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I like the theme lists you are trying to achieve. Nemo is one of the most flavorful casters in Cygnar, and after Haley, one of the most powerful. A few points for you to consider:
The Chicken is an auto-include. Always. Always always always. Especially with Nemos of every flavor. Repeat after me: "EVERY Cygnar list I ever write will include the Squire. Yes, all of them."
Taking a Storm unit themed army is fun to play and looks really cool on the board. Just remember that almost all Storm units have old-man-syndrome, just like Nemo does: low DEF and even lower ARM. They die when enemy units sneeze on them.
Be careful how you use Jr. He dies very easily so putting a warjack in his battlegroup is risky at best. He is really there to throw AS onto a heavy infantry unit.
On pNemo: He will always need at least one arc node. He can be effective without it, but I have seen pNemo with 2 Lancers kill almost a dozen infantry in 1 turn with chain lightning. It is also invaluable to be able to hit opponents warjacks from a safe distance with voltaic snare; without doubt this is his best spell in games of Warmachine, it makes the opponent's battle group impotent.
pNemo also loves other spell slingers. I love your crowding the list with Stormsmiths, as it gives him those delightful power tokens every turn. There needs to be 2-3 units/solos in your army that use magic to keep pNemo powered up.
The other beautiful thing to consider is how insanely powerful pNemo can be with just one heavy 'jack. Seriously consider Ol' Rowdy. Supercharge combined with the (arguably) best Cygnar melee 'jack is downright scary. Rowdy charges for free, tremors for free, and will still have 5 additional attacks through it's focus. With siruption field being upkept, that's 5 POW 20 attacks at MAT 8. Look at your opponent after that turn and just say "good game." A Stormclad or the Thunderhead would slot nicely into this role as well.
Something that this army would really love is more combat ability against Hordes. In those games, your feat is seriously nerfed, and two of his best spells are useless. At that point, pNemo really relies on his army, especially ranged units like ATGM. Overcoming stealth is more of a problem for eNemo, however, who we'll talk about now.
eNemo loves his 'jacks. REALLY loves them. He sleeps with miniatures of heavy 'jacks hanging from a mobile over his head. SO, to get the most out of his spell list and feat, it is a min of 2 heavy 'jacks, preferably melee 'jacks, though he is more comfortable with 3 and maybe Thorn thrown in for good measure.
Running eNemo without also running Strangeways is a dangerous gambit. The mechanic will keep your 'jacks running at peak efficiency, and he is a great solo all around (helping with disruption, free strikes, etc.) He also has the highest repair in the game.
A problem eNemo faces is getting spammed with high DEF, Stealth infantry; really just Stealth in general. This is why the ATGM and Black 13th were created. The ATGM are almost an auto-include in every army. The Black 13th really are an auto-include, especially for eNemo. They help you get around Stealth, and are one of the best character units in the game for their points.
Stormblades are scary. Add the UA and they become terrifying. Add Jr., the Piper and a Stormclad and you have the Stormblade Deathstar. Protect them with force field and they will most times make it to the enemy lines. I just always take the Stormclad if we're taking Stormblades...they go together too well not to.
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