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Made in us
[MOD]
Madrak Ironhide







I played this weekend and it's clear that I'm not "getting it." I'm at 0-10
career. I can't seem to get a charge off to save my life with the Reckoner
or keep my light jacks long enough to arc spells. Here's my list.

Severius
Reckoner
Revenger
Revenger
Paladin
Wrack
Full Choir
Min Deliverers
Min Zealots + Monolith Bearer

I fought against Thanatos's Cygnar, which consisted of:

Stormguards (the new dudes with electro halberds)
Thunderhead
Siege
Trenchers (who broke through my lines and almost killed Severius)
Charger
Gun Mage Captain Adept

First off, there was a highly forested left/center, and I stuck the wrack on
my side of the woods. Most of the battle took place on the right flank, except
for his Gun Mage adept who was trying to find a way to sneak through the woods
without getting Soulstormed, or Dreaded, but he pulled him out as my zealots
advanced by the woods.

My bottle rockets were ineffectively deployed behind a hill, and could not
see enough to do damage. I spent most of their time redeploying and then
getting shot up/assaulted by trenchers, which opened my right flank and
gave the last two trenchers the option of bayonet charging severius.

When trenchers blow smoke can I target in front of them?

Paladin got electrified, as did most of my zealots. I had to feat early to try to
get past the stormguard, but they caught me and then the next turn electrified
or meleed most of the squad dead.

I always forget about the Reckoner's choking veil abilities. blech.

Somehow I managed to take off an arm on that Thunderhead before he could
do anything truly evil to my jacks, but the stormguards were enough to do
plenty of damage.

I don't remember if I got anywhere near Siege.

How would you have played this? (I know, I know, without the Paladin...)

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Regular Dakkanaut



Bellevue, WA

Deploying your rocket guys like that definitely hurt.

What do you mean by target in front of them? I presume you mean target attacks that can scatter in front of them? I'm not sure; I don't think the rules allow you to target something that isn't a model (for the most part; you can shoot at buildings).

The stormguard are hell on infantry; they're one of the best anti-infantry units in the game. If you let them get into melee with an infantry unit you are simply going to lose that infantry unit.

I'm not terribly familiar with Menoth (or Siege) so there's only so much advice I can offer. I'm guessing he used smoke to screen the Stormguard as they advanced?
   
Made in be
Been Around the Block




Ok, trenchers.

If you cant see em , you cant target em.

But, nobody said you couldnt target one of your own units.

Get your zealots in front, with the monolith bearer.
If they get inside the smoke, they can see out to the other side of the smoke so you can target the trenchers. And you can always target your own zealots with the deliverers and hope for a nice deviation which will blast those trenchers.
   
Made in us
[MOD]
Madrak Ironhide







Jeff: Foxhole and smoke, I believe.


Calle, I was told on the protectorate tactics board to run my Reckoner into
the smoke and target him via an arcing Revenger. The Defense is lower
than a zealot's.

And if I have wracks, maybe I'll have enough focus the following turns to
cast two more ashes to ashes.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Fresh-Faced New User




You mentioned that you are having difficulty getting your Warjacks close to the enemy. This can be remedied by clever use of your Choir. The secret is maintaining a certain distance between your Warjacks and the Choir. A Warpriest with full Acolytes has a chant radius of 8". By staggering the Choir and the Warjacks so that the big guys are about 12" in front of your War Priest, you can always get your chant off (Advance Choir, Chant, Advance Warjacks), and quite likely keep the Choir safe at least until you engage the opposition. Use your Deliverers and Zealots on the flanks and the wedge of Warjacks in the center to block LoS to the Choir. Then chant the appropriate protective song (obviously Safe Passage against Cygnar). Due to how deep your Choir are deployed, killing them off will be a sacrificial act. They will be too far back for your Warjacks to be slammed through them, and other Assassin style units will be very vulnerable to your own Warjacks. Pistol Wraiths will be forced to advance close through your Arc Nodes, and even a Sniped Eiryss or Gun Mage Captain Adept (who can ignore intervening models for LoS and have a weapon range of 18") will be practically on top of your Warjacks before they can get a shot off. Stormsmiths will actually have to be amongst your Warjacks before they are in Stormcall range of the Warpriest. This is pretty much what my primary Protectorate opponent does, and he keeps his Warpriests alive at least until the all important Infuse Chant on the turn the Warjacks charge.

To make the army a little quicker, add a second Choir. Leap frog the two Choirs (run with one, advance and chant with the other), and you will be able to run the Warjacks towards the enemy. Also, two Choirs take twice as many resources to kill as one Choir.

 
   
Made in us
[MOD]
Madrak Ironhide







Yeah, I was going to get more choir this week but ran into, uh, money trouble.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
 
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