Post by sand20go on Dec 30, 2019 15:42:08 GMT
OK. So I have been playing this list for a while now (I would say since about September). I originally put it on the table as an "answer" to Juris's CG (He has gotten away from that) since the three clams create problems for many CG lists if they don't bring alot of extra support. Losing Ruin was the weird choice - but I found that he just became this big target and was an expensive way to start the trading.
[Butcher 3] Kommander Zoktavir, the Butcher Unleashed [+22]
- Devastator [14]
- Devastator [14]
- Devastator [14]
- Marauder [11]
- Marauder [11]
- War Dog [3]
Kovnik Apprentice Kratikoff [4]
- Destroyer [14]
Morrowan Archon [8]
Widowmaker Marksman [4]
Yuri the Axe [0(5)]
Kayazy Eliminators [0(5)]
Kayazy Eliminators [0(5)]
It very much is a butcher delivery system. He can get into the mix and between the Wardog and the Archon he gets up to def 18 which is a pain to deal with. So often I find that Butchers key issue is not being able to survive the counter and this set up helps.
But Yuri....poor sad Yuri. He just doesn't get work done. Squishy, easy to hit, one attack other than thresher Yuri. Even with the forest in Jaws it isn't helping because it just is a bit too far back for many scenarios to provide Yuri a fantastic hidding spot..
So.....
1) What might you change? The three clams are mandatory and NOT getting swapped and it feels like I want the destroyer because that sort of spot removal has been very beneficial in a lot of games.
2) Thoughts on how to BETTER use Yuri? Maybe hold him back for a later game piece to go snipe out a flag or to add in some damage on something?
[Butcher 3] Kommander Zoktavir, the Butcher Unleashed [+22]
- Devastator [14]
- Devastator [14]
- Devastator [14]
- Marauder [11]
- Marauder [11]
- War Dog [3]
Kovnik Apprentice Kratikoff [4]
- Destroyer [14]
Morrowan Archon [8]
Widowmaker Marksman [4]
Yuri the Axe [0(5)]
Kayazy Eliminators [0(5)]
Kayazy Eliminators [0(5)]
It very much is a butcher delivery system. He can get into the mix and between the Wardog and the Archon he gets up to def 18 which is a pain to deal with. So often I find that Butchers key issue is not being able to survive the counter and this set up helps.
But Yuri....poor sad Yuri. He just doesn't get work done. Squishy, easy to hit, one attack other than thresher Yuri. Even with the forest in Jaws it isn't helping because it just is a bit too far back for many scenarios to provide Yuri a fantastic hidding spot..
So.....
1) What might you change? The three clams are mandatory and NOT getting swapped and it feels like I want the destroyer because that sort of spot removal has been very beneficial in a lot of games.
2) Thoughts on how to BETTER use Yuri? Maybe hold him back for a later game piece to go snipe out a flag or to add in some damage on something?