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Post by Armchair Warrior on Aug 13, 2019 14:53:02 GMT
A post on Facebook got me thinking - should we be revisiting double colossal builds with the new themes? Now that we’re not restricted on free cards, it’s worth thinking through. (To be fair, the post was focused on triple colossal builds so feel free to post one...I don’t own 3).
So come play a game. Post a list and comment on someone else’s list. List should be viable in the new SR format.
My idea is Vlad 1. Our colossals really want a MAT fixer, as well as speed bump. The secondary guns want a Damage fixer as well.
So I start with Vlad 1 with Sorscha 0 for 15” threat ranges. I think Jaws vs WGK is a bit of a toss up but I like Rifles and Rockets to accentuate the ranged pressure and provide screening for Vlad.
I put in Eilish Orin since Stranglehold on Colossals is sad. A unit of mechs keeps the hardware running and gives you a cheap way to score a second circle zone. The points the work out to fit a Marauder.
I went with double Conquest since I think the zone denial to single wound infantry is actually a valuable aspect, and a natural predator for this list would seem to be single wound weaponmasters which Connie fixes - especially two. The Forge Seer Adjunct fixes stealth and magic weapons, and your objective can fuel the second one.
War Room Army
Khador - Vlad 1 WGK Double Connie
Theme: Winter Guard Kommand 75 / 75 Army
Vladimir Tzepesci, The Dark Prince - WJ: +28 - Greylord Adjunct - PC: 0 - Conquest - PC: 35 (Battlegroup Points Used: 28) - Conquest - PC: 35
Kovnik Jozef Grigorovich - PC: 0 Kovnik Apprentice Kratikoff - PC: 0 - Marauder - PC: 11
Eilish Garrity, the Occultist - PC: 5 Orin Midwinter PC: 5
Winter Guard Rifle Corps - Leader & 5 Grunts: 8 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 - Winter Guard Rocketeer - PC: 2 Battle Mechaniks - Leader & 3 Grunts: 3
THEME: Winter Guard Kommand
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Post by P'tit Nico on Aug 13, 2019 15:00:44 GMT
I put in Eilish since Stranglehold on Colossals is sad. Eilish doesn't do anything against Stranglehold. He can remove upkeeps, which Stranglehold is not. You'll need Orin for that. The Forge Seer Adjunct fixes stealth and magic weapons, and your objective can fuel the second one.
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Post by Armchair Warrior on Aug 13, 2019 16:53:12 GMT
Ahh...you’re right! Orin it is. (And I dont know what brain fart overcame me on the adjuncts name...)
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Post by auraco on Aug 13, 2019 17:08:03 GMT
Ahh...you’re right! Orin it is. (And I dont know what brain fart overcame me on the adjuncts name...) Clearly some infernals whispering into your ears, that's what happen when you take marked souls in your khador list
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Post by sand20go on Aug 13, 2019 17:11:27 GMT
Ugghhhh.....no
The main issue is that there are things that can one round (or near one round) a Conquest these days. Skin and Moans with all the fixings, Megalith, Probably the new Horror under a synergy chain, Pack of Tharn under Iona, a Redlined Vulcan after Rust, etc. etc. etc. With just a screen of a few Winterguard it feels like you will quickly lose one and after that the flank collapses.
And ultimately you are going to have to commmit em. You are going to get some good work done at Range but it is plodding. Meanwhile your opponent is using all his blast keys to minimize damage (or getting out force barrier....or blinding light....or vengenance bait....or windstorm and making you really sad.
So....for fun? Sure. Have a blast. Push models at each other. Enjoy.
But into a competitive meta? Not sure.
PS. Disclaimer. Given the performance of our meta that is now on a "we will fly to play you" kick I am not sure my experiences are actually that representative. It is pretty clear that the San Diego meta is one of the, if not the, more competitive metas in the country. No Cal Classic saw, I think 3 out of of the top 10 go to SoCals and would have easily been higher than that if a couple of early flights hadn't been required.
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Post by anderfreak on Aug 13, 2019 17:35:49 GMT
Triple and even double is really pushing it... single colossal got waaaay more appealing though. Those 7-8 points over warjack points that chipped away at free models disuaded me from colossals more than once in recent memory.
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Post by The Snark Knight on Aug 14, 2019 6:05:43 GMT
Hmmm. I wonder if I need a second Judicator...
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Post by Armchair Warrior on Aug 14, 2019 12:14:29 GMT
Hmmm. I wonder if I need a second Judicator... Oooo. Vlad 3, 2x Judicators, a max cavalry unit to taste (nice screening), choir, double free vassals, and some random solos. I like it.
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Post by michael on Aug 14, 2019 12:23:09 GMT
Hmmm. I wonder if I need a second Judicator... Why do you have a first Judicator, traitor? (Also come play Warmachine, it’s been like a year, dude!)
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Post by The Snark Knight on Aug 14, 2019 12:54:03 GMT
Hmmm. I wonder if I need a second Judicator... Why do you have a firstJudicator, traitor? (Also come play Warmachine, it’s been like a year, dude!) Horse Vlad stole some Protectorate stuff, I hear. And yeah, I'm actually pretty sure the last time I got a game in was Longest Night. Anyway, work sucks and I'm going to try to wake up early enough to get to the shop on Sunday afternoons, as I am at least ostensibly not working Sunday nights.
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Post by Armchair Warrior on Sept 15, 2019 23:30:06 GMT
OK, I’m still a bit fixated on this. After dabbling around with Strakhov 2 with 3 units of Doomreavers and a bunch of jacks, I’m wondering if the following is inspired, or just stupid schlock for a beer and pretzels game.
Vladimir Tzepesci, The Dark Prince - WJ: +28 - Conquest - PC: 35 (Battlegroup Points Used: 28) - Conquest - PC: 35
Koldun Lord - PC: 0 Koldun Lord - PC: 0 Greylord Forge Seer - PC: 0
Doom Reaver Swordsmen - Leader & 5 Grunts: 10 - Greylord Escort - PC: 3 Doom Reaver Swordsmen - Leader & 5 Grunts: 10 Doom Reaver Swordsmen - Leader & 5 Grunts: 10
The basic idea is that if you come up against an opponent that doens’t have really hard shooting, you could drop this and just go to town.
Apparition and terrain can keep at least one or two of the units save, and the Vlad Wind Wall sled can keep the 3rd safe if need be.
At least 2 of the units of doomreavers are there to harass, harangue, and tie up anything that could potentially kill a Conquest.
The Conquests run up Turn 1, and then take S&P powered shots at anything contesting the zones. The Main Gun has a 75% chance to crit against DEF 12 and lower with the reroll offered by the Koldun Lord, so you’re going to cause some mayhem. Once your opponent decides to contest the zones, or gets tied up with the doomreavers, you Feat and charge two fully loaded (because there’s a Forge Seer in the list, right) Conquest up the board with 13”-15” threat ranges.
Thoughts? Is this jank junk?
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Post by michael on Sept 15, 2019 23:44:30 GMT
I say, play with four colossals. Your opponent will be overwhelmed with confusion and you can easily seize victory.
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Post by sand20go on Sept 16, 2019 16:01:47 GMT
OK, I’m still a bit fixated on this. After dabbling around with Strakhov 2 with 3 units of Doomreavers and a bunch of jacks, I’m wondering if the following is inspired, or just stupid schlock for a beer and pretzels game. Vladimir Tzepesci, The Dark Prince - WJ: +28 - Conquest - PC: 35 (Battlegroup Points Used: 28) - Conquest - PC: 35 Koldun Lord - PC: 0 Koldun Lord - PC: 0 Greylord Forge Seer - PC: 0 Doom Reaver Swordsmen - Leader & 5 Grunts: 10 - Greylord Escort - PC: 3 Doom Reaver Swordsmen - Leader & 5 Grunts: 10 Doom Reaver Swordsmen - Leader & 5 Grunts: 10 The basic idea is that if you come up against an opponent that doens’t have really hard shooting, you could drop this and just go to town. Apparition and terrain can keep at least one or two of the units save, and the Vlad Wind Wall sled can keep the 3rd safe if need be. At least 2 of the units of doomreavers are there to harass, harangue, and tie up anything that could potentially kill a Conquest. The Conquests run up Turn 1, and then take S&P powered shots at anything contesting the zones. The Main Gun has a 75% chance to crit against DEF 12 and lower with the reroll offered by the Koldun Lord, so you’re going to cause some mayhem. Once your opponent decides to contest the zones, or gets tied up with the doomreavers, you Feat and charge two fully loaded (because there’s a Forge Seer in the list, right) Conquest up the board with 13”-15” threat ranges. Thoughts? Is this jank junk? It remains jank. Again, the problem is that there are too many heavies in the right combination that can one-round a Conquest. They will need buffing/additional resources but your opponent, if competent, is simply going to grasp that _IF_ they can one shot the Connie they win. You just will not have enough left, on enough of the table, to make the comeback. _IF_ I were going to do it I would say Hark OR Andy2. You can leverage their out of activation shooting spells to further assist in your efforts to use those things (rough terrain, fire, Critical Devastation) to control the board. Andy has SOME potentially interesting synergies in Jaws because of how you can stack the Kayazy minifeat and throat cutter to 5 dice charge....or with the doomies since you can do some nasty things on the feat turn. But the main issue remains - your opponent is going to deliver (and should be able to deliver) something very nasty into Conquest. Honestly this is why Collasuls/Gargs do not see as much play as you might think (I am guessing really only the Judicator and Big Bird?....occassionaly one of the Ret ones in certain lists - just too many points in a scenario pack where board presence rocks. Battle Engines much more common - because you get the advantages of a huge based model (tankiness, can't be moved around by most control elements, pathfinder on a stick, etc. etc.) at the cost of a mid-elite heavy. What is NOT to like.
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