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Made in gb
Brigadier General





The new Sick Man of Europe

So I was thinking about starting Menoth and made this list:

pSeverious: +6 pts

Blessing of Vengeance: 7pts

Reckoned: 9pts

Templar: 8pts

10 forge guard and attendant priest: 10pts

10 errants with officer and standard bearer: 10pts

4 choirman:2pts

2 Wall Paladins: 2pts

Fist allegant: 2pts

Rhupert Carvolo:2pts

Covenant of menoth:2pts

thoughts?

This message was edited 2 times. Last update was at 2014/05/12 18:01:07


DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
Made in au
Longtime Dakkanaut




Brisbane, Australia

It's interesting, though I'd say there was too many heavy hitters, not enough jamming or utility pieces in there. You've also got two choirs, when a single min choir will almost always suffice (remember, each choir member can buff a different jack.

Now, I think your battle group is great, no worries there, you could replace the Templar with a Reckoner to get some more ranged in your list, but either option is fine.

Now your infantry - you have the Forge guard and Knights, both of which are generally slow heavy hitters. However, because Sevvy doesn't have much way to extend threat range, you'll need some jamming infantry to cover them on the way in - otherwise you'll end up just getting your units killed off before they can actually start doing damage.

For Menoth, our 3 jamming units are Temple Flameguard, Errants or Zealots, and each have their own pluses and minuses. Because Sevvy has Defenders Ward, and you were planning on taking Rhupert Carvolo anyway, I'd recommend the Errants with Officer and Standard - they can be Def 14, arm18, tough (from Rhupert) models with Self Sacrifice that can't be targeted by spells. If you throw in the Covenant, they're all that and can't be knocked down/made stationary (important because passing a tough roll causes knockdown). That makes for a brilliant jamming unit, that can be right up the front (thanks to Advance Deploy) skirmishing from turn 1.

Now, the full Errants + UA + Covenant is 12 points, so if you free up 10 points and drop the second choir, you can fit them in. Either the Forge Guard or Knights Exemplar might need to go. Of the two, I'd probably drop the Forge Guard, if only because they're vulnerable to having the Priest sniped out, which would mean they stop being friendly faction and therefore don't benefit from Eye of Menoth, and can't be targeted by Defenders Ward.

If you want some variety, you could also look into changing out the second unit of Knights Exemplar with a unit of Daughters of the Flame - they're more anti-infantry, but they're very cool as well. If you're planning on trying a Kreoss2 list or a Testament list at some point, however, two units of Knights can work very well with them.

Looking for a club in Brisbane, Australia? Come and enjoy a game and a beer at Pubhammer, our friendly club in a pub at the Junction pub in Annerley (opposite Ace Comics), Sunday nights from 6:30. All brisbanites welcome, don't wait, check out our Club Page on Facebook group for details or to organize a game. We play all sorts of board and war games, so hit us up if you're interested.


Pubhammer is Moving! Starting from the 25th of May we'll be gaming at The Junction pub (AKA The Muddy Farmer), opposite Ace Comics & Games in Annerley! Still Sunday nights from 6:30 in the Function room Come along and play Warmachine, 40k, boardgames or anything else! 
   
Made in us
Charing Cold One Knight




Lafayette, IN

I'm not to thrilled by it tbh. I would give up the 2nd choir for a vassal. I don't really like templar all that much either. I personally prefer the Reckoner at the same cost, or if you were looking for a body guard, vigilant.

Paladins are hard hitting for sure, same with vilmon, but I would consider some disruption solos and units. Rhovan and covenent come to mind. As does Eiryss2.


 
   
Made in gb
Brigadier General





The new Sick Man of Europe

Okay, so I did some updates to the list, I added in the allegant because this rules make him near invincible against weak units that rely on a Combined attacks' removed Vilmon because I thought Paladins only need S&M stance to move about the board and block the enemy. Covenant and errants is a great combination but I didn't remove the Templar because his arm 21 means that some random trooper might get a damage on it and remove sev's No damage spell.

DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
 
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