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Made in gb
Fresh-Faced New User




Come on guys, no mercy! Don't worry if it's been posted before just state your mind.

KEROSS POP'N'DROP

Keross
2x Redeemers
1x Choir

1) 3 Focus each on Redeemers
2) Choir chant for +2 Attack and +2 Damage
3) Keross Feat
4) Dead warcaster

EVEN DEADLIER DEATHJACK
Lich Lord Terminus
Death Jack

1) Give Three Focus in total to the Deathjack (Inc. Skulls of Hate)
2) Deathjack casts Demonaic on its self.
3) Deathjack now doubles his attacks and each attack is at +2 Str
4) All hell breaks loose.

UPSETTING BOMBARDS
Dark Prince Vlad
2 x Destroyers
Reinhold

1) 2 Focus each on Destroyers
2) Pre-measure with Reinhold
3) Vlad cast Signs and Portents
4) Activate Destroyers and boost attack and damage
5) Someone is now very upset

DEVOUT GOES LONG
Keross
Devout

1) Put 1 Focus on Devout
2) Cast Ward on Devout
3) Cast Protection of Menoth on Devout
4) Run Devout into Reach range of enemies
5) All hell breaks loose as Devout is attacked by enemies and they get Defensive Strike'd up the wa-zoo.

KILLER KONVOY

Vlad
2x Berzerkers
2x Kovnik

1) Attach Berzerker's to Kovnik
2) Get Vladimir to Cast Blood of Kings and Wind Wall
3) Move him 8 Inches
4) Activate Kovniks and run them on either side of Vladamir (Base to base)
5) Activate Berzerkers and charge the Kovniks, which will fall short
6) Wash rinse and repeat until inside enemy lines and then
7) kick Feat, drop Wind Wall and Cast Signs and Portents, Use remaining focus for Overboost or Extra Attack
8) Activate Kovniks and Slam enemy Warjacks, Use Drive on the Berzerkers
9) Each Berzerker charges a Slammed Target, getting auto-hits with each axe and a free headbutt followed by a Drive attack at P+S 19 on three dice discard lowest. All for no focus.
   
Made in us
[MOD]
Madrak Ironhide







Skarre bomb.

You bomb them with Skarre.

(I actually don't know the details of this off hand)

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in gb
Fresh-Faced New User




For a good read on the Skarre Bomb check this place.
http://www.battlecollege.com/index.php?option=com_content&task=view&id=74&Itemid=40
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

It usually only works once because not body ever forgets getting bombed. Wait a minute my casters dead and you don't have to roll to hit. Nope just take damage to the noggin. Had it happen to my Cain when he had like a defense 24 thinking he was completely untouchable. (Ouuch)
   
Made in us
Regular Dakkanaut




a great source of this is located on PP sites under each faction and horde. I find it quite useful!
   
Made in us
Fresh-Faced New User




Goreshade,
Dethjack
i trooper of any kind

Run trooper into base with modle you want dead, Have goreshade put 3 focus on deathjack, walk up cast soulgate on death jack remove infantry modle in goreshades control area and replace it with death jack, then proceed to beat the snot out of the model with up to eight attacks. 7 of them being ST 18 and 1 ST 15 With mat of 7 that means dead jack or boost to hit a couple of times means dead warcaster
   
Made in us
Bonkers Buggy Driver with Rockets




Da Southern New Hampshire!

The famous Karchev 21" charge.
First cast Tow.
Next turn upkeep Tow, use one for Turbine, and put 3 focus on 3 jacks in any way you like.
Tow grabs jacks 2" away. Karchev runs 10", Karchev turns around 180ยบ, his base is another 2" (jacks must be put in btb in his back arc), all 3 jacks use the focus to charge or run or something 7". There thats a 21" charge of death.

The "Look at me I'm the Haley Turtle" run.
3 Destroyers with Vlad and Eyriss, give focus and cast Windwall. Ranged attacks always miss against the 3 destroyers, and destroyers should screen or obscure Vlad.
Use the focus'd up destroyers first, then activate Vlad followed by Windwall. If Vlad goes first and uses windwall and signs and portents, the destroyers can't fire.
If the enemy thinks about charging, pop Vlad's feat and let loose.

Eyriss the soulless elven hooker chick will do what she does best. Get laid.

Cygnar's I hope you Die list.
Nemo
Journeyman
x2 Centurions
Lancer
Trenchers
Ponies
Stormsmiths

Journeyman will always cast a spell to give Nemo +1 FOC next turn.
The trenchers will keep popping smoke and covering the advance of the Centurions.
If you get to close, Nemo can Accelerate a Centurion with 5 Focus on it. Thats 6 Attacks at P+S 18 and a Shield who can't be charged at arm 24.

Ponies wreak havoc. Chainlighting arcs from the Lancer to kill infantry, Eyriss, Widowmakers, the likes. Voltaic snare traps warjacks. Nemo's feat does stuff.
Stormsmiths kill Eyriss, Gorman, Kell, Widowmakers, and the likes on average rolls.

If at first you don't succeed, you fail. 
   
Made in us
[MOD]
Madrak Ironhide







Testament assassination.

Rhupert Marches Exemplar Vengers +2"

Testament Activates, Revives any lost Vengers (they can activate that turn), pops
Essence of dust feat with as many Vengers as he can get in his control area.

Vengers charge through everything directly at the Warcaster.

Charge = 8" + 3" +2" +(2" reach) = 15" threat
 ignore all bases, so you pretty much have a straight
line from a foot away (I believe EOD ignores LOS for purposes of charging)

Though a smart opponent would try to make sure you don't have Vengers in
a position to charge their warcaster with Rhupert and Testament on the table,
or shoehorn their warcaster in between other bases (though tall in the saddle
means it'll have to hide behind larger bases)

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Fresh-Faced New User




One for Hordes. The infamous...

Seraph Spam.

Lylyth
Seraphs x3+

Have Seraphs get in close to enemy caster, next turn Pop Lylyth's feat and fire away. This ignores Camouflage, Concealment, Stealth, Invisibility and many other things.
   
Made in us
Infiltrating Moblot







Posted By Chops on 04/06/2007 10:50 AM

DEVOUT GOES LONG
Keross
Devout

1) Put 1 Focus on Devout
2) Cast Ward on Devout
3) Cast Protection of Menoth on Devout
4) Run Devout into Reach range of enemies
5) All hell breaks loose as Devout is attacked by enemies and they get Defensive Strike'd up the wa-zoo.


Devout can only make 1 Defensive strike per round. So this doesn't really work the way you seem to think it does.

You all don't understand. I'm not locked in here with you; you're all locked in here with me.

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Made in us
[MOD]
Madrak Ironhide







Also, people aren't going to attack that devout. Or at least, they'll do
whatever they can to avoid it.

The one that keeps killing me is:

Darius crane.

Seriously. His Centurion keeps catching me unprepared.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Infiltrating Broodlord





Canada

Posted By Achilles on 04/08/2007 12:00 PM
Posted By Chops on 04/06/2007 10:50 AM

DEVOUT GOES LONG
Keross
Devout

1) Put 1 Focus on Devout
2) Cast Ward on Devout
3) Cast Protection of Menoth on Devout
4) Run Devout into Reach range of enemies
5) All hell breaks loose as Devout is attacked by enemies and they get Defensive Strike'd up the wa-zoo.


Devout can only make 1 Defensive strike per round. So this doesn't really work the way you seem to think it does.

Also: only one upkeep spell per model.  So it'seither Ward OR POM, not both.

Devouts should hang back with their caster to spell shield and bullet catch

-S

2000 2000 1200
600 190 in progress

 
   
Made in us
Infiltrating Moblot







He likely means Choir Ward followed by POM (which is completely legal)... but given the rest you might be right.

You all don't understand. I'm not locked in here with you; you're all locked in here with me.

Follow me on YouTube!

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Check out my Blog at Guerrilla Miniature Games 
   
Made in us
Incorporating Wet-Blending





Houston, TX

What is this, intro to WM tactics for noobs? :-P

What kills me is that several of these tactics have been around since Prime!

Just look through the PP Tactics Forums sticky topics. Lots of wisdom in there.

-James
 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

Most of these "tactics" don't seem to amount to anything more than:

Cast X on Y
???
PROFIT!!!

-sigh-
   
Made in us
Regular Dakkanaut



Bellevue, WA

Darius Cruise Missile:

Turn 1: Cast Jackhammer on a Centurion. Cast Full Throttle. Advance your entire army. You want your missile to run and end up about 3 or so inches ahead of Darius, offset to the side.
Turn 2: Upkeep Jackhammer, put two focus on the JH'd Centurion and keep 3 for Darius. Darius casts FT and advances and cranes the cruise missile from 2" behind him to 2" ahead of him (gaining a total of around 7-8", can't remember exactly). Centurion activates and charges a total of 9" + 2" reach. The total "threat range" of his charge is around 19.5". Watch jackhammered Centurion destroy lots of stuff. Then giggle when you bring him back to life.

More details on the testament assassination run:

A *lot* of people will realize how nasty this run is and sandwich their Warcaster in such a way that you can't get a charge on them (your charge must end with the target in your front arc *before* you turn to face the target). The Testament can revive any model that's died in his control area, plase it in coherency with the original unit *within* his control area. There's the trick - kill some of your Vengers and use revive to chain them into a charge on the opposing Warcaster (love that 5" coherency; if you revive two vengers it lets you chain them pretty much anywhere). Then feat, then activate the piper and sing March on the Vengers. Probably you won't need to use the +2" move on the newly revived Vengers, so they can benefit from an extra sword attack (11+3d6 since hopefully they've already been hit and thus made angry).

The key principle behind this tactic is that if you've got the focus for it (you should!) Revive ends up being the equivalent of lots of extra movement for your Vengers.

Also always take a full Choir with the testament.  They're cheap and can kill one another to provide you with soul tokens.  I almost always kill 2 choir members per turn in the early stages of the game to get my focus up to 7 or so before my army starts dying en masse. 

   
Made in us
Been Around the Block




Start in Seattle then hike across the sound.

Posted By Chops on 04/06/2007 10:50 AM
Come on guys, no mercy! Don't worry if it's been posted before just state your mind.

KEROSS POP'N'DROP

Keross
2x Redeemers
1x Choir

1) 3 Focus each on Redeemers
2) Choir chant for +2 Attack and +2 Damage
3) Keross Feat
4) Dead warcaster
I've only got own redeemer. But this is definately a good idea. I did this to that original rhulic caster with a redeemer and 8 deliverers. I chipped paint.

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Made in us
[MOD]
Madrak Ironhide







They need to sandwich two models deep or with large/medium bases, otherwise
impact attacks and tall in the saddle means they can still get to you, but I see
what you mean Jeff.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Regular Dakkanaut



Bellevue, WA

Yeah the point is no one with any sense will fail to sandwich their caster. If they do then score, free caster kill.
   
Made in us
[MOD]
Madrak Ironhide







Um, I have no sense. I die lots to Darius craning.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Regular Dakkanaut



Bellevue, WA

Darius Craning always catches people by surprise. Not just with the cruise missile - back when I played Cygnar I had a game where I was on the ropes playing Darius against a Karchev army. My Centurion was damaged (lost movement and spear, I think). I had halfjacks repair the two systems then walked Darius up to the Khador jackwall. There was a slight gap between the two Khador jacks so I was able to crane the Centurion into their back arcs. The Centurion was jackhammered, under Full Throttle, and loaded with two focus. Karchev died.
   
Made in us
[MOD]
Madrak Ironhide







Yeah, but see, I'm trying to blame the model

I should know better by now. Sorscha, Darius, and Old Witch
were my three most recent losses, I believe.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

Darius has always bothered me as he seems to have a very full toolkit outside his already strong feat and decent spell list while not having any real drawbacks - other than lowish SPD (and inability to run).

Since knockdown is the biggest weakness of jack-heavy lists - while fortify on its own is already very strong (but not overly so) - I feel that Darius' crane is one of the most frustrating part about this particular model - mostly because it is a "free" action which he always has available, unless he's made stationary.  If he's knocked down, blind or otherwise has to give up movement/action, he can still move, spell and crane, or shoot, spell and crane.  The unlimited pickups / move 2" ability on the crane just exacerbates this as it pretty much makes the army completely immune to knockdown.

On top of this, he gets 3 replenishable autonomous jacks who essentially function as solos since they can hold objectives, run, repair and make locks independent of Darius - irrespective of his control area - This too is just nuts, since as jacks they pretty much ignore all the restrictions that jacks normally suffer.  The fact that making a new halfjack is a free action and the halfjack can immediately activate just adds insult to injury.

At least his repair ability is an action. 

   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

Posted By malfred on 04/11/2007 5:22 PM
Yeah, but see, I'm trying to blame the model

I should know better by now. Sorscha, Darius, and Old Witch
were my three most recent losses, I believe.

Dude.  Don't get me started on the Old Witch.  She's nuts - especially with the forest rich environment of the league.  Ugh.  She wouldn't be so bad if she couldn't arc her feat through Scrappy.
   
Made in us
Regular Dakkanaut



Bellevue, WA

THe key to beating Darius is to not get drawn into a war of attrition with his Warjacks. You simply cannot win that game, no matter what. Darius is the master of attrition.

What you need to do is get past his Warjacks and get at him.

Eiryss is my bane as Darius - he really doesn't have any great answers to her other than melting a halfjack near her. Even then it's dicey. One disruptor bolt and the Darius army is basically done. At 750 points this is a lot harder; as the first thing I add onto my 500 point Darius list is a GMCA for Eiryss hunting.
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

Jeff: 

Every Darius list I fight contains a mandatory GMCA, Eyriss for killing enemy Eyriss, Jr Warcaster for buffing Darius (and then hiding for the rest of the game - little punk) and Centurion(s) for charge blocking.  I almost never go after his Jacks, so he rarely feats when I fight him.

Trying to assasinate the fat man is always an uphill battle, because even stripped of Focus, he's running around at ARM21 thanks to Jr's Arcane Shield - which is better than some Warcaster's full overcharge.

Darius is really well rounded... and arguably the best Jack caster in the game.  I just wish my Cygnar opponents would use somebody else.  Playing against him all the time is un-fun.  I usually try and swap casters at least once every two weeks or so to keep it interesting... 

   
Made in us
Incorporating Wet-Blending





Houston, TX

Keezus- What faction do you play? Most have ways to kill a journeyman and let Eiryss molest Darius pretty bad. Not saying he is an easy mark,mind you- far from it. For example, Menoth has plenty of indirect fire with the range to hurt a lonely journeyman, Khador has bombards of various flavors, Cygnar has Snipe, Cryx has running arc nodes (but no Eiryss), etc. Darius doesn't usually hold much focus, though- he needs it for Full Throttle + whatever else.

As a primary Cryxian player, I find I can usually run circles around the fat man. Crippling Grasp is*really* hard for Darius to deal with. Not being able to run/charge and SPD -2 really slows things down. And with 2 thrown around per round... But, then again, Cryx has dirty tricks for everybody ;-P

-James
 
   
Made in us
Regular Dakkanaut



Bellevue, WA

There's no "almost" about it, Darius is by far and away the best Jack caster in the game. No one even comes close.

What point level are you playing at Keezus? And what faction are you?
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

Don't get me wrong guys, the fat man is beatable.  It just takes work.  We usually roll at around 500 points here.  I am able to field usuable 500 point armies in Khador, Menoth and Cryx... though almost all my games against Darius have been with Menoth recently due to the winter league.

I'm using Mercenaries in the Spring League, so I'm looking forward to repeated beatings from the fat man.  They're significantly less tricksy than the real factions.

I find Jr a real pain to deal with, since he just casts arcane shield on Darius (or the caster du jour), and then hangs around within 6" of his board edge, in a corner or hides out of LOS in behind a bunch of terain.  Around here, Jr almost never has a jack and rarely leaves his deployment zone, so assasinating him takes a lot of effort.

Whether or not I get to keep Eyriss depends on who's Eyriss managed to assassinate the ever present enemy elf... though I've been using the running+impervious Vilmon to stifle opposing Eyriss to fairly good effect.  The ubiquitious Cygnaran GMCA tends to punk my Eyriss on a regular basis as well.

The wall-o-jacks is vulnerable to Kreoss - to an extent, as Special-K can just pulse away fortify and arcane shield and drop everyone out of the way for some missile shots...  I just have to pray that Eyriss managed to not die so I can disrupt the fat man.  Lamentation also makes Darius a sad camper.

Seneschals are good counter attack answers for Centurions, and Vilmon is a threat that can not be ignored.  All hail running into melee.

I ran the high reclaimer in about half of the league games in the winter league.  I found that the huge horde of infantry, evenly spaced meant that Darius couldn't trample them.  His expensive warjacks just couldn't kill enough of my boys to knock 'em off the objectives.  This seemed to work well also.

I mostly object to sticking with one caster all the time.  It is a minimal investment to go to a second caster.  Playing against the same thing all the time is kind of boring.  I used the High Reclaimer (13 games) mostly, since everyone was *female dog*ing about how Kreoss was overpowered (- so some games where I was going to use Kreoss ended up using the High Reclaimer instead...), Kreoss (2 games), Severius (6 games), Feora (3 games - I don't like this selfish girl), and E-Feora (6 games at 750) in the league.

   
Made in gb
Fixture of Dakka






Sheffield, UK

Cryx have access to a number of anti-Darius models including:

Necrotech: A well placed Necrotech is but a skill check away from ruining Darius' feat; consider the Scrap Thrall generated a bonus. Plus he's only nine points.

Machine wraith: Do I have to explain?

Pistol Wraith: Slow down heavy jacks with 'Death chill' or nail the JWC. I recommend a pair.

Bane Knights: Weapon master deals with the armour and Shadow shift makes these guys a real pain to kill if he's relying on melee over shooting. Throw in a debuff or two and these guys can eat warjacks.

I've fought Darius with Goreshade and Asphixious and have beaten him more than I've lost. Don't let his feat get to you; don't avoid killing his jacks if destroying or damaging them is easier than not doing so. If you have access to focus denying abilities (I can think of three for Cryx) use them as reducing his already low(ish) focus really puts a cramp on his style.

If you can't destroy his jacks knock 'em around a bit, throw, slam and debuff his jacks wherever possible. His army will be quite small (especially at 500 points) so taking out a jack (especially a heavy) for even a turn can help.

If all else is failing and you think he will feat next turn use infantry to ?guard? his downed jacks. One good free-strike will destroy a half-jack.


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