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![[Post New]](/s/i/i.gif) 2008/01/28 18:22:55
Subject: Protectorate week 4
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[MOD]
Madrak Ironhide
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Bounty
Tank Shock : This week, a Protectorate of Menoth player scores one (1) additional League Point if he destroys five (5) or more of his opponent's models in one turn with attacks from warjacks/warbeasts.
To me this means Warjacks with AoE effects: Castigator,
Redeemer, Vanquisher. At 500pts. I'm thinking Severius,
and at 750 I'm thinking eFeora.
Strategic Advantage
Will Kill for Food : This week, a Protectorate of Menoth player may pay half price (rounded up) for one mercenary/minion solo included in his army.
From the solos I use, this essentially means I get about
10-30 points back. That's all I need to fit an extra Choir
Unit, or maybe a Seneschal (the odd man out of most
of my list building), or maybe even Vilmon.
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![[Post New]](/s/i/i.gif) 2008/01/29 01:35:53
Subject: Protectorate week 4
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[MOD]
Madrak Ironhide
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Oooh, someone pointed out the global effect, -1LD for
trooper models. Suddenly Severius sounds like a thrilling
option to try and get Convert off.
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![[Post New]](/s/i/i.gif) 2008/01/29 01:52:35
Subject: Protectorate week 4
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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doooo iiiiiit
I don't know how anyone can understand all that Menoth stuff.
Everblight! Fast! Shoot! Terrain? What terrain! KILL!
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![[Post New]](/s/i/i.gif) 2008/01/29 02:18:27
Subject: Protectorate week 4
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[MOD]
Madrak Ironhide
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500 pts.
The basic army idea:
Severius
Redeemer
Revenger
3 Wracks
Full Choir
Now I'm not sure if I want to build up my arc node
capacities, my fearless troop capacity (to deal with the
-1 CMD rule), or what.
Taking Gorman instead of a Devout would only cost
14 points instead of 69 pts (14 from the strategic bonus).
An infused Redeemer with Eye of Menoth could possibly
kill five troopers a turn.
So what will be my meatshield? I'm thinking TFG + UA.
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![[Post New]](/s/i/i.gif) 2008/01/31 04:31:11
Subject: Protectorate week 4
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[MOD]
Madrak Ironhide
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513 Points (14 saved from Strategic Asset) Sevy Redeemer Revenger Vilmon Paladin Wrack x3 Full Choir Full TFG + UA Gorman Rupert Basic uses. Unless the enemy has some of Ambushers (Bog Trog or the Khadoran ones) Severius stays back with Gorman, who pops smoke or saves some of his special grenades for any fast enemy making a beeling for my warcaster. Front and center is a SW of TFG. Rupert stays behind them to march them when needed. Heroic call and Dirge of mists add to the survivability of the unit (Tough and +1 DEF, respectively), but the UA makes those abilities just a tiny bit redundant. Vilmon and his paladin stay somewhere between the TFG and Sevy, keeping in Cornerstonee and Invincible Wall. The Wracks can be deployed two ways. One is to try to take advantage of that -1LD global effect and place them forward. my army isn't infantry heavy so the Wracks can't really get in the way. Terror checks should abound. However, if the enemy has good access to magic or animus attacks (arc nodes and certain Hordes armies), those Wracks could become an easy target. It might be best to keep them back for Sevy's focus, as well as for his "backdoor" defense. The UA makes the TFG very versatile. They'll be tough with their shieldwall and fearlessness, and they can still remain in SW and make a lot of combined attacks due to ranking attack given by the UA. The Standard bearer means getting out of shieldwall or running or charging doesn't mean they're dead in the water for one of the turns. Vilmon and the Paladin are there for a cheap and effective anti-wj/wc role. Revenger and Redeemer stay close together, depending on terrain. Because I'll be feeding the Redeemer focus to try and get Tank Shock (bounty) in the early turns, I won't want to play my Revenger too far forward away from my single Choir unit. My wjs will be pretty much infused for the majority of a match. Focus allotment. First turn Three focus for the Redeemer Three to cast EoM Hold two Early targets for the Redeemer will include AD units if I have the first turn or other squishies if my opponent takes the first turn. I have to remember to spend at least one of that focus pool to boost something or other as you only need two focus to fire three rockets. The Revenger stays back until I need to do a few things: 1. Death Sentence pop and drop. This is an expensive proposition and will probably require a Wrack of focus to use. With EoM still up, Sevvy will have 7 focus to work with. 5 go to DS, 1 goes to boost the roll, and 2 go to the Redeemer. I'm not sure if it's better to do that and drop EoM for the crucial turn, or give the Redeemer just 1 extra focus for two shots. 2. Ashes to Ashes. Upkeep EoM, hold all remaining focus. Then on his turn pull a focus from a Wrack, cash A2A twice to try to clear out some infantry. From experience, I can reliably expect to eliminate 3-6 models this way. 3. Immolation. Upkeep EoM, hold all remaining focus. EoM means I'm casting to hit on a 9, which is awesome vs. a low DEF caster or lock. Even vs. Def 15, I need a 6. But I've seen people miss sixes. I once survived a Deathjack assault with my opponent missing on sixes. So with a wrack, I have 8 focus. Immolation becomes POW 13. Three immolations = 6 focus. I can boost to hit on two of them. Unboosted, that's three POW 13 hits, about 4 dmg on an ARM 18 model. Two immolations = 4 focus. I can boost to hit AND damage for both. Two damage boosts add an average of 7 damage (assuming you break ARM on the shot). That's about 10 dmg on an ARM 18 model. Three immolations with two boosted damage rolls. That's 14 dmg on an ARM 18 model. I SO don't want to see a Drakhun on Saturday. And none of these guys should be sitting on focus with Sevy's feat up. What do I do about Hordes? I don't know. I only know that the lack of heavies will hurt. My Revenger can keep most warbeasts at arm's length, but with all the warbeasts on the table my Revenger WILL die. The Skorne guy has a Canonneer fetish that will totally ruin my day. I can charge Vilmon out earlier and save 4 focus to arc Holy Vigil onto him. Hrm. And Menoth help me if I have to play against a FAST Hordes army.
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This message was edited 1 time. Last update was at 2008/01/31 04:35:22
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![[Post New]](/s/i/i.gif) 2008/02/02 03:17:35
Subject: Protectorate week 4
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[MOD]
Madrak Ironhide
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Ooh, I can add a Seneschal to the list.
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![[Post New]](/s/i/i.gif) 2008/02/04 03:40:07
Subject: Re:Protectorate week 4
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[MOD]
Madrak Ironhide
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Sunday February 3, 2008 8:36PM Post battle 750 points Severius vs. Hexeris Strategic Advantage: Reroll a single Threshold check per turn Faction: Skorne Army Points: 744/750 Victory Points: 25 Lord Tyrant Hexeris Bronzeback Titan Titan Cannoneer Titan Cannoneer Titan Gladiator Basilisk Krea Agonizer Paingiver Beast Handlers (5) Paingiver Beast Handlers (5) Totem Hunter Josh's army was built around a meaty center of a Bronzeback leading a Titan herd. I was very afraid of his focus on the heavies, and with all the beast handlers and the freaky looking Agonizer, I didn't realize he was going to lock down my warjacks (I know better now). Protectorate of Menoth Strategic Advantage: One merc solo is at half cost. Faction: Protectorate of Menoth Army Points: 764/764 Victory Points: 28 Grand Scrutator Severius Avatar of Menoth Guardian Redeemer Reclaimer Wrack Wrack Wrack Choir of Menoth (6) Choir of Menoth (5) Holy Zealots (6) Knights Exemplar Temple Flameguard (10) Temple Flameguard Officer and Standard Bearer Gorman Di Wulfe, Rogue Alchemist Rupert Carvolo, Piper of Ord My army was built around the concept of building up a lot of kills from my Redeemer. Severius's Eye of Menoth was supposed to add to the infusion and cause a great big mess. I wasn't sure if I was going to withstand the stampede of the Skorne. In the scenario, Hexeris has to control one of three "territories" in my deployment zone. If he does, he wins the game. Lucky for me (yeah right) he has an elephant herd he wants to keep close together. I center my army around my TFG+UA and he centers his around the Bronzeback. My Wracks stay behind me as it's highly unlikely to provide much in the way of killing power up front, and it won't frighten hardly anything in his army, either. The Zealots stay within 10" of the Guardian to stay fearless (no monolith bearer!) and Gorman stays back to keep the smokescreen up. My warjacks run first turn knowing that I don't have any targets, while my meaty center slowly advances in a 3-man SW. My Knights Exemplar run up the right flank to discourage the Totem Hunter from busting through my lines into my end zone. His two cannon shots do very little against my soldiers, but my Redeemer return fire with EoM and Infuse starts to chip away at the Bronzeback. However, he has enough Paingivers to keep that Bronzeback alive and kicking with their healing capabilities. He starts to move his second unit of Paingivers around my left flank. He knows my Warjacks won't move in on them as they are focused on keeping the zoo at bay. Some of my Avatar's Gaze of Menoth locks 1-2 of the Paingivers in place, but the rest start to string out, hoping to flee around some ruins and into my deployment territories. The few cannon shots he fires manages to feed my Reclaimer a few souls that I use to keep my Redeemer humming. The Redeemer manages to damage the Totem Hunter slightly, but he's left with 2-3 damage boxes. Rupert stays between my units, and when the Totem Hunter makes its move my KEs get a taste of March and move across the pond to counter. It's not enough to engage the Totem Hunter, but enough to make him wary. I position them so that they can charge should he try to leap over them. The Agonizer puffs up with fury (since Hexeris has few spells to use against my warjacks) and suddenly I can't channel spells through my advancing Guardian nor can I allocate focus to it. He snipes both warpriests with his cannoneers. My choir cannot sing, and my warjacks have no bonuses. Without their leaders, Severius issues commands to the two choir units on separate turns. One is ordered to run to try to stave off (hehehe*) the Paingivers running around my left flank, while the other is ordered to charge and try to do some damage to the paingivers on the hill with the elephants. Zealots advance toward the center of the hill and throw holy grenades onto the front Cannoneer, doing assorted damage. The Guardian engages the Canonneer, damaging it, while the Avatar charges in and finishes it off with its blade. There is nothing within 3" to catch fire from the Burning Wrath. The Bronzeback is enraged by the death of its packmate. On its turn its melee attacks will become a flurry of melee death. The TFG charge the Titan lines on the hill. The Standard Bearer uses his Iron Zeal to keep their Armor at 18, and they light a bunch of things on fire with their fire spears. I don't kill anything (they are stabbing at elephants, after all). I do manage to light three of the elephants and the Agonizer on fire with the spears. Hexeris is jammed in behind his beasts, but he's not useless. He projects his Dark Dominion over the battlefield, and suddenly enemies that he kills get up and move around and kill something else. If more die, they also get up and attack something else. This is going to be the longest turn ever. With Dark Dominion up, Hexeris casts Deathbringer on the Avatar. Earlier, the Krea put a Paralytic Field on the Avatar. Its magic affinity canceled out the Avatar's consecrated shield bonus against magic attacks. Now the Deathbringer spell will hit on almost anything other than snake eyes. Josh rolls snake eyes. He casts it again. Everything around the Avatar gets hit, and a few TFG troopers die. Those TFG that die get up and attack more TFG troopers. And so on and so on. Next, one of the Warbeasts tramples over the TFG, and some of them manage to die. ARM 18 keeps them ALL from dying, but not by much. In the end, my TFG unit is left with the UA, and 1-2 stray troopers. The Totem Hunter charges into the midst of my KEs, and kills one with his buckler. The knight gets up and kills another knight. That knight gets up and kills another knight. This continues until there are two knights left. He finishes the last of the TFG off with the Bronzeback, and additional corpses rising to finish off the standing models. Severius can see Hexeris on the hill. They are maybe 16" away, but Hexeris is in plain sight. His only protection is a single fury point and a paingiver on his side. Unfortunately, he is engaged in melee combat with a choir member (the trampling canonneer had left the line open). There is a shot. The remaining KEs finish off the Totem Hunter handily, securing the right flank. One choir beats the one engaged with Hexeris in the back, killing him, just as the dead body gets up and kills the choir right back. Suddenly, Hexeris is open. Two zealots slip onto the hill and manage to clip Hexeris with grenades for some damage. The Reclaimer advances up the hill, about 8" away from Severius and misses with his fire. Severius charges the Reclaimer. The charge move brings him just into spell range of Immolation. He casts it twice, forcing Hexeris to transfer the damage once and eat the second one whole. Game goes to Severius. *They're armed with staffs, in case you didn't know.
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This message was edited 1 time. Last update was at 2008/02/04 03:40:55
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![[Post New]](/s/i/i.gif) 2008/02/04 17:08:26
Subject: Protectorate week 4
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Longtime Dakkanaut
Brotherhood of Blood
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If you want to focus around redeemers Kreoss is the classic way to go. Two redeemers and Kreoss feat will get you 5 kills easy in one turn. Severius who I use often works well with just one revenger and lots of infantry because of EOM. Thinks Zealots, Errants, and exemplars. Death Sentence with charging knights or fire bombs take care of most anything. Errants get great synergy with EOM sitting still with Rat 8 and strenght 11 takes care of front line troops and a little holy vigil on them makes them great front line for yourself.
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![[Post New]](/s/i/i.gif) 2008/02/04 17:18:51
Subject: Protectorate week 4
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[MOD]
Madrak Ironhide
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I wanted a nice meaty center and the TFG UA gave me a lot
of that. It probably would have worked better against
anything BUT the titan heavy Skorne list.
You're right, though. A lot of this pain and gnashing of teeth
could have gone away if I had just gotten rid of Severius and
bought a second Redeemer. It's been awhile since I've used
Sevy, though, and I wanted to debut him in style.
I'm too busy buying up alt-armies to worry about rocket spamming.
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This message was edited 1 time. Last update was at 2008/02/04 17:20:03
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![[Post New]](/s/i/i.gif) 2008/02/04 17:35:14
Subject: Protectorate week 4
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Longtime Dakkanaut
Brotherhood of Blood
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That's the classic caster kill with Kreoss also. 3 focus to both redeemers choir chant +2 feat and pop goes the opposing caster. I am gearing up to use a infantry horde with severius with one gaurdian up the middle making everything fearless.(He's also my arc node btw) I have won two Tournaments with Protectorate. One with Sev and the other with Kreoss. A friend of mine runs a brutal reclaimer infantry horde list that is amazing also.
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![[Post New]](/s/i/i.gif) 2008/02/04 18:46:04
Subject: Protectorate week 4
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[MOD]
Madrak Ironhide
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I think if he saw me use two redeemers with Kreoss, he
would have boosted Hexeris's first casting and left the
remaining two fury for transfers.
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