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![[Post New]](/s/i/i.gif) 2009/07/16 22:35:06
Subject: 35pt eSkarre MkII FT list
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Wraith
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Hey everyone, newby Warmachinist here trying to get an idea on this list.
I've only played one game with it, during which my Nightmare and Seether did all the work.
The list is as follows:
eSkarre -6
Nightmare 10
Seether 8
Skarlock 2
6x Mechanithralls 3
Necrosurgeon 1
6x Bane Knights 6
Bane Lord Tartarus 3
10x Satyxis Raiders 6
Satyxis Sea Witch 2
Total: 35
I've found that 6x Bane Knights don't cut it. Yes, they move forward when a model is killed, but when four are killed that doesn't leave much left. To make room for the points, though, means cutting something I don't particularly want to lose. The thought was to lose the Raiders and Sea Witch completely, replacing with more Knights and upgrading my Seether to a Deathjack, making the list look like this:
eSkarre -6
Nightmare 10
Deathjack 12
Skarlock 2
6x Mechanithralls 3
Necrosurgeon 1
10x Bane Knights 10
Bane Lord Tartarus 3
Total: 35
This makes the Knights much more deadly since more of them would actually reach the intended target, and the Deathjack is just plain amazing.
My only issue here is that I really like the concept of Raiders and the models, but last game I played with them they got torn to bits by blast templates. Even half strength due to their stealth eats them.
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![[Post New]](/s/i/i.gif) 2009/07/17 08:56:25
Subject: Re:35pt eSkarre MkII FT list
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Fixture of Dakka
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Epic Skarre has a +2 ARM spell, you should upkeep that on them, they're a little harder to kill with blasts at ARM 14.
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![[Post New]](/s/i/i.gif) 2009/07/17 15:29:21
Subject: Re:35pt eSkarre MkII FT list
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Wraith
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Death Ward is an upkeep? Must've missed that... I can see it helping maybe just a bit, but most shots took them out by more than two wounds, so seems like that might be better placed on high-armor units like the Bane Knights, kicking them up to a respectable 18. Which, in turn, just makes even more sense for me to axe the raiders...
Of course, keeping the Raiders means I could swap the Knights out for Thralls. A minimal Thrall unit is a point cheaper, stealthed, hit a bit harder, and don't have a power that relies on losing models. The Thralls still benefit from Tartarus as much as the Knights do, so it's not like they'd be losing much support. Two stealthed units running down the flanks with the heavy jacks up the center could work out nicely. At that point, I'd just have to figure out what to spend 1pt on...
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![[Post New]](/s/i/i.gif) 2009/07/17 17:25:20
Subject: Re:35pt eSkarre MkII FT list
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Fixture of Dakka
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Bane Thralls are awesome in MkII. They're reasonably priced now (5/8) and not having Pathfinder isn't the bind it used to be. I like to run them with Satixis and Goreshade for a stealth army.
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![[Post New]](/s/i/i.gif) 2009/07/20 20:32:31
Subject: 35pt eSkarre MkII FT list
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Dakka Veteran
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I will never understand the rules behind stealth. Why, if a model is stealth (invisible!?) can it still be shot at? How can models choose to shoot at it if they dont know that it is there? baffles me...
I played a game against menoth with karchev behemoth combo (15 point game) and the other guy's big strat was to screen with jacks+chior and shoot karchev with eyriss to take away my tow ability. Sounds solid except I just shot eyriss with the behemoth's mortars and the blast damage killed her easily (pwr7 vs ARM12). Just seems to me that stealth is useless in alot of cases.
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This message was edited 1 time. Last update was at 2009/07/20 20:35:41
71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters |
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![[Post New]](/s/i/i.gif) 2009/07/20 20:35:29
Subject: Re:35pt eSkarre MkII FT list
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Fixture of Dakka
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Stealth doesn't make you invisible it makes you difficult to see, if you have a template weapon you may still hit.
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