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A few more details would help, but let's deal with what's here first. An opponent in my neck of the woods loves similar lists, so here's what I've learned about dealing with them; Target Priority.
With Bane Thralls and Tartarus, use the Black 13th to peel off, then fire into their stealth and take out - In this order - Tartarus, the banner-bearer, and the captain (I'm guessing he's using the UA, they're real sick all together.) This will make sure that their biggest danger to you, their ability not die (tough), and their ability to not be knocked down gets taken away, which will make cracking them a loooot easier. Trying to send anything into the unit, even your Ironclad on the charge, without dealing with their support buffs guarantees you're taking a lot more damage than you should be - Sending in the storm knights is just suicide, and they're literally made for taking out big units. Bane Knights require similar tactics, take away their support structures before you engage, but they are a good bit more armored and bashy than thralls so remember that. If Tartarus gets to your Long Gunners, and he's gonna be aiming for them, you're in for a bad day, so keep them protected.
As for the WitherShadow Combine, do NOT let them get in range of your jacks without killing their leader first, Dark Industries is a cruel mistress. Also, when he's dead they lose stealth, which means that your long gunners can take them out at your leisure. Alternatively, in a pinch make sure you get the charge with the Ironclad and make sure you absolutely kill them first. However, the combine usually hang out near the rear lines and the caster, so seriously, just shoot them. You're Cygnar, you love that. Send the Black 13th to ruin their day, they'll usually wipe out the unit.
I don't have much experience with Goreshade specifically, but I do with bashy generals, and Gorey is a special brand of bashy. Bane Thralls are a bad thing to have suddenly pop up next to something important, so consider him an extra 6' of charge range for a unit of Thralls and stay back. Also, shoot him. Have I mentioned that enough yet? Your Long Gunners are your best resource against fast but fragile Cryxians, if you get the shot take it all the way home.
Skarre is going to be spending a lot of time preparing for something else to kill you, although she'll charge too in a pinch. Watch for whatever she'd debuffing, and plan accordingly. If she takes out your Ironclad that's pretty much your fearless assaulters in the bag, and she will absolutely wreck that thing with a few short spells and a wave to the Bane Thralls.
My opinion about your list is there are too few 'jacks to how many 'jack marshalls you have. Drop the full unit of sword knights and pick up a Charger and Eiryss or Gorman di Wulfe, both Merc solos that will make Cryx gak themselves. Or, drop the journeyman and the gunmages and marshal a Hammersmith or something to the Sword Knights, just to make whatever they're focusing on cry a little.
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