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Post by octaviusmaximus on May 9, 2017 21:41:07 GMT
For Haley1, Storm Strider needs to generate 5 power tokens for three turns to worth Feat:Blitz. Run for turn 1, three shots on the feat turn and two shots in the following turn. On the minimum it can have only three tokens for three turns. On the average, it would have three tokens in the turn 2, but it can't have two tokens in the turn 3 by 33%. Anyway, a Storm Strider+Arcane Tempest Rifleman cause more damage to ARM 20 than two Hunters with two focus each in the feat turn, though. And, because there is no reason to play Haley1, I don't think that make Storm Strider playable do anhthing for her. The others are just have good support platform instead. No. You are wrong. Blitz will 99% of the time be on turn 2 when it is unlikely that the strider won't have 3 power tokens. It is accurate enough that rat 8 or 10 from barrier and it's own aura make boosting to hit mostly immaterial. 3 boosted damage Pow 15s cause a lot of damage at 14" range. And yes, sometimes you get 1 token the next turn, but that's not a huge deal. I know, I played it. It's good. "because there is no reason to use Haley 1" this statement is dumb. "Haley 1 is bad, new models can't make Haley 1 good because Haley 1 is bad, the reason Haley 1 is bad is because she is bad". Hurricane with deadeye and boosting to hit nearly any model it needs to either assassinate or knock down an early target. Scramble out of the hurricane can control warjacks. Deadeye on a strider can engineer a long range 4 dice hit with crit disrupt. Her feat adds more attacks to non battlegroup models, so junior's jack, Jake's jack and models like strider get to shoot more. Haley 1 with current striders is eminently playable.
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Post by cygnarstronk on May 9, 2017 22:19:14 GMT
I find no reason to play H1 because she likes to gunline and the only gunlines worth their weight rigt now are those of sloan and nemo3. Stealth trumps haley, as does very high armor. Sloan deals with stealth, nemo with the armor.
But well, H2 might really like the strider as a TA target, nemo3 is going to like it a lot, stryker 1 might want it too either to snipe it up or to put AS on it, maddox heavy metal may need a good snipe target that doesn't need any focus, and so on.
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Post by octaviusmaximus on May 9, 2017 22:41:40 GMT
I find no reason to play H1 because she likes to gunline and the only gunlines worth their weight rigt now are those of sloan and nemo3. Stealth trumps haley, as does very high armor. Sloan deals with stealth, nemo with the armor. But well, H2 might really like the strider as a TA target, nemo3 is going to like it a lot, stryker 1 might want it too either to snipe it up or to put AS on it, maddox heavy metal may need a good snipe target that doesn't need any focus, and so on. Sloan is bad against opponents prepared for her, I find. She's not too hard to protect against. Haley doesn't just gunline, she can also use disruption offensively to control opponents. Sloan has no control affects to prevent an opponent from doing what they want. Put it on the table with the list I put up thread. It's good.
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Post by cygnarstronk on May 10, 2017 0:11:01 GMT
I find no reason to play H1 because she likes to gunline and the only gunlines worth their weight rigt now are those of sloan and nemo3. Stealth trumps haley, as does very high armor. Sloan deals with stealth, nemo with the armor. But well, H2 might really like the strider as a TA target, nemo3 is going to like it a lot, stryker 1 might want it too either to snipe it up or to put AS on it, maddox heavy metal may need a good snipe target that doesn't need any focus, and so on. Sloan is bad against opponents prepared for her, I find. She's not too hard to protect against. Haley doesn't just gunline, she can also use disruption offensively to control opponents. Sloan has no control affects to prevent an opponent from doing what they want. Put it on the table with the list I put up thread. It's good. I don't like to tech with distruption as it only works against half of the game, and most of my meta is around hordes anyway
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Post by droopingpuppy on May 10, 2017 2:01:36 GMT
For Haley1, Storm Strider needs to generate 5 power tokens for three turns to worth Feat:Blitz. Run for turn 1, three shots on the feat turn and two shots in the following turn. On the minimum it can have only three tokens for three turns. On the average, it would have three tokens in the turn 2, but it can't have two tokens in the turn 3 by 33%. Anyway, a Storm Strider+Arcane Tempest Rifleman cause more damage to ARM 20 than two Hunters with two focus each in the feat turn, though. And, because there is no reason to play Haley1, I don't think that make Storm Strider playable do anhthing for her. The others are just have good support platform instead. No. You are wrong. Blitz will 99% of the time be on turn 2 when it is unlikely that the strider won't have 3 power tokens. It is accurate enough that rat 8 or 10 from barrier and it's own aura make boosting to hit mostly immaterial. 3 boosted damage Pow 15s cause a lot of damage at 14" range. And yes, sometimes you get 1 token the next turn, but that's not a huge deal. I know, I played it. It's good. "because there is no reason to use Haley 1" this statement is dumb. "Haley 1 is bad, new models can't make Haley 1 good because Haley 1 is bad, the reason Haley 1 is bad is because she is bad". Hurricane with deadeye and boosting to hit nearly any model it needs to either assassinate or knock down an early target. Scramble out of the hurricane can control warjacks. Deadeye on a strider can engineer a long range 4 dice hit with crit disrupt. Her feat adds more attacks to non battlegroup models, so junior's jack, Jake's jack and models like strider get to shoot more. Haley 1 with current striders is eminently playable. Then I am right, for I was already mention about the possibility that Storm Strider will likely to have 3 power token on turn 2, because it actually rolls 2d3 for two turns. So 8/9 times it would get 3 tokens on the feat turn. But on turn 3 it gets 2 tokens by 2/3, which make a headache sometimes. Anyway, it slightly better than two Hunters even in feat turn of Haley1. But I don't think that is it too tempting choice to bring back Haley1. She no longer allow RNG 10 troopers to shooting for two turns(or effectively three, consider her feat).
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Post by octaviusmaximus on May 10, 2017 3:15:45 GMT
No. You are wrong. Blitz will 99% of the time be on turn 2 when it is unlikely that the strider won't have 3 power tokens. It is accurate enough that rat 8 or 10 from barrier and it's own aura make boosting to hit mostly immaterial. 3 boosted damage Pow 15s cause a lot of damage at 14" range. And yes, sometimes you get 1 token the next turn, but that's not a huge deal. I know, I played it. It's good. "because there is no reason to use Haley 1" this statement is dumb. "Haley 1 is bad, new models can't make Haley 1 good because Haley 1 is bad, the reason Haley 1 is bad is because she is bad". Hurricane with deadeye and boosting to hit nearly any model it needs to either assassinate or knock down an early target. Scramble out of the hurricane can control warjacks. Deadeye on a strider can engineer a long range 4 dice hit with crit disrupt. Her feat adds more attacks to non battlegroup models, so junior's jack, Jake's jack and models like strider get to shoot more. Haley 1 with current striders is eminently playable. Then I am right, for I was already mention about the possibility that Storm Strider will likely to have 3 power token on turn 2, because it actually rolls 2d3 for two turns. So 8/9 times it would get 3 tokens on the feat turn. But on turn 3 it gets 2 tokens by 2/3, which make a headache sometimes. Anyway, it slightly better than two Hunters even in feat turn of Haley1. But I don't think that is it too tempting choice to bring back Haley1. She no longer allow RNG 10 troopers to shooting for two turns(or effectively three, consider her feat). Then don't bring range 10 troopers? Range 10 troopers suck anyway. If you bring a bad list with a caster, it's not the casters fault.
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Post by cygnarstronk on May 10, 2017 9:03:06 GMT
well yeah, why are you bringing range 10 troopers? I mean, trenchers's guns are mostly there for show, I rarely use them as range 10 is very weak. If I want to use them I need snipe+UA, but that is not what I can get with H1.
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Post by droopingpuppy on May 10, 2017 12:36:38 GMT
Then I am right, for I was already mention about the possibility that Storm Strider will likely to have 3 power token on turn 2, because it actually rolls 2d3 for two turns. So 8/9 times it would get 3 tokens on the feat turn. But on turn 3 it gets 2 tokens by 2/3, which make a headache sometimes. Anyway, it slightly better than two Hunters even in feat turn of Haley1. But I don't think that is it too tempting choice to bring back Haley1. She no longer allow RNG 10 troopers to shooting for two turns(or effectively three, consider her feat). Then don't bring range 10 troopers? Range 10 troopers suck anyway. If you bring a bad list with a caster, it's not the casters fault. Yeah the end result seems Storm Lances anyways. Even Trencher Infantry is inferior than them.
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Post by droopingpuppy on May 10, 2017 12:42:23 GMT
well yeah, why are you bringing range 10 troopers? I mean, trenchers's guns are mostly there for show, I rarely use them as range 10 is very weak. If I want to use them I need snipe+UA, but that is not what I can get with H1. I was, actually, for pre-nerf Haley1 gives them effecfive 2" more distance with the enemy, and allow to shoot one more turn. That makes her the best Trencher caster in the game. But no more. Think about the benefit of Snipe. Temporal Barrier provides enough distance to avoid enemy charge to everyone, not just only one model/unit.
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Post by cygnarstronk on May 10, 2017 14:55:58 GMT
well yeah, why are you bringing range 10 troopers? I mean, trenchers's guns are mostly there for show, I rarely use them as range 10 is very weak. If I want to use them I need snipe+UA, but that is not what I can get with H1. I was, actually, for pre-nerf Haley1 gives them effecfive 2" more distance with the enemy, and allow to shoot one more turn. That makes her the best Trencher caster in the game. But no more. Think about the benefit of Snipe. Temporal Barrier provides enough distance to avoid enemy charge to everyone, not just only one model/unit. The old TB was a bit broken, with a 16 inches bubble and the -2DEF. Since she already has an accuracy fixer in her kit, why didn't they just leave her the SPD malus and removed the -2DEF from her spell? Sometimes I don't get how PP reasons. Anyway, trencher infanry are some of the worst fighting troops in the game for their point cost, mainly because they can't drop smoke and shoot and we all bring them mostly for the smoke. Stiil, I suppose H1 can work good with the strider but she it may be even better with H2, Maddox, Stryker1 and nemo3.
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Post by 36cygnar24guy36 on May 10, 2017 15:04:35 GMT
Anyway, trencher infanry are some of the worst fighting troops in the game for their point cost, mainly because they can't drop smoke and shoot and we all bring them mostly for the smoke. gonna do an 'um actually' moment here, I apologies
They can minifeat 'into the breach' to drop smoke and charge, which means they get their assault shot
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Post by droopingpuppy on May 10, 2017 16:01:07 GMT
I was, actually, for pre-nerf Haley1 gives them effecfive 2" more distance with the enemy, and allow to shoot one more turn. That makes her the best Trencher caster in the game. But no more. Think about the benefit of Snipe. Temporal Barrier provides enough distance to avoid enemy charge to everyone, not just only one model/unit. The old TB was a bit broken, with a 16 inches bubble and the -2DEF. Since she already has an accuracy fixer in her kit, why didn't they just leave her the SPD malus and removed the -2DEF from her spell? Sometimes I don't get how PP reasons. Anyway, trencher infanry are some of the worst fighting troops in the game for their point cost, mainly because they can't drop smoke and shoot and we all bring them mostly for the smoke. Stiil, I suppose H1 can work good with the strider but she it may be even better with H2, Maddox, Stryker1 and nemo3. Well, with the shifting meta, Trencher Infantry is one of the most valuable shooter unit. They can get the cover+immune to blast damage on a plain ground, while able to shoot stuffs. So they are quite usable thanks to the protection from the various anti infantry techs. Just forget about their smoke bombs when you are about to use them as the combatant, for they will do Cautious Advance all the times if you ever want them to shoot something. Smoke Bombs is there for screening the others, not when you want them to fight. It is sure that old TB is broken a bit, but it is a signature spell for only one caster, who only have average power level even with such a broken spell. And it only fixes accuracy problem, while Sign and Potent also alts average damage as well. And... anyway, buffing Storm Strider do nothing with Haley1. It have nothing to do with her problem that overshadowed by the other casters and have no real selling points over them.
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Post by cygnarstronk on May 10, 2017 16:04:13 GMT
Anyway, trencher infanry are some of the worst fighting troops in the game for their point cost, mainly because they can't drop smoke and shoot and we all bring them mostly for the smoke. gonna do an 'um actually' moment here, I apologies
They can minifeat 'into the breach' to drop smoke and charge, which means they get their assault shot
Oh sure, if you assault and get them in melee and you bought the UA. That isn't a good fighting unit for it's points, and the smokewall is going to be in a very weird spot after that minifeat, but it can be done.
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Post by cygnarstronk on May 11, 2017 10:36:38 GMT
Boi time to be back on topic, tried the strider yesterday against some circle. As usual circle makes most shoting irrelevant if you don't see stealth, but it still did good work against... an armor buffed colossal. Even arm22 has to respect 2 turns of boosted pow17s to the face.
my smug list:
Cygnar Army - 75 / 75 points [Theme] Storm Division
(Maddox 1) Major Beth Maddox [+30] - Centurion [17] - Stormclad [18] - Squire [0(5)] Journeyman Warcaster [0(4)] - Firefly [8] Major Katherine Laddermore [8] Storm Lances (max) [20] Stormblade Infantry [10] - Stormblade Infantry Officer & Standard [0(5)] - Stormblade Infantry Storm Gunner (3) [6] Storm Strider [18]
It worked out good, snipe+move means that nothing is safe even in the backline, and since it provides free points the cost of the models seems fair and balanced. I wouldn't play it at 18 full points anyway.
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Post by 36cygnar24guy36 on May 11, 2017 10:40:05 GMT
Boi time to be back on topic, tried the strider yesterday against some circle. As usual circle makes most shoting irrelevant if you don't see stealth, but it still did good work against... an armor buffed colossal. Even arm22 has to respect 2 turns of boosted pow17s to the face. my smug list: Cygnar Army - 75 / 75 points [Theme] Storm Division (Maddox 1) Major Beth Maddox [+30] - Centurion [17] - Stormclad [18] - Squire [0(5)] Journeyman Warcaster [0(4)] - Firefly [8] Major Katherine Laddermore [8] Storm Lances (max) [20] Stormblade Infantry [10] - Stormblade Infantry Officer & Standard [0(5)] - Stormblade Infantry Storm Gunner (3) [6] Storm Strider [18] It worked out good, snipe+move means that nothing is safe even in the backline, and since it provides free points the cost of the models seems fair and balanced. I wouldn't play it at 18 full points anyway. How much repair did the Circle player have? every time I play against them they have, stone shapers, and shifting stones, and tinkers
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