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Post by auraco on Sept 10, 2019 13:24:42 GMT
One thing I noticed in the WTC list is that people like Fenris (who has seemed to me to be a bit too expensive). Fenris is very good for Wolves. Rise means any reavers knocked down can't simply be ignored the next turn (combine with Strakhov2 feat for some nice combinations). Really big boost for the likes of Vlad2 as well because knocked down doom reavers are feat options, giving opponents some issues. Plus he's a fast solo who hits very hard and has a lot of wounds. In the current scenario packet that's very handy. Especially when all other Wolves solos outside of Mercs want to hang back for the most part. Cheers, Dave Fenris is great and the Wolves CID was very kind to him, but rise is really meh, Wolves tend to play very wide and Fenris' leadership can only cover so much ground, I find it mainly useful for himself. The interactions with Strakhov2's feat are cute at best, but not worth building a list over it. The value of Fenris comes from being a model that doesn't die to pow 10 or 12 (well at least not only the one) fire or corrosion in a list where everything is vulnerable to that, relentless charge and grevious wound in the same package is great and if you get blood quench rolling he can actually take an effort to be removed from a zone. My personnal record is cranking him up to 6 blood quench token,on steelhead halbardiers in crucible guard after they killed my juggy, the landing spot the juggy left there was just perfect, transmute was on the halbardiers, but with some arcane might boost I was able to just keep killing, at that point in the game (it was late ish in the game) he didn't have enough to put a dent in Fenris, I ended up winning that game on scenario the turn after.
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Post by sand20go on Sept 10, 2019 16:42:28 GMT
I have been having fantastic results with the following: Vlad 2 -Victor -Graylord Adjunct(free) Doom reaver unit x2 Doom reaver unit +UA Croe's Cutthroughts (max) +Valyachev Graylord Ternion (free) Alexia2 Fenris Koldun Lord(free) Croes plus victor are my ranged threats; they keep opponents that try and skirt the doom reavers threat ranges honest. Hand of fate + Pray + Koldun Lords -2 arm makes them threatening before they get in backstrike position; and between Zephys and repo 5 they cover a huge distance every turn. Victor + Guidance and eyeless sight/arching fire lets me fish for the squishy support pieces starting turn 2. I cant count the number of times I am able to wipe out key support solos and caster attachments because they wander to close to a low defense model for Victor to take advantage of. Alexia and fenris follow behind the first wave of doom revers; Alexia makes solos to recycle the corpse tokens of doom revers and enemy models if I am lucky. She also makes sure that I have solos to score flags with. Fenris grants rise and tries to line himself up for a second wave charge. Ternion serves 2 roles based on the match-up; clouds on the first line of doom revers if I expect my opponent to get the first turn of shooting on them. Clouds on and in front of Vlad as he advances up the field to discourage stray shots towards him in his cloud bunker. Warrior model sniping when available with bonds of woe when available to help replenish any banged up units and recycle bodies even further with Alexia2. I LOVE....I MEAN LOVE this list. You are so right. Prey, plus all the fixings make for a TERRIFYING unit. Jesus. I am going to have to run the Railless math test but you may have suggested a very interesting fix to the Juris CG problem. If so I am going to give you my first born. He comes cheap. Just make sure Destiny 2 is available. Will include PS4. BTW - ozvelpoon - do you find that you are good for feat targets? With "only" three units do you have enough options? E
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Post by thebuoyancyofwater on Sept 11, 2019 3:55:04 GMT
Fenris is great and the Wolves CID was very kind to him, but rise is really meh, Wolves tend to play very wide and Fenris' leadership can only cover so much ground, I find it mainly useful for himself. The interactions with Strakhov2's feat are cute at best, but not worth building a list over it. The value of Fenris comes from being a model that doesn't die to pow 10 or 12 (well at least not only the one) fire or corrosion in a list where everything is vulnerable to that, relentless charge and grevious wound in the same package is great and if you get blood quench rolling he can actually take an effort to be removed from a zone. My personnal record is cranking him up to 6 blood quench token,on steelhead halbardiers in crucible guard after they killed my juggy, the landing spot the juggy left there was just perfect, transmute was on the halbardiers, but with some arcane might boost I was able to just keep killing, at that point in the game (it was late ish in the game) he didn't have enough to put a dent in Fenris, I ended up winning that game on scenario the turn after. Yeah I definitely wouldn't base tactics around rise, but it is a useful ability to have on the board. Key points for him are being a fast, hard-hitting solo though. Cheers, Dave
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Post by Armchair Warrior on Nov 8, 2019 3:04:09 GMT
So tonight I played this into the Child with a fairly standard double clockatrice, double Skin and Moans list (also had...Cage Rager, Rattler, Battle Engine, 4 Swarms, some crabbits and some solos).
I played:
Vlad 2 - Adjunct - Marauder (Assail target) - Conquest Min Outriders (HOF target) 2X Koldun Lords 4X doomreavers, 2 with UAs
I wanted to try trimming all the fat out of my list to fit in a Conquest. I liked it and will try it again. This was a pretty decent matchup. We played spread the net.
I won the role and go first. There's a ginormous forest in the middle of the board, one off to the left. His side has a super nice trench in the middle of the board just outside the circle zone, and a wall on his side of the zone.
Turn 1 I run my stuff up behind both forests and HIS wall (damn, AD and apparition is great). I have great board position and am basically saying "come get me" like Keaneau Reeves (or Bruce Li) to his clockatrices. All his melee beatsticks are out of range. I position my stuff so that the clocks can't take out more than one dude each (bascially a long wall from left to right of doomreavers...it was pretty cool).
He takes the bait, rushing up with caster in charge range of several doomies. His clocks advance hard and take out 2 doomreavers.
Turn 2 I feat, and trade my feat to take out his clocks and attempt to put his caster into the dirt. The second part of this gambit was a total mistake. It turns out that the Child on a 3 fury camp can totally withstand 4 charging supersyrum doomreavers and spread the damage in a pretty annoying way. I should have JUST gone for attrition. I'm not unhappy at the end of the turn with my board state and having taken out both clocks. Anecdotally, my Conquest and HOF Outriders were able to take out 3 of the 4 swarms.
On his turn, he counterattacks and takes out 12 doomreavers and 2 outriders and puts 22 damage into the Marauder, but can't get to either Koldun or Connie. He gets his caster out of trouble which HAS to be his #1 priority. However, at the end of 2 I score my square zone and my flag, but he's unable to contest either of those so I go up 2-0.
Turn 3 I'm able to push forward and go up 5-0 without much difficulty. If he'd played differently, he could have scored 1, but I had enough stuff to clear both square zones and score 4, while also going up way up on attrition. One Skin and Moans was in range of my Conquest, an easy HOF target, and the other was in range of the damaged Marauder (who could still charge/slam for free) and a half dozen doomreavers.
Thoughts...
I never really feel disadvantaged against Grymkin with doomreavers, and going first is bad apples for my opponent. I really liked having the Conquest and Marauder...it felt like I was in a good spot to score both square zones, could send my Marauder into the wild without worrying about control ranges or focus (or losing a cortex), and still had 4 units of doomreavers which still feels like alot / enough. In THIS list, with Vlad, I don't feel like I need the Ternion for DEF fixing but certainly if I wasn't taking the Conquest a unit would have been nice. I didn't mind playing down 2 Outriders, as 3 HOF outriders still do a lot and this was exactly the kind of matchup where I really don't need or want 5, and instead prefer the added heavy armor/4th unit of doomies.
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