right -10 is wild, but options within a game do matter!
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Post by Armchair Warrior on Aug 3, 2019 13:11:40 GMT
So you can bring, legally all 4 of these. Hermit Koldun Lord Void Archnon A&H+V If you brought OW2 you could get in shadows. That is a pretty f'ing uber -10 ARM debuff. Not saying that would make a LOT of sense but....wow. Everything on that list is legit, although I probably want more doomies over A&H. Perhaps AHV instead of outriders in an OW2 list would work.
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Post by michael on Aug 3, 2019 14:34:10 GMT
One mercenary solo and one mercenary unit.
You are not getting all of those options in a single list, no matter how hard you try.
Edited to add: okay, that was weird. I had some sort of technical glitch that didn’t display the Void Archon in the list composition section the first time. It was there after closing and restarting.
Now onto another criticism: you’re paying...29?... points for that package? All so you can debuff one single target with a bunch of limited-threat-range abilities, several of which are highly dependent upon positioning and terrain (Hermit, for example) to bring to bear.
Is it a cute theoretical trick? Yes. But I’m willing to bet that you’ll practically never benefit from more than two at a time under real conditions. People are gonna kill your stuff, and you’re going to be short on bodies and hitting power and bodies once six or seven bullets remove fully 1/3rd of your force.
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Post by josephkerr on Aug 3, 2019 15:10:54 GMT
One mercenary solo and one mercenary unit. You are not getting all of those options in a single list, no matter how hard you try. Edited to add: okay, that was weird. I had some sort of technical glitch that didn’t display the Void Archon in the list composition section the first time. It was there after closing and restarting. Now onto another criticism: you’re paying...29?... points for that package? All so you can debuff one single target with a bunch of limited-threat-range abilities, several of which are highly dependent upon positioning and terrain (Hermit, for example) to bring to bear. Is it a cute theoretical trick? Yes. But I’m willing to bet that you’ll practically never benefit from more than two at a time under real conditions. People are gonna kill your stuff, and you’re going to be short on bodies and hitting power and bodies once six or seven bullets remove fully 1/3rd of your force. The point is less that u can stack a -10 in any game u want and that the flexibility of options is unprecedented. Even a casual -4 can be achieved a ton of ways.
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Post by sand20go on Aug 3, 2019 18:17:10 GMT
One mercenary solo and one mercenary unit. You are not getting all of those options in a single list, no matter how hard you try. Edited to add: okay, that was weird. I had some sort of technical glitch that didn’t display the Void Archon in the list composition section the first time. It was there after closing and restarting. Now onto another criticism: you’re paying...29?... points for that package? All so you can debuff one single target with a bunch of limited-threat-range abilities, several of which are highly dependent upon positioning and terrain (Hermit, for example) to bring to bear. Is it a cute theoretical trick? Yes. But I’m willing to bet that you’ll practically never benefit from more than two at a time under real conditions. People are gonna kill your stuff, and you’re going to be short on bodies and hitting power and bodies once six or seven bullets remove fully 1/3rd of your force. Archon does not count as your merc solo. Check the theme again.
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Post by sand20go on Aug 3, 2019 18:18:45 GMT
One mercenary solo and one mercenary unit. You are not getting all of those options in a single list, no matter how hard you try. Edited to add: okay, that was weird. I had some sort of technical glitch that didn’t display the Void Archon in the list composition section the first time. It was there after closing and restarting. Now onto another criticism: you’re paying...29?... points for that package? All so you can debuff one single target with a bunch of limited-threat-range abilities, several of which are highly dependent upon positioning and terrain (Hermit, for example) to bring to bear. Is it a cute theoretical trick? Yes. But I’m willing to bet that you’ll practically never benefit from more than two at a time under real conditions. People are gonna kill your stuff, and you’re going to be short on bodies and hitting power and bodies once six or seven bullets remove fully 1/3rd of your force. Also note that the hermit is the book. So 5 bullets to get him. Void Archon applies from 14 inches; AH&V from 19; and Koldun lord from 16. Those are some LONG range bullets ;-) Actually probably 6 shots into Hermit (or another of our package). He has "Mad visions" - no damage once a game while in his command of 8. Edit 2 - Archon is probably a lot more than 13 (only 1 inch reach) because of her dual attack/quasi LOtF like actions. Charge (9), Kill. Teleport another 8. Then Spray and apply Dark Shroud at 18. Oh and assuming your melee target had a soul you get to boost the damage on the effective POW 16 (or more) spray. I want to do the math but I am thinking this could be a pretty damm good uber spell assination by OW2. Protect them (and doomies and ponies) on the approach and then hit with . Main issue would absolutely be the darkshroud - a problem if applied when you need to hit. I am going to build me some jank when Void comes out and see how it plays ;-) People can hang head in shame when they die to ternions ;-) I think our run would be 1) Hermit moves 5 and hits his aura (again, by using Mad visions and his book like abilities we MAY be actually able to deliver) (-2 ARM) 2) A tries to kiss 19 away.. Maybe a Holt shot or 2 (-4 ARM) 3) Bad Santa Canker Frosts. 16 inches away (-6 ARM). Effective POW 16 4) OW 2 (I think this is right) does her move and feat. Curse boosted with reroll (-8 ARM). Then Scourge (boosted to hit with reroll), Effective Pow 21. 5) Archon (see above). (ARM -10). Spray is effective POW 24 boosted. Ideally with the spray picks up a soul and then goes incorp so neither engaging or LOS 6) Ternion shots are effective POW 22. Feels like that will "leave a mark" ;-) Edit - interesting Depending on Defense issues OW COULD go first. She gives up some of the damage cranking on the Scourge BUT it provides a means to ensure A and the K. Lord hit AND provides for ways of overcoming LOS blocking.
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Post by mcdermott on Aug 3, 2019 20:19:41 GMT
swarms of armor debuff + khador lights?
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Post by michael on Aug 4, 2019 0:26:52 GMT
One mercenary solo and one mercenary unit. You are not getting all of those options in a single list, no matter how hard you try. Edited to add: okay, that was weird. I had some sort of technical glitch that didn’t display the Void Archon in the list composition section the first time. It was there after closing and restarting. Now onto another criticism: you’re paying...29?... points for that package? All so you can debuff one single target with a bunch of limited-threat-range abilities, several of which are highly dependent upon positioning and terrain (Hermit, for example) to bring to bear. Is it a cute theoretical trick? Yes. But I’m willing to bet that you’ll practically never benefit from more than two at a time under real conditions. People are gonna kill your stuff, and you’re going to be short on bodies and hitting power and bodies once six or seven bullets remove fully 1/3rd of your force. Also note that the hermit is the book. So 5 bullets to get him. Void Archon applies from 14 inches; AH&V from 19; and Koldun lord from 16. Those are some LONG range bullets ;-) Actually probably 6 shots into Hermit (or another of our package). He has "Mad visions" - no damage once a game while in his command of 8. Edit 2 - Archon is probably a lot more than 13 (only 1 inch reach) because of her dual attack/quasi LOtF like actions. Charge (9), Kill. Teleport another 8. Then Spray and apply Dark Shroud at 18. Oh and assuming your melee target had a soul you get to boost the damage on the effective POW 16 (or more) spray. I want to do the math but I am thinking this could be a pretty damm good uber spell assination by OW2. Protect them (and doomies and ponies) on the approach and then hit with . Main issue would absolutely be the darkshroud - a problem if applied when you need to hit. I am going to build me some jank when Void comes out and see how it plays ;-) People can hang head in shame when they die to ternions ;-) I think our run would be 1) Hermit moves 5 and hits his aura (again, by using Mad visions and his book like abilities we MAY be actually able to deliver) (-2 ARM) 2) A tries to kiss 19 away.. Maybe a Holt shot or 2 (-4 ARM) 3) Bad Santa Canker Frosts. 16 inches away (-6 ARM). Effective POW 16 4) OW 2 (I think this is right) does her move and feat. Curse boosted with reroll (-8 ARM). Then Scourge (boosted to hit with reroll), Effective Pow 21. 5) Archon (see above). (ARM -10). Spray is effective POW 24 boosted. Ideally with the spray picks up a soul and then goes incorp so neither engaging or LOS 6) Ternion shots are effective POW 22. Feels like that will "leave a mark" ;-) Edit - interesting Depending on Defense issues OW COULD go first. She gives up some of the damage cranking on the Scourge BUT it provides a means to ensure A and the K. Lord hit AND provides for ways of overcoming LOS blocking.
Rough terrain, intervening models, and LOS blockers make almost all those models very, very sad.
Again, good luck with the practical applications.
And, again: you've invested 30% of your army points into 5-6 not especially resilient models.
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Post by auraco on Aug 4, 2019 4:20:47 GMT
While the Hermit is pretty good, I'm not sure he's that interesting in Wolves, especially over say Alexia2, sure he's one more -2 armor debuff, but he's spd 5 no advance deploys in a list of spd 6 advance deploying apparating models or spd 9 spray ponies, so he's not going to be releveant until round 3 maybe even 4, thing is, wolves wants to have already finished the game by this point. Alexia2 can follow the reavers and has plenty of souls to pop her thralls. So I'd go with less armor debuff and more threat range and the list would probably be better for it. Also Boundless charge is faction, so sadly it can't target the void archon in say an OW2 wolves list. That being said I still like the void archon a lot with OW2.
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Post by chickenslayer on Aug 4, 2019 6:08:53 GMT
Swinging -4 to -6 is fine. The 2x Kolduns are showing up anyway, the Void Archon or two probably makes it in most of the time because it's a good shooting piece which has some bulk unlike the rest of Wolves and has a lot of terrain mitigation and just really nice rules (assuming it doesn't randomly change post CID) and if you're taking Void Archons and hte like, well they are some of the best solos to use Hermit on because they're annoying to deal with and you can burn the one attack that might threaten to kill them
Really Aiyana is the only super questionable one and if you're playing, say, Zerkova 2 then she makes perfect sense. Running 4x units of Reavers, 2x Void Archons, 2x Koldun Lords + Odds and Ends seems fine to me for bulk and you still can splash in extra stuff for more DPS if need be.
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