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		<title><![CDATA[Latest posts for the thread "Menoth turn sequence. Vassal and Choir."]]></title>
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				<title>Menoth turn sequence. Vassal and Choir.</title>
				<description><![CDATA[ Menoth turn sequence. Vassal and Choir.<br /> Trouble with Vassal's Enliven action and Choir's Hymns.  I am using the box set and Choir and Vassal: 15 point army. <br /> <br /> Does the Vassal use the Enliven on a jack, intended to be used during the next opponent's turn?<br /> <br /> Do most people activate Warjacks first? <blockquote class="uncited"><div>Or Maybe activate Warcaster first?</div></blockquote><br /> <br /> Menoth melee weapon jacks need to advance to get into charge range. They end their move without the choir in range. <br /> <br /> The choir is not active and can't use Hymns. When can the jack use the effects of the (*Action);"Battle" for example. +2 on Attacks and damage rolls?<br /> <br />  Passage would be a good protection, while advancing.<br /> With a range of 3." The jacks will be out of range for the Hymns.<br /> <br /> Is this How it's Done?: Activating the Choir first. Casting hymns first, <blockquote class="uncited"><div>then move to were the jacks will move to</div></blockquote><br /> <br /> The jacks will activate with Hymns already in place?]]></description>
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				<pubDate><![CDATA[Fri, 25 Feb 2011 22:53:33]]> GMT</pubDate>
				<author><![CDATA[ resinmann]]></author>
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				<title>Menoth turn sequence. Vassal and Choir.</title>
				<description><![CDATA[ kind of unclear with what your after. <br /> <br /> enliven is used to get your jacks out of threat ranges. something comes in, hits your jack once then your jack moves away, denying additional attacks. you just need to be able to stomach the first hit, which usually isnt going to cripple multiple systems in one hit.]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 00:52:52]]> GMT</pubDate>
				<author><![CDATA[ studderingdave]]></author>
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				<title>Menoth turn sequence. Vassal and Choir.</title>
				<description><![CDATA[ They way my buddy does it is he starts a choir member next to each jack on hsi deployment line.  His 'jacks advance or run and the choir moves up with them.  The choir has a higher speed than the 'jacks, so they can keep up relatively easily.  Still, you want to keep your choir behind your 'jacks.  They can screen them so your opponent can't just shoot your choir to death.  On turn 1, run your jacks and walk your choir up behind them and sing passage.  What happens next depends on if you are in range of attacking or not (probably not).  If you are not, advance your 'jacks and follow up with the choir to sing passage again.  When you are ready to charge / walk up and beat face, activate the choir first and sing +2/+2.  it should be relatively easy to keep the choir close enough to get your songs off.<br /> <br /> Enliven can be cast before or after your 'jack moves.  You just cast it on a 'jack who is likely to get his face beat in the following turn.  Once he takes damage, he simply walks away.  Be careful of any weapon or headlock or a headbutt for <span class="glossaryitem" onmouseover='gp(189);'>KD</span> as this negates any chance of walking away.  ]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 01:29:48]]> GMT</pubDate>
				<author><![CDATA[ WylieX]]></author>
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				<title>Re:Menoth turn sequence. Vassal and Choir.</title>
				<description><![CDATA[ The Menoth army seems to me unfinished. Troop units need the <span class="glossaryitem" onmouseover='gp(192);'>UA</span>'s to make them complete. Like the jacks. They can use (need), The Choir and vassal spell ability to complete them.  [ don't hold back, I am full of <span class="glossaryitem" onmouseover='gp(270);'>sh</span> <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> and I can be missing a big part of the game.]<br /> <br /> My question is How to get the jacks advancing but still be able to use the choir hymns. During the jacks activation.<br /> <br /> I think I will have to activate the choir. Move ahead to where the jacks will be moved to. Cast the battle hymn. (or other spell) Advance the jacks to their choir model. -Thanks <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 13:25:04]]> GMT</pubDate>
				<author><![CDATA[ resinmann]]></author>
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				<title>Re:Menoth turn sequence. Vassal and Choir.</title>
				<description><![CDATA[ Choir first. Space your 'jacks with choir in-between.<br /> <br /> If start from the same position you advance 3", slightly rotate the choir so <br /> that the 'jacks are in their front arc, and use the chant.<br /> <br /> Warjacks activate, advance or run.<br /> <br /> If they run, you want to make sure they don't end up more than 9" away<br /> from any choir model. That's so that the choir can advance 6" next turn and <br /> use a chant on the warjack again.<br /> <br /> Vassals can probably safely run until your 'jacks risk getting into combat.<br /> <br /> Vassals have a more flexible activation as you can activate them before a<br /> 'jack activates or after. You can even run with the 'jack and activate the vassal<br /> to give the 'jack ancillary fire. It's a cheap way to get a <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> 4 Vanquisher <br /> some extra threat range.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 13:43:22]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>Re:Menoth turn sequence. Vassal and Choir.</title>
				<description><![CDATA[ I <span class="glossaryitem" onmouseover='gp(634);'>PM</span>'d you in response to your question. Additionally, I would like to add that at 15 points, I do not think it is wise to include units. They tend to be expensive, and you need the core flexibility of the Warjacks to compete at that level. <br /> <br /> Choir is a Must. This is the first unit, after warjacks, that you should include in the list. <br /> <br /> Also, the Vassal is really nasty when Paired up with the Avatar, especially when the choir is present.  A quick breakdown...<br /> 1. Avatar cannot be targeted by spells due to his shield. <br /> 2. "Passage" denies the enemy the ability to shoot at it. <br /> 3. "Gaze of Menoth" forces the enemy to move toward this P+S 21 monster to address it in melee. <br /> 4. "Enliven" allows the Avatar to move away after one hit! There are only 2 'Jacks in the Game that can have even a snowball's chance of crippling him in one blow (Cankerworm and Behemoth), and it really only is a snowball's chance. <br /> <br /> So, in conclusion, you have a massively deadly 'jack that cannot be targeted by spells, ranged attacks, and that can only be hit once in melee. I have used this combo multiple times, and no one has yet to come up with an effective way to address it. Not saying it is a WinCon, but it really give the enemy a headache. <br /> <br /> (This is one of the examples of the "Pain Onion" I told you about.)]]></description>
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				<pubDate><![CDATA[Wed, 2 Mar 2011 21:49:02]]> GMT</pubDate>
				<author><![CDATA[ CATACLYSMUS]]></author>
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