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Made in us
Regular Dakkanaut



Bellevue, WA

Fatty is anything but subtle.  This list is an extension of my all-jack list (commonly called the redking  Full Metal Beatdown) at 500 points.  It fills in a few holes the FMB list has. 

Darius
- Centurion
- Centurion
- Ironclad
- Lancer
- Reinhold

Maxwell Finn
GMCA
Journeyman
8x Trenchers
Bokur

So yeah, the first thing I added was the Cygnar Utility Solos - the GMCA and Journeyman.  There are very very few Cygnar lists that should not have both of these models; at 500 points it's OK to drop them but at 750 it's pretty dumb not to take them.  The GMCA is there to hunt enemy solos; he's got the RAT to hit anything and his true sight + spell effects let him kill any solo in the game.  Oh, and he chews up unit leaders pretty good too.  The Journeyman is an arcane shield battery and an extra POW12 shot when things get hairy. 

The core of the list is Darius and his warjacks.  Darius just gets meaner with more warjacks - heavies are better, but the Lancer is good.  Someone gets a Jackhammer, everyone gets Full Throttle and they run forward.  Eventually they hit the enemy and break stuff - very little out there survives a charge from a Jackhammered Centurion or Ironclad.  If need be I can toss down a Fortify on one of the heavies, and Junior can Arc Shield it (Arm 24 Centurion ftw).  There's just not much subtelty here.  Eventually the jacks take damage, I feat and they come back to life and hit stuff some more.  The Lancer mostly doesn't participate in the beating - instead it arcs the occasional Meltdown and uses its shock shield to rip the Cortex off of stuff the other jacks aren't ready to annihilate just yet.

Trenchers are there to roll smoke.  One of the weaknesses of the FMB is that it doesn't have much of an answer for heavy enemy shooting except "Suck it down, repair the jacks, hope to close the distance quickly."  Trenchers help with that; what's more with AD they're valuable for a) early game objective grabs and b) controlling the flow of a batte.  Trenchers are honestly quite the roadbump; I've had a lot of success just pushing them at the enemy and smoking.  Sure they'll die, but c'mon - they're Trenchers! 

Finn and the Bokur are a nice combo too - the Bokur is on Finn, which gives him AD.  So that's two additional ADing units.  I can stick them with the Trenchers to make that speedbump a roadblock - Finn's wetwork is nasty and he's hard to kill; and the Bokur lets them even beat up on warjacks.  Or I can stick him out on a flank and make my enemies nervous.  Just move finn with the Bokur, smoke to block the shooty.

Finally I stuck in Reinhold to kill points.  He's actually good with Darius, turning that Steam Cannon into one of the better anti-infantry weapons in the game.  Being able to put down two pressure cookers means I can block off a good amount of space with those templates. 

Thoughts?  How would you counter this list? 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

With a 10 pound sledgehammer

Actually, I was reading that while the Centurion may not be charged/slammed - slam effects still resolve on it such as the Senechal's chain-attack-smite and the Marauder's combo-slam. While I have not thought about this fully:

HE Kreoss

Castigator

Redeemer
Redeemer
Revenger

Dartan Vilmon
Paladin of the Wall
Paladin of the Wall

Exemplar Senechal
Exemplar Senechal

Knights Exemplar

Full Zealots with Monolith Bearer

Choir +2
Choir +1

Final thoughts - like I said, not really fully thought through. For example, the GMCA will have a field day with this many solos, though these solos can all potentially bring the smackdown. Vilmon for one may be annoying for your list. Kreoss is a balanced caster with a versatile feat. The Castigator is there because it gives Menites an important SPD5 heavy, and 2 handed throw is pretty sweet too, though he won't last long in a pitched battle against your 3 heavies.

I think the Redeemers might not do that much against your list... but you never know. A bunch of boosted POW14 shots can potentially do a lot of damage - plus, they're decent as a portion of "Shield Wall of No Shooty" while kicking out deviating POW12 shots.

I would naturally concentrate on knocking your jacks out of the way using slams, throws and the like, or try to engage them to clear a path to Darius.  I don't have much experience fighting Darius, and he's thrashed me pretty good every time we've fought... but that's my 2 cents.

Ed or Achillies will probably have much better solutions.

   
Made in us
Regular Dakkanaut



Bellevue, WA

keezus: Yeah, slam effects still work against the Centy. My counter to that is to just drop Fortify on something and upkeep it; keep the other jacks in base to base. Fortify doesn't let you be slammed, pushed, knocked down, or otherwise moved for any reason except by the controlling player.

At 500 points my experience is you cannot try to grind the list down; Darius just makes his army too versatile. You lose lots of stuff, I take some damage, the difference is I just repair all the damage and kill more stuff. Most reliable way to end things is get someone in on fatty I've found; he's arm 18 yeah but he's got lower Def than most warcasters (a measely 13) so he's pretty hittable.
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

Isn't Fortify an upkeep spell?  If so, Kreoss can pulse it at the begining of my turn.  Otherwise, you'd be forced to keep your Jacks in BTB, alowing the possiblity of being flanked.  If I've got HUGE balls (which I don't), Kreoss can just go up and whack the sucker with spellbreaker to dispell it as well... though this is admittedly suicide. 

   
Made in us
Regular Dakkanaut



Bellevue, WA

Oooh, I forgot about pulse. Yeah, that'd do it!

I don't play against Menoth much at all. Only one guy at my local store plays them, which is why they're going to end up being my secondary army.
   
Made in us
Infiltrating Moblot







Yeah; amp drops Arcane Shield and Fortify. After that it'd be feat FTW if you had enough boosted Deemers. Pow 14 + 3d6 will likely nuke the fatman. Zealot nuke will do it faster so long as you can get them close enough. GD the turn before could take care of that.

Still... the move will telegraph (you'll see it coming)... but it'll force Darius to back off. Take a couple Wracks for the turn you need to knock out 6 Deemer shots.

You all don't understand. I'm not locked in here with you; you're all locked in here with me.

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Made in us
Regular Dakkanaut



Bellevue, WA

Probably have to keep Darius back then and take advantage of his 12" control range - force Kreoss to get uncomfortably close to the warjacks in order to feat. Or alternatively just camp focus on the turn that I anticipate the feat coming in.

I really gotta get my Menoth army going.
   
Made in us
Infiltrating Moblot







Well... he can get more than close and feat to make the situation MUCH more comfortable.

He's a good toolbox caster in 500pts.

You all don't understand. I'm not locked in here with you; you're all locked in here with me.

Follow me on YouTube!

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Check out my Blog at Guerrilla Miniature Games 
   
 
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