So i've noticed warp lightning cannons are really bad (at least on paper) and my one ratling gun failed me constantly. Poisoned slings on gutter runners are ok but monsters seem to have a lot of armor and regen. to bounce it all off. Warpfire throwers are potentially good however as i've tried but very close range and at a scary proximity to the enemy. Also though i thought rat ogres didn't have many issues they tend to just be the weakest type of monstrous infantry that only are ok by initiative stats and whose frenzy can be a problem.
I'm thinking of using lots of jezzails and plagueclaw catapults. I may be over-committing to the idea of jezzails but i think like 15 total or more would be a solid amount. I just wish we didn't have so many character taxes and unit limits for every freaking thing in our list almost.
I've heard giant rats are good but not in the same way as they were before. Oddly for chaff i've been using rat swarms and my gutter runners fleeing or fire and flee.
Our magic however is top notch. Warpstone tokens make magic pretty near unstoppable. I almost never get out-done in the magic phase or even dispel phase much to the frustration of my opponent. However it is costly.
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Once again i think jezzails will help in the way that poisoned slings can't by cutting through a lot of armor. The problem is even with a strength 6 shot at ap 3 it's still just single damage coming from a BS 3 platform. However you'll likely only have one negative modifier on you unless your opponent can somehow remain consistently obscured or behind a wall.
Considering our melee is still pretty trash i'm thinking jezzails and any form of fighting at range will be our go to tactics like they always have been.
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