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Made in ca
Frater Militia




I'm thinking of starting a Warmachine army and I'm wondering if this list is valid/viable using the Ashlynn D'Elyse theme. Aiming for 25 point army for starters. correct me if I didn't add up points right or did something scrubly. I just started reading the rules.

Ashlynn D'Elyse -6
Grundback Blaster 3
Grundback Blaster 3
Taryn di la Rovissi 2
Anastasia di Bray 2
Gorman Di Wulfe, Rogue Alchemist 2
Arcane Tempest Gun Mages 6
Gun Mage Captain Adept 2
Arcane Tempest Gun Mages 6
Gun Mage Captain Adept 2
Thor Steinhammer 3

to my understanding I have to take Thor in order to run the blasters?

anyone have hints or tips? im worried about having too many solos, are they worth their weight?
   
Made in us
Longtime Dakkanaut





Okay, first thing I'm noticing is that you're not using her "theme" force. But that may be because of confusion over what that word means for Warmachine. A theme force is one where you can only use the models that are listed. Thor and the Blasters aren't part of her theme force. You're also unable to use Ashlynn's Warjack points on the blasters, because they can't be part of her battlegroup (since she's not Rhulic). Ashlynn's theme is a hard one to fit into 25 and keep the effectiveness. You basically can't Jack Marshall the jacks you want Marshalled on the Gun Mages (Gun Mages+UA is awesome, especially with a Mule or Mariner), and you're forced into taking 2 jacks on her, and neither are the one she likes (Nomad).

Do note that none of that comes from in game experience. Ashlynn is my favorite caster, but I only ever collected and read up on Mercs, so all of that is from theorycrafting done on various forums.

This message was edited 1 time. Last update was at 2011/10/04 04:28:19


   
Made in gb
Bane Lord Tartar Sauce





Oxford, Great Britain

As a new player I would stay away from Ashlynn's theme force as it's restrictive without giving a new player great bonuses. That goes double for a 25 point game. Those two units of gun mages can only be used within her theme list or a cygnarian army.

When building a mercenary army you have two choices; contract or theme force.

Contracts are when a group offers money to a group to fight for them and has certain restrictions. Currently Ashlynn will only fight within the Highborn Covenant contract. This contract allows you to choose from all the mercenaries who will fight for Cygnar as the Highborn Convenant is employing people to fight in the battle to free Lael from Khadorian occupation. This gives you a wide range of options to choose from.

As a starting point for Ashlynn I would look at getting:
Ashlynn d'Elyse
- Vanguard
Arcane Tempest Gun Mages
- Gun Mage Officer
-- Mule

And this leaves 9 point to spend on your choice. A couple of options are:

1)
Horgenhold Forge Guard (max)
Reinhodt, Gobber Speculator

2)
Greygore Boomhowler and Company (max)

And I'm sure there is plenty of other good choices. I would check out battle college for more info.

Oh, and a quick run through of playing this army.

First turn the gun mages and the mule get into position for shooting next turn. Quicken goes on the unit you have brought with in which then moves quickly forward and threatens away. Admonition goes on Ashlynn herself to protect against melee threats. If you're using boomhowler then get the fell call that gives 4+ tough going. 2nd/3rd turn, you want the alpha strike, the first major hit in the game so position for that and when you feel good feat with Ashlynn and then get your guys in there and hurting stuff. You can roll 5 dice to hit with the mule (2 standard, 2 feat, one for jackmarshall boost), choose 3 dice to remain that will hit the target and get you the critical throw and laugh as things get tossed around like files. Critical brutal damage can also happen easily for the gun mages and thus putting more damage on the enemy. When your turn is over you can laugh some more as the enemy tries to hit you and keeps failing.
   
 
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