gmonkey
Journeyman Warcaster
Posts: 33
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Post by gmonkey on Jun 29, 2017 18:37:59 GMT
I'd like to solicit some advice, and maybe get some fun models on the table as a result that I may not have played in a while. My friend has been wrecking me recently with Forge Guard. 26 forge guard. casualty-wmh.blogspot.com/2017/04/battle-report-mercenaries-ossrum-vs.htmlcasualty-wmh.blogspot.com/2017/06/battle-report-mercenaries-ossrum-vs.htmlThe recent recursion added to the siege crawler only makes it worse. My problem is that the forge guard are ARM18 even without Ossrum's feat, and that means that POW10s do nothing. Chain lightning, electro-leaps, firefly or sentinel shots, it's all no good. I can bring a Cyclone, which is honestly my best idea right now. The covering fire would be really useful as well. I've also thought of chargers - I have two. But four forge guard per turn for 18 points doesn't feel like a good value when he'll be returning 1d3 to play every turn. Storm lances might work well, but I'd need to stick to the shots, since any that commit are immediately wrecked. And now that the shots are losing electro-leap, we're looking at 5 forge guard per turn for 20 points, which is in the same territory as chargers, which I mentioned above. If I commit, I can get potentially two with impact attacks, one with a shot, and then if there's a target left maybe one with the lance and if I'm super-lucky another with that e-leap. So that's probably 3 forge guard for that 4 point model. So maybe stormlances would be good. I used stormblades recently, and they can certainly kill forge guard, and due to their shots, they outthreat them. What makes the whole thing tricky is that the forge guard can charge through gun bunnies, and they've got double the reach of my stormblades. What else? I thought maybe of the trencher chain gun. It's only range 10, but it gets boosted damage against warrior models, and I could dig it in at the edge of a SR2017 infantry zone and use covering fire until something is in range. Now that it's going to be only four points, I might do that. I feel like maybe in my most recent game (BatRep link above) I just made some tactically bad decisions. I feel like maybe stormlances and stormblades are the right thing to take - their armor won't help against forge guard, and their defense really won't either. What's going to help is their threat range. I'm still soliciting feedback though.
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xadmar
Lt. Warcaster
Cygnar Fan
Posts: 55
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Post by xadmar on Jun 29, 2017 19:37:26 GMT
I notice your lists are not using a Firefly. If positioned well, which can be hard to do, those pow 10's become pow 12's turning it from an iffy kill to a likely to kill non feat turn. Running two FF's makes it much easier to clean up infantry. The new CID upgraded Storm Strider is really good too. Pow 14 (16 with FF) with d3 leaps and you can likely boost the damage rolls. If you want to go the Cyclone router I would recommend a Stormwall over the Cyclone. having 2 covering fire templates while still having 2 high pow shots really help. Especially against speed 4 dwarfs who go down to ARM 16 when moving. Not to mention the pod which can be really good as a control piece. Storm Lances should eat Forge Guard for lunch. Typically the Forge Guard are in 3 model formation to provide the ARM bonus. You charge into it making impacts against at least two of them, then assault shot with eleap, then lance with eleap means you should kill all three of them per SL model plus maybe one or two others depending on positioning and dice. If you want to get frisky you could use Hurricane to slam them into each other. If they are already B2B for the ARM bonus then they all take a POW 14 slam. Hope you can find some stuff that works for you.
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mrveux
Lt. Warcaster
Posts: 73
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Post by mrveux on Jun 29, 2017 19:59:24 GMT
I think both lists have good chances of being able to crack armor with a little bit of tweaking.
The Nemo list needs to be in heavy metal, I think. The TAC I want to work, and they just don't, they are too slow, and don't get work done. Heavy Metal will give you JR, Jakes, and Strangewayes for the three casters, and will give you something like 17 free points. Nemo1 can power up a few nasty jacks to four focus and have them just smash into either the dwarves or the battle engine. A Stormclad with 4 focus does a lot of damage.
I think that the Stormlist really wants to be out of Maddox. She just makes things hit so hard on her feat turn, and gets around terrain, which is the bane of all Storm Division lists. This might let you alpha hard enough to get work done.
The other thing I would consider, and something that Cygnar is really good at, is if you have an armor problem just go around it. Build a list that dedicates hard to assassination to punch through a few dwarves and get to Ossrum. Caine3 is probably the best call for this. Jakes2 could do it as well.
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Post by 36Cygnar24Guy36 on Jun 30, 2017 10:17:53 GMT
I would play my Caine 3 list with 6 Chargers and Thunderhead, they would absolutely tear the arse out of 26 Forge Guard, get a nice pow 17 Thunderhead Pulse, followed up by two more pow 19s, and then 12 x boosted pow 15s
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mrveux
Lt. Warcaster
Posts: 73
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Post by mrveux on Jun 30, 2017 13:40:13 GMT
I think the short answer is that we absolutely can deal with heavy armor, but it is not our default state. We can't throw any list together, like say Khador or Trolls, and have it just roll through armor.
Casters who can definitely deal with heavy armor (and I know I'm going to be missing some, so please feel free to add): Nemo1 Nemo3 Caine3 Seige1 Seige2 Maddox Stryker2 Stryker3 Sloan Darius
So probably about half our stable of casters, with proper support can definitely crack armor.
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gmonkey
Journeyman Warcaster
Posts: 33
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Post by gmonkey on Jun 30, 2017 13:42:05 GMT
Good responses. Let me hit them all. xadmar - I actually own two fireflies. I name all my jacks, but I've only played the firefly I named "Joules" - I have yet to play (or name) the second. The trick with the fireflies here is that getting one within 5" of forge guard means that if I don't immediately kill all those forge guard, the firefly dies. It only takes about two forge guard to take it off the table. Fireflies are squishy. I don't have the cash to pick up a storm strider or colossal yet, but I've been looking. And yes - lances should in theory be able to squish units of forge guard, but oddly they never do. Especially once the CID nerf goes in, they'll need to commit to get anything done, and then the whole 20 point unit just dies. I know at least in my game earlier this week I tried to use the terrain chokepoint to help and it probably hurt me more than anything and got my lances killed. mrveux - I guess my current two lists do likely have what it takes. You mention a stormclad with 4 focus, but I actually prefer a lightning shrouded hammersmith with 4 focus. It's got the same POW, same electroleaps, 2 extra attacks, moves while it's hitting, and costs 7 point less. It's just got half the reach, but I'm hoping that won't matter while I'm beating back with each hit. Since the above-linked Nemo game, I've switched to a Heavy Metal Nemo1 list Nemo1 Squire Centurian Defender Hammersmith Dynamo Cyclone Lancer Jr Firefly Jakes Firefly Arlan Field Mechanics (min) I'm considering tweaks, but the above is my go-to Nemo list. I wish I could have more mechanics though. I'm also looking at Maddox. Not sure I can take on a new caster, but if I did, it would have been her! (Imagine Sam Gamgee talking about Rosie Cotton) The other thing I would consider, and something that Cygnar is really good at, is if you have an armor problem just go around it. Build a list that dedicates hard to assassination to punch through a few dwarves and get to Ossrum. Caine3 is probably the best call for this. Jakes2 could do it as well. Caine3 I'm avoiding for the same reasons that I've always avoided Sloan and the Haleys. But for the rest, how to punch through a giant mob of dwarves and a 40-box battle engine? Shadow Fire is hard to come by outside a Caine list, and to punch through you're talking 4-6 POW12 shots to kill enough dwarves, and then how much would I realistically have left for an assassination? Ossrum is hard to assassinate anyway. High armor, camped focus, bullet dodger. 36Cygnar24Guy36 Avoiding Caine3, see above. Thunderhead, on the other hand, I'm going to be putting on the table soon. I've been painting him this past month, and I'm nearly done. The way he packs in those forge guard, T-Head might have a field day. Or he might just get jammed and end up unable to pulse. I hope he's not a 20-point waste. Know what I just thought of? I wonder if Stormsmith Grenadiers would be any use against forge guard. The lightning AoE that stays could be helpful. Pulling them out of formation could help. And -2 speed would suck for a speed 4 model.
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Post by 36Cygnar24Guy36 on Jul 1, 2017 12:54:38 GMT
Good responses. Let me hit them all. xadmar - I actually own two fireflies. I name all my jacks, but I've only played the firefly I named "Joules" - I have yet to play (or name) the second. The trick with the fireflies here is that getting one within 5" of forge guard means that if I don't immediately kill all those forge guard, the firefly dies. It only takes about two forge guard to take it off the table. Fireflies are squishy. I don't have the cash to pick up a storm strider or colossal yet, but I've been looking. And yes - lances should in theory be able to squish units of forge guard, but oddly they never do. Especially once the CID nerf goes in, they'll need to commit to get anything done, and then the whole 20 point unit just dies. I know at least in my game earlier this week I tried to use the terrain chokepoint to help and it probably hurt me more than anything and got my lances killed. mrveux - I guess my current two lists do likely have what it takes. You mention a stormclad with 4 focus, but I actually prefer a lightning shrouded hammersmith with 4 focus. It's got the same POW, same electroleaps, 2 extra attacks, moves while it's hitting, and costs 7 point less. It's just got half the reach, but I'm hoping that won't matter while I'm beating back with each hit. Since the above-linked Nemo game, I've switched to a Heavy Metal Nemo1 list Nemo1 Squire Centurian Defender Hammersmith Dynamo Cyclone Lancer Jr Firefly Jakes Firefly Arlan Field Mechanics (min) I'm considering tweaks, but the above is my go-to Nemo list. I wish I could have more mechanics though. I'm also looking at Maddox. Not sure I can take on a new caster, but if I did, it would have been her! (Imagine Sam Gamgee talking about Rosie Cotton) The other thing I would consider, and something that Cygnar is really good at, is if you have an armor problem just go around it. Build a list that dedicates hard to assassination to punch through a few dwarves and get to Ossrum. Caine3 is probably the best call for this. Jakes2 could do it as well. Caine3 I'm avoiding for the same reasons that I've always avoided Sloan and the Haleys. But for the rest, how to punch through a giant mob of dwarves and a 40-box battle engine? Shadow Fire is hard to come by outside a Caine list, and to punch through you're talking 4-6 POW12 shots to kill enough dwarves, and then how much would I realistically have left for an assassination? Ossrum is hard to assassinate anyway. High armor, camped focus, bullet dodger. 36Cygnar24Guy36 Avoiding Caine3, see above. Thunderhead, on the other hand, I'm going to be putting on the table soon. I've been painting him this past month, and I'm nearly done. The way he packs in those forge guard, T-Head might have a field day. Or he might just get jammed and end up unable to pulse. I hope he's not a 20-point waste. Know what I just thought of? I wonder if Stormsmith Grenadiers would be any use against forge guard. The lightning AoE that stays could be helpful. Pulling them out of formation could help. And -2 speed would suck for a speed 4 model. Don't go for assassination with Caine 3, just go for blasting their army off the table
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mrveux
Lt. Warcaster
Posts: 73
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Post by mrveux on Jul 3, 2017 14:17:42 GMT
I think, if they don't change much from CID, Trencher Commandoes are going to be really good for dealing with heavy armor, single wound infantry. What will make them worth taking will depend on whether they get any jack level armor cracking, which was something we were talking about at the end of the cycle.
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Post by snarlyyow on Jul 3, 2017 18:06:53 GMT
So what we're talking about is high arm single wound dudes in abundance. Both Forge Guard and Sentinels being the problem children. Both of those units are weaponmasters, one is slow and the other less so. When you're looking to combat weaponmaster infantry don't look to jacks, weaponmasters want jacks on the table to be able to trade up. You gotta find your source elsewhere, which means infantry or secondary abilities. Luckily, ARM18 isn't impossible to crack when you charge it. Some folks have mentioned various casters, let's just go over the casters that I think solve the problem and are viable in a pair: Stryker2 - Rebuke. Man, Rebuke is a real dick kick for big infantry units, and Stryker's feat allows your stormblades to mulch all those bastards. Nemo3 - POW10 electroleaps not cutting it? Try Boosted POW10s! Siege1 - This is sort of what he does. All of those annoying infantry a-holes die in droves to freaking anything during Siege's feat turn. Hell, they'll die to blast damage. That's sort of the long and short of it. Good luck.
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gmonkey
Journeyman Warcaster
Posts: 33
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Post by gmonkey on Jul 5, 2017 13:15:32 GMT
So what we're talking about is high arm single wound dudes in abundance. Both Forge Guard and Sentinels being the problem children. Both of those units are weaponmasters, one is slow and the other less so. When you're looking to combat weaponmaster infantry don't look to jacks, weaponmasters want jacks on the table to be able to trade up. You gotta find your source elsewhere, which means infantry or secondary abilities. Luckily, ARM18 isn't impossible to crack when you charge it. Some folks have mentioned various casters, let's just go over the casters that I think solve the problem and are viable in a pair: Stryker2 - Rebuke. Man, Rebuke is a real dick kick for big infantry units, and Stryker's feat allows your stormblades to mulch all those bastards. Nemo3 - POW10 electroleaps not cutting it? Try Boosted POW10s! Siege1 - This is sort of what he does. All of those annoying infantry a-holes die in droves to freaking anything during Siege's feat turn. Hell, they'll die to blast damage. That's sort of the long and short of it. Good luck. My most recent thrashing was using Stryker2. ( casualty-wmh.blogspot.com/2017/06/battle-report-mercenaries-ossrum-vs.html) My problem likely came as a result of terrain and poor play on my behalf. He shielded his forge guard with gun bunnies on the approach and feated turn one for an early gun bunny mini-alpha that gave them all extra armor. I made the decision to hold feat for a turn, since I'd be charging ARM21 gun bunnies and hitting at dice minus six with the stormblades that were in range of the stormrod. It would never have been enough to take out a light jack, and then the forge guard would have wrecked me the following turn, owing to Ossrum's ability for the forge guard to move/attack through the gun bunnies. I'm calling my performance poor, but in that situation I'm still not sure how I could have done better. I'd considered Stryker2 or Nemo3 for next time, as I actually Nemo3 - I've just never played him.
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gmonkey
Journeyman Warcaster
Posts: 33
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Post by gmonkey on Jul 6, 2017 15:16:37 GMT
Continuing to think about this matchup. When you only get about one game per month, you think and re-think your games, and this was an interesting one.
I think my problem with this wasn't just about the forge guard, it was about the bunny wall protecting them. Ossrum is amazingly good, and my opponent (and good friend) played him very well. He went second, and used Ossrum's feat bottom of one to move further up the table and to get that extra armor. Gun bunnies don't have a ton of boxes, but when you've got a line of ARM 21 bunnies protecting your forge guard, what can stormblades do? They hit hard, but they're averaging 4 boxes each hitting those bunnies. They're not going to take them off the table, and an extra attack from Stryker2's feat only averages one point per stormblade, which is why I didn't use the feat a turn earlier. And then, next turn you know those forge guard are going to charge THROUGH the bunnies and wreck anything they touch.
I guess what I'm saying is that in reviewing the game, I feel like turn 2 is where I went wrong, but I'm honestly not sure what I should have done differently.
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Post by snarlyyow on Jul 6, 2017 17:22:51 GMT
Continuing to think about this matchup. When you only get about one game per month, you think and re-think your games, and this was an interesting one. I think my problem with this wasn't just about the forge guard, it was about the bunny wall protecting them. Ossrum is amazingly good, and my opponent (and good friend) played him very well. He went second, and used Ossrum's feat bottom of one to move further up the table and to get that extra armor. Gun bunnies don't have a ton of boxes, but when you've got a line of ARM 21 bunnies protecting your forge guard, what can stormblades do? They hit hard, but they're averaging 4 boxes each hitting those bunnies. They're not going to take them off the table, and an extra attack from Stryker2's feat only averages one point per stormblade, which is why I didn't use the feat a turn earlier. And then, next turn you know those forge guard are going to charge THROUGH the bunnies and wreck anything they touch. I guess what I'm saying is that in reviewing the game, I feel like turn 2 is where I went wrong, but I'm honestly not sure what I should have done differently. It feels like you should have casted rebuke on one unit of Forgeguard and done what you could to the bunnies. Remember, tying the bunnies up in the melee is a position they don't want to be in. So, sure, you do some damage to a number of them, maybe take out a system on a few of them, then they are engaged in melee and have to take free strikes without the feat to use their guns. That's a win! Rebuke on the dorfs saves you a turn of reprisal.
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Post by snarlyyow on Jul 6, 2017 17:41:08 GMT
I'm looking at your battle report now and I have some serious questions:
Why did you not cast Rebuke? Rebuke is the bane of slow weaponmasters. Why did Stryker have so few focus on him the last turn? It looks like he's engaged by 2 or 3 Dorfs, certainly Rowdy with powerup could have handled that and the lancer could have chipped in if needed. This would have given Stryker more focus 7 - 3 velocity = 4 that's two buys and boosts instead of 1. I'm glad you recognized that you needed to feat earlier. You needed to get positive charge involved, get Rowdy in there, and move him backward with the feat to save him. Use what's left of your stormblades to kill the jacks. You need Stryker on the Flag. You went first, Stryker is hard to kill. When playing the pit (for the short time it has left to live) you need to play with your caster on the flag. Every time. Stryker is a big bully, make it happen. Know your threat ranges, the Stormlances can move up, shoot, and back up to be 11" from the Dwarves. The Dwarves without rebuke threaten 9". That's a fight you can win.
I'd really look at this game and ask yourself "what should be killing what?" You gotta have the stormblades kill the Jacks. The Stormlances should kill the dudes. And Rowdy should take the Siege crawler. You should be chucking out Rebuke on one unit of Dorfs, whichever one is bigger, and focusing down the smaller unit so the Crawler can't put more dudes on the table.
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gmonkey
Journeyman Warcaster
Posts: 33
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Post by gmonkey on Jul 6, 2017 18:53:55 GMT
Thanks for the feedback. I've realized a few mistakes I made after reviewing all this. I'm going to break up my responses and address things one at a time. I'm looking at your battle report now and I have some serious questions: Why did you not cast Rebuke? Rebuke is the bane of slow weaponmasters. I actually did - I just neglected to mention that in the battle report. Oh wait - I did mention it. It was on turn three. I think I couldn't get LoS on turn two because of the bunny wall. Why did Stryker have so few focus on him the last turn? It looks like he's engaged by 2 or 3 Dorfs, certainly Rowdy with powerup could have handled that and the lancer could have chipped in if needed. This would have given Stryker more focus 7 - 3 velocity = 4 that's two buys and boosts instead of 1. I'd used up the squire by then - pulled the focus on turns 2,3,4. So I only had six to use. Three for velocity, so I had three left. I used one to soak damage on the siege crawler's free attack, and lucked out that Stryker was left on one box. Then I had two left: one to buy and one to boost. Perhaps I should always save one accumulator box for the assassination run with Stryker. I'm glad you recognized that you needed to feat earlier. You needed to get positive charge involved, get Rowdy in there, and move him backward with the feat to save him. Use what's left of your stormblades to kill the jacks. I keep thinking that feating earlier would have helped, but would it really given how little extra damage that would have yielded on Ossrum's feat turn? I couldn't get at the dwarves - only the ARM21 gun bunnies. I actually did use positive charge, just didn't mention that in the BatRep. Pretty sure I had it on the Lancer turn two, which I guess means that the stormblades were hitting at dice minus four rather than dice minus six. They still weren't able to remove the bunnies. I suppose I should have involved Rowdy. Maybe knocked down some bunnies on turn two to arc rebuke past them at the forge guard. I didn't think of that. I was too concerned with keeping Rowdy alive and B2B with Stryker so that he'd be DEF18 when the forge guard got there. That was a mistake. You need Stryker on the Flag. You went first, Stryker is hard to kill. When playing the pit (for the short time it has left to live) you need to play with your caster on the flag. Every time. Stryker is a big bully, make it happen. Know your threat ranges, the Stormlances can move up, shoot, and back up to be 11" from the Dwarves. The Dwarves without rebuke threaten 9". That's a fight you can win. You're right. I should have kept Stryker on the flag. I guess I was too enamored of that big house that would keep him safe from everything. Last time I kept him on a flag I nearly got Stryker shot to death by a Behemoth. I'd really look at this game and ask yourself "what should be killing what?" You gotta have the stormblades kill the Jacks. The Stormlances should kill the dudes. And Rowdy should take the Siege crawler. You should be chucking out Rebuke on one unit of Dorfs, whichever one is bigger, and focusing down the smaller unit so the Crawler can't put more dudes on the table. There were actually three units of forge guard. I had rebuke on the unit of ten, but sixteen more just kept piling in. I'm thinking now that I should have had the storm lances circle around the forest and hit the artillery from behind as well as any remaining forge guard. I managed to run one stormlance around to engage artillery, which tied them up for one round, but that was too little too late. I lost one lance to an early bunny assasult, and two more to lances I didn't think could get me. I had them charge bunnies on turn two to do some extra damage, but they could only repo back three inches, and that was too close to the dwarves and I lost two cav. So in the end I guess it's not about bringing a different army - it's about playing the one I've got here better. Thanks again for the advice. The reason I write up these battle reports is so that I can review how I've played and improve my game.
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gmonkey
Journeyman Warcaster
Posts: 33
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Post by gmonkey on Jul 6, 2017 19:12:54 GMT
I've got it. On my turn two, Rowdy gets positive charge and Stryker feats. Rowdy quakes the bunnies, probably taking out two using a full stack. One unit of Stormblades charges past him into the dwarves, making sure to tie up the remaining bunnies. Then all the feat attacks.
The fact that it took me two weeks to come up with this plan is why I'd never survive on death clock. :-)
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Post by snarlyyow on Jul 7, 2017 17:27:59 GMT
I've got it. On my turn two, Rowdy gets positive charge and Stryker feats. Rowdy quakes the bunnies, probably taking out two using a full stack. One unit of Stormblades charges past him into the dwarves, making sure to tie up the remaining bunnies. Then all the feat attacks. The fact that it took me two weeks to come up with this plan is why I'd never survive on death clock. :-) Warning: Thread derail ahead. The clock isn't so bad. I always make my plan on my opponent's turn anyway, unless I'm playing Haley2 or Haley3 because there are so many options. Typically speaking I go into my turn knowing full well what I'm about to do. I know what pieces I want to remove, I know where I want to put my caster, etc. I'd really suggest that while you're playing on the clock you ask yourself one major question: What is my primary win condition going forward? ClockAssassinationScenarioIf unclear, continue attrition.Then, when your turn starts, regardless of what you answered for the previous question, see if you can pull off an assassination. Maybe it's not your best chance to win, but assassination also prevents you from being assassinated in the future. So, develop a plan during your opponent's turn. Focus on their big pieces that threaten your big pieces. You want to put yourself in a position where they can't remove something of yours. (e.g. - If you have a Stormwall, prioritize the things that can kill the Stormwall so it can run rampant later in the game.) Focus on your most likely win condition, ignore the rest.
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Post by Me on Mar 3, 2019 3:28:28 GMT
Use a colossal, and just sweep attack
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