zap
Journeyman Warcaster
Posts: 3
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Post by zap on Apr 27, 2017 21:11:05 GMT
I feel like its an auto loose for cygnar at this point... that stupid battle engine and no end to shield guard. how in the hell are we supposed to beat this??? that battle engine can shoot our damn colossal of the friggen table, no other battle engine can even come close to that, even with the new rules. and on top of that you get axis's feat that say you cant' do shit for melee and if you do, o wait, counter charge cause f' you, get off my lawn. i watched that crap get played at adepticon, it only lost when they had to drop their other list, which isn't much better.
at best we can stall for 1 turn, with haley 2 or p nemo... but with approx 430 boxes to get through its not enough when we can't efficiently shoot on the way in. pow 10/12 e leaps just isn't enough
the list is axis with 2 inverts, 17 galvanizers and i think 15-17 shield guard bots. you can't shoot it, nor can you effectively melee it because of his feat / counter charge
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Post by snarlyyow on Apr 27, 2017 23:40:53 GMT
So I'm pretty blessed to have a great convergence player in my meta. My first suggestion is to not play a gunline, any gunline, into CoC. There are ways to handle the servitors, triple firefly or whatever. But I'd suggest to not focus on them. I'd really suggest focusing on how to handle the TEP.
In order to do that you need to get to it in melee. It threats 15", which is a long way. There are ways to shorten it in Cygnar, like Haley2 for instance. And ways to speed up your own stuff, like Darius + Jackhammer. Stryker1 + feat is another way. Nemo1 + Decel and a lot of jacks. Stryker2 + feat. etc. etc. Another thing you can do is simply try to jam it up with models, even models that are out of command. It's a huge base and simply walking around models, like Sword Knights, is difficult for it.
The other way to handle the TEP is to bait it with something. Let's say you're playing Maddox with a number of Stormlances and an Assailed Stormclad. The Clad threats 12" and can easily kill the TEP. You put your Dauntless Resolved horses, maybe 2 or 3 of them, within 15" of the TEP. Then you put the Stormclad 16" behind the foremost Stormlance. If the TEP wants the Lances, it's gotta come into range of the Stormclad. If it doesn't come into range of the Stormclad, it leaves itself in range of the Stormlances. So, okay, you might lose a Stormlance or two, but in exchange you get the TEP.
So, best advice? Go slow, take out his core pieces, develop profitable piece trades.
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mrveux
Lt. Warcaster
Posts: 73
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Post by mrveux on Apr 28, 2017 1:14:33 GMT
Also, as long as the CoC player isn't playing Lucant, chain lightning effects eat through servitors
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zap
Journeyman Warcaster
Posts: 3
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Post by zap on Apr 29, 2017 4:31:35 GMT
hmm i see, i thought about p nemo, but i'm not that great at building list, i never seem to have the right thing.
P Nemo -squire - Stormclad - Stormclad
Storm Strider laddermore max lances max sword knights w/ ua (not really sure what to use for a jam unit, nothing seems to fit right w/ nemo /shrug)
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Post by olannon on Apr 29, 2017 10:18:51 GMT
The main problem in Convergence is Iron Mother. Her Backlash plays are crazy. It makes going into melee a seriously dicey proposition for most of our casters. With Destruction Initiative she gets both a ton of shield guards and a ton of bots with puncture. If a colossal or multiple heavies commit she can easily ping for ~20 damage in a single turn. Very few of our casters can deal with this. Haley2 is a nightmare to play into her, on top of all of this field marshal arc node combined with Domination and a Prime Axiom means that your vital pieces like Thorn, Jakes' heavy (assuming you take one) etc are hardly ever safe.
Storm Division with buffs for Lances have proved to be pretty decent against Convergence. So long as you beware of the TEPs you have a good starting point. Storm Lances also out-threat Convergence heavies and deal a lot of damage to them. I would say that Stryker1 in Storm Division is one of our better drops here. In my experience I also find Darius in heavy metal to be decent, he is one of our few casters who doesn't care about Mother's Backlash plays.
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gmonkey
Journeyman Warcaster
Posts: 33
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Post by gmonkey on May 10, 2017 20:04:58 GMT
hmm i see, i thought about p nemo, but i'm not that great at building list, i never seem to have the right thing. P Nemo -squire - Stormclad - Stormclad Storm Strider laddermore max lances max sword knights w/ ua (not really sure what to use for a jam unit, nothing seems to fit right w/ nemo /shrug) Nemo1 could certainly bring two stormclads. I also really like Dynamo. Even when shield guards neuter his amazing shooting, putting four focus and lightning shroud on Dynamo means POW 19/20/21/22/23 melee attacks, plus electroleaps to deal with servitors. Not sure about the Storm Strider's here - its function might be only to clear out servitors. I guess killing 4-8 of them per round wouldn't be bad, but Nemo1 prefers warjacks. You will need some models to provide power tokens though. Check out the pNemo thread in this forum or else the article I wrote on this subject: casualty-wmh.blogspot.com/2017/04/all-your-focus-are-belong-to-us.html
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Post by snarlyyow on May 11, 2017 16:54:19 GMT
hmm i see, i thought about p nemo, but i'm not that great at building list, i never seem to have the right thing. P Nemo -squire - Stormclad - Stormclad Storm Strider laddermore max lances max sword knights w/ ua (not really sure what to use for a jam unit, nothing seems to fit right w/ nemo /shrug) Nemo1 could certainly bring two stormclads. I also really like Dynamo. Even when shield guards neuter his amazing shooting, putting four focus and lightning shroud on Dynamo means POW 19/20/21/22/23 melee attacks, plus electroleaps to deal with servitors. Not sure about the Storm Strider's here - its function might be only to clear out servitors. I guess killing 4-8 of them per round wouldn't be bad, but Nemo1 prefers warjacks. You will need some models to provide power tokens though. Check out the pNemo thread in this forum or else the article I wrote on this subject: casualty-wmh.blogspot.com/2017/04/all-your-focus-are-belong-to-us.htmlDynamo is not good into Convergence and it has to do with the wording on Multifire and Shield Guard. Multifire states "additional attack with this weapon targeting the last model hit or another model within 2" " while Shield Guard states "this model directly hit instead." So this is what happens, you hit, say, a Galvanizer with Dynamo, the shield guards chain to one then another further away than 12". Once this is done, Dynamo has hit that model and now he has no targets within 2" that are in his 10" range. It's....not good. I suspect you haven't played it this way or haven't noticed, which is totally understandable, but the Convergence theme really makes Dynamo sad. It also doesn't help that Shield Guard is now within 3" but multi-fire requires another model to be within 2", a Convergence player can plant the shot on an "Island" from which Multifire cannot go off again even if you have range. You'll need a lot of eleaps to knock out the shield guards so Dynamo can multifire appropriately, or you'll need to commit Dynamo to melee. Quite simply, he's not worth 18 points in the Convergence matchup. A savvy CoC player will relegate him to being an 18 point model that kills a free servitor every turn.
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