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Tourny Idea with menoth harbinger your thought plz  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User





ok so i got harbinger and attend a 35 point tourny .. i had this idea and wanted to ask what other out side my play circle thought....
ok so bring harbinger and a jack say rekkoner

im going first harbinger on the line at 7'
rekkoner right behind her
ok so giv rekk 2 focus camp 8
activate chior for battle giving rek +2 hit
activate rek and slam harby d6
say we roll a 3
harby sits on 10
activate harby spend 1 to get up with out pennility ( even if i use covnant i still lose action/movement) cast crusaders call and then pop feat. and charge with harbinger.. charge range is now 6 +2 +3 11 inches
harby on 21'' away from table edge with feat up extending out 20'
so 41" in covrages on turn 1...
if they move pow 14 hit... if kill box caster takes a hit...
IE good controle to move up for turn 1 and can realy weaken their army
at 35 points i think its a good idea...

my list is
Harbinger of Menoth (*5pts)
* Crusader (6pts)
* Reckoner (8pts)
Choir of Menoth (Leader and 3 Grunts) (2pts)
Exemplar Bastions (Leader and 4 Grunts) (8pts)
Exemplar Bastion Seneschal (3pts)
High Paladin Dartan Vilmon (3pts)
Paladin of the Order of the Wall (2pts)
Paladin of the Order of the Wall (2pts)
Rhupert Carvolo, Piper of Ord (2pts)
The Covenant of Menoth (2pts)
Vassal of Menoth (2pts)

This message was edited 1 time. Last update was at 2014/10/14 18:41:46


3200
6000
Menoth: 100
Circle: 25 
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

You have a couple of base rules wrong here.

You spend focus to shake effects during maintenance

You must have both movement and action available to charge

The list itself isn't bad, but the gimmick won't work. You especially don't want to expose a large base caster due to armor piercing risks

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
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Made in us
Dakka Veteran




Illinois

 Surtur wrote:
You have a couple of base rules wrong here.

You spend focus to shake effects during maintenance

You must have both movement and action available to charge

The list itself isn't bad, but the gimmick won't work. You especially don't want to expose a large base caster due to armor piercing risks

Well technically you shake during the control phase not maintenance, but your point is still valid. Models also can't stand on the same turn they where knocked down, so even if harbinger could shake during her activation she still wouldn't be allowed to stand due to that.

Harbinger charging forward in the early turns to get in a good early feat is a solid tactic, just watch out for armies with lots of guns, harbinger doesn't like being shot.

This message was edited 1 time. Last update was at 2014/10/14 21:52:47


 
   
Made in us
Fresh-Faced New User





Hmm ok thanks guys if i don't do that I'm losing d6 movement still a good advance regardless if going first or second for a Steam roller event

3200
6000
Menoth: 100
Circle: 25 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

No, this entire idea is horrible. Harbinger is a very squishy caster and you don't want her any farther up the field than she has to. And BTW, reread Divinity. She's immune to KD naturally(and blind, and backstrike due to 360 degree vision)

Plus, at spd6, she is actually one of our fastest casters and has no difficulty getting to where she needs to go.

If you really want to get her up a little farther so she can feat early, what you do is first feat and then "derp-charge" an enemy model across the table. That will get you 16" up the table on turn 1. With a 20" control, thats plenty of feat coverage to prevent the enemy from advancing.

Sometimes I don't even need to derp-charge. 7+6+20 is plenty of coverage. Especially if I'm playing tier and have a nice wall to hide behind.

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Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Made in gb
Storm Guard



Northampton, England

You can always first turn with harby, 7+6/9/11 + 20'is 33-38" up the board, your opponent is usually 10" forward, even better if they have some AD stuff. Her max distance on the first turn gets you far enough forward to touch their control area.

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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I agree. Walking on turn one gives you plenty of effect with her feat.

Its actually better if you leave just a little bit of gap between their models and the edge of her control area. Its more likely they'll misjudge the distance and enter the control area.

Remember, you are NOT required to show your opponent your control area. The proper way to resolve her feat is, when one of their models/units activates, you mark where they began their movement. And once they've figured out where they're ending, then you measure and apply the feat. You don't check till they've committed to their movement.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in hk
Longtime Dakkanaut




Generally, I prefer to go 2nd with harbinger. That way you can score first.

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Made in us
Paingiver







An option not mentioned is swapping the slam for a push, which will get you an assured 1" with no damage to your caster. Also, for Harbinger's safety, camp 10 on her and have one of Tristan's jacks perform the power attack.

   
 
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