Showing posts with label lessons. Show all posts
Showing posts with label lessons. Show all posts

Tuesday, May 15, 2012

Saeryn: Tier Thoughts

I've been toying around with Everblight tier lists for Lock 'n' Load's Blood, Sweat, and Tiers. (I am, alas, on the waiting list...).

I've had great fun with eVayl's, but on a whim I gave Saeryn's tier a go.  I've found it...interesting.

The Tier
T1: Advance Deploy your Spell Martyrs (if any), following restrictions:
Only flying beasts/Nephilim, no characters
Only units with flight
Shepherds/Sorceress on hellion/Spell Martyers

T2: Bring a Sorceress on a Hellion, gain +1 to starting roll

T3: Bring 2+ heavies with Flight, gain +2" DZ

T4: Bring 3+ Nephilim Warbeasts, gain a free Nephilim

How Deep?
This is the big question.  Honestly, T2 and T3 work together nicely; as the Hellion grants you some fury efficiency with flying heavies (read: Angeliusss...however the hell you spell it for plural) and your heavies are naturally swift.

Once you get to T4, well...then it gets interesting.  You CAN do T4 at 35pts, but it's pretty limited.  At 35, I have:

FALLEN ANGELS!
Saeryn [-5]
-Angelius [9]
-Angelius [9]
-Nephilim Soldier [5]
-Nephilim Protector [5]
-Nephilim Bolt Thrower [6]
-Nephilim Bolt Thrower [0]
Nyss Sorceress on Hellion [4]
Shepherd [1]
Shepherd [1]

Cons
This list has a glaring weakness - the shepherds.  If you can't hide them or shield guard them, you're in for a world of hurt.  Comically, 2/3 of your beasts CAN frenzy on your caster, an oddity for a Legion list.

In all seriousness, fury management IS an issue; you have 7 FURY on Saeryn and can generate a whopping 20 fury in a turn, and can cool off one Angel and change with a safety Fury or two on Saeryn.

Early on, this isn't a huge issue, as you're running everyone turn one (after getting out upkeeps and dumping fury).  When shooting, you've got Shepherds to cool off troopers, and maybe you can keep an Angel or two in melee.  Lose a Shepherd, or need to push?  You're going to take threshold checks.  On the bright side, at least Nephilim have a high threshold, and you'll want to learn about frenzy rules and getting things like the Soldier and/or Protector close to enemies.

You also are a bit low on melee power, outside of Armor Piercing strikes.  Armor-heavy enemy lists may make you consider scenario/assassination plans.  Similarly, higher-DEF heavies can give the Angels issues with their Legion-standard MAT6.

As a minor note, I like having a Harrier or other lesser to throw out as a Blight Bringer target, but at least you've got a Soldier for that, right? 

Pros
This list has a decent ranged game with Bolt Throwers (one of the best ranged attacks in Legion, between the POW, RNG, thunderbolt, and lack of damage type) and the boostable hand-cannons on the Angels.  You also have a SPD8 spray-bot that can go hunt support in a pinch.  Just note that spells don't really match up with a ride-by attack, alas.

While you ARE rocking a ton of Fury, note that Saeryn's feat favors a hefty battlegroup.  Your army will basically be untouchable in melee for a turn.  Which is nice.

You also have access to some wonderful movement shenanigans, between Repulsion and Thunderbolt, and you can always get slams off with the Protector and Soldiers.  Given the extended deployment zone and widespread flight, you also have an excellent mobility advantage.  You might even find a use for Massacre, as it IS extra movement and can give your melee beasties a free charge after the Sorceress bites it. 

Playing The Army
Early on, you'll throw up Respawn and possibly Banishing Ward.  Saeryn may grab Flight on turn one and charge up, or just meander up.  The Bolt Throwers and Angels grab good shooting lanes, the Soldier looks for slam targets or clumped-up infantry.  The Protector wanders around with Shepherds nearby, and generally waits to eat a transfer from Saeryn.

You actually have a decent selection of animi, as Saeryn enjoys Flight (hey, no innate pathfinder...) and Safeguard (keep that high DEF; not like ARM14 keeps you alive).  Repulsion is solid utility, and even Massacre can be fun for the extra inch of movement, especially if an Angel is going to go on some kind of Overtake stab-fest, or if you just need more fury for attacks/boosts on the beastie.

Some Tests
I've had several games with the list, and managed a few wins.  I managed a win against an eFeora list, as support solos  that rely on stealth/clouds to survive don't last against Bolt Throwers and Angelius shooting.  Add in 1-2 combat heavies, and a Protector to eat transfers and you're fine.

A pSorscha list didn't have enough time to fully activate, and again the shooting managed to KO a few important models (like sharpshooting manhunters, etc) and pull a flight/feat assassination run by dumping two Angels onto Sorscha's doorstep while tying up Beast 09.

A Circle pKaya 3x Warpwolf list thrashed me pretty soundly.  I misjudged threat ranges (half an inch difference is way too close for comfort...) and with their accuracy, yeah.  I managed to take a chunk out of his army, but losing the Angels and not focusing on scenario cost me.

Overall
I do like this list.  It's not what I'd normally take with Saeryn, but between this list and the eVayl triple-angelius list I have, I've learned to love the Angelius.  Bolt Throwers are solid, and playing with a free light is a hell of a tier benefit.

If I weren't going to go with a full-up T4 list, I'd probably rock something like:

Saeryn [5]
-Angelius [9]
-Angelius [9]
-Angelius [9]
-Nephilim Bolt Thower [6]
Nyss Sorceress on Hellion [4]
Shepherd [1]
Shepherd [1]
Spell Martyr [1]

You lose three Nephilim for another Angel and a Spell Martyr.  You get some hitting power, but I wonder if losing three friggin' lights is worth that.

Wednesday, April 11, 2012

Playing Against Gatormen, Part 2: Solos and Warlocks

This is a continuation of the whole 'how do I deal with Gatormen?' line of thinking I'd started a post ago.

That one got slashed midway due to a mixture of time of night, and the fact it was getting huge and I'd rather not crit-braindead someone with a wall of text.

I'm going to start out with the few solos available to the Gators, and then move along to the warlocks, which won't take long.

Feralgeist
What Does It Do?
Fill That Last Point If They Don't Already Have Swamp Gobbers, Make Beasts Annoying
No attack, no real ability to hold territory...why do you bring this guy?  He basically keeps beasts alive a little longer.  'Spiritbind' is a huge wall of text that boils down to 'kill that beast again' and lets you use it without being able to force the thing.

It's kind of a novelty.  Unless, of course, you can make use of the spiritbind thingy to keep something in a scenario zone.  Then again, they need to do a whopping 3 more damage to the beast, so unless they burned their last attack killing the beast, it's not THAT impressive.

What Can't It Do?
Generally, it can't take up space.  Or attack.  Spiritbind is the ONE trick.

Overall
I don't see these very often.  Some armies have issues mustering up magical attacks outside of their lock/caster, but this guy alone isn't worth several fury/focus to kill, most of the time.  It can be highly annoying in a corner case, especially if 'borrows' an enemy's beast instead of reviving one of your own.  Then they'll make a point of trying to kill their own beast again, which diverts assets. AND THE FERALGEIST GETS TO DO IT AGAIN.

Thrullg
What Does It Do?
Upkeep Removal (Sometimes), Disruption, Annoy Spellcasting Models, Beat Up Infantry
The Thrullg is a utility solo for gators.  One smack from it drops upkeeps, animi, and causes Disruption.  While you can struggle knocking off DEF buffs, you can get up to three swings from a Thrullg, assuming you can get into non-Reach melee range.  Additionally, those three swings on a MAT7 let it regularly tag infantry, and disrupting warjacks is not hard at all with that MAT.

As an added bonus, Arcane Consumption can screw with enemy infantry that like to cast spells.  However, it's RNG:CMD and you have CMD7, so you might just force an order-of-activiation issue on them.  At least they can't offensively spell this guy to death, right?

What Doesn't It Do?
Drop High-DEF buffs, Mesh Well With The Army (sometimes), Take Buffs
MAT7 is reasonable, but since it doesn't ignore DEF buffs to begin with, it won't always be able to drop those buffs.  It's something to keep in mind, but with Gators I'm more concerned about this thing dropping my ARM buffs, if any. 

As for 'meshing', it's an 'it depends' scenario.  This thing isn't amphibious and doesn't have Pathfinder, so it's got to take the long way around and can't benefit from things like Swamp Pit.  DEF13/ARM16 and 8 wounds isn't BAD for defensive stats, but it might not keep him alive; this guy is DEFINITELTY a second-line model and wants a Posse to hide behind.

Finally, while Spell Ward keeps offensive spells off, it also keeps buffs off and 'lock-cast animi off.

Overall
When I see this guy, I go through a list:

1) Do I have melee warjacks?
If yes, I'll see about killing him before he can disrupt my jacks.  I need armor-cracking power, melee heavies have it, this guy annoys melee heavies.

2) Do I have ARM buffs?
If yes, I should probably kill this guy, because gators hate high ARM and he can help mitigate that.

3) Do I have spellcasting infantry?
If yes, I want to make sure I stay out of this thing's command range.

The downside of the 'avoid' strategy with respect to the Thrullg is that it has Advance Deployment, and thus gets to react to my initial deployment and try to ensure favorable matchups.

The Totem Hunter
I have an exhaustive breakdown on this guy available here.

What Does the Totem Hunter Do?
Move Fast, Kill Support Solos, Thin Units
The biggest thing the Totem Hunter brings to Blindwater is speed on the flanks.  He has a solid SPD, solid MAT, reasonable attacks, an annoying ability to jump, and thanks to Sprint and Stealth + high ARM/8 wounds, he's hard to gun down at range.

Frankly, he's one of Blindwater's best ways to go after support models in the back.  Late game, he can transition Prey over to beasts/the warlock/caster and bring some hideously accurate attacks to bear. 

What Doesn't He Do?
Take Down Durable Targets/Multi-Wound Infantry
The Totem Hunter is pretty reliant on Sprint to survive; if he can't kill something he can't get away.  Bad dice are a major bane for him, but moreso is the lack of anything to kill to trigger sprint.  Without Sprint, you're looking at a one-way trip, or he's relegated to making an end-run and gunning for the caster.  Not bad, but if he needs a charge to kill something, you're actually losing threat range and placement because you're forgoing Leap.

Overall
This guy's presence annoys me, as his natural speed + leap + sprint can make him a slippery thing to pin down.  Unless you've got stealth-ignoring shooting, he's probably going to get into your lines and try to disrupt your plan.  I ENJOYED running this guy in virtually every game for several months back in a league.

Croak Hunters
What Do They Do?
Hit Living Targets Hard, Provide a Flanker, Bring a Little Bit of Ranged To The Army
Who doesn't like advance deploy stealth models with pathfinder and hunter?  Your opponent, that's who.  This guy's reasonably swift with SPD6, and while RNG8 is on the short side you still have a threat range of 14" on a RAT6 shot that's 10+3d6 versus living targets. 

In melee, you can get up to MAT8/PS12 with Gang Fighter.  They can dump a nasty, accurate charge onto a living target with Reach and Gang Fighter and Poison from a good 11" away, too.  Warbeasts that are alive have to respect these little boggarts.

What Don't They Do?
Crack High DEF at range, Deal With High ARM on Non-Living Targets, Last Long In a Fistfight
RAT6 doesn't hit high DEF at range.  Aside from that, if you take Poison away from this guy he's not that damaging.  Finally, DEF13/ARM14 and five boxes make blasts unlikely to kill him, but he's not really going to last long in a fight unless he's tying up low-POW infantry that would rather be shooting him.

Overall
These guys bring a much-needed ranged element to the Blindwater Congregation.  If I see these guys, I have to worry about devastating charges against living targets, and something on the flanks harassing me with pointy throwin' sticks unless I have the DEF to shrug it off.  Unless I can ignore stealth in shooting, I'm probably going to take a lump or two from these guys.

Gatorman Witch Doctor
What Can This Guy Do?
Annoy The Undead, Hand Out Tough, Bypass High DEF For a Price, And It's A Beast Master
Annoy the undead comes from dominate undead.  No one likes a Bane getting an attitude and beating something, or moving out of the way.  This gets funnier when you realize it can hit undead warbeasts, but there aren't a lot of those.

Handing out tough via zombify also counts as annoying the undead, as I'm pretty sure that being Undead is more of an advantage as it denies 'living model' caveats (IE: most gator special rules...) and souls.  Also, 'tough' is obnoxious, and this basically MAKES Maelok's feat.

Bypassing high DEF comes at a price: sacrificial strike!  Free POW15-16, depending on whether you threw a Bog Trog or mostly-dead Gator at a target.  IT's a good way to polish off the wounded.

Beast Master is probably more incidental than useful, as it lets you force anything in its CMD8 that's outside of your warlock's control range.  This is a neat extra, but probably won't come into play that often.

What Can't This Model Do?
Fight In Melee
MAT6, a PS11, and PS12?  This guy belongs behind a posse.  If he's out in the open, he's going to draw fire because his support abilities are annoying.

Overall
...because Gatormen really needed 'tough', no?  I worry about this guy all game: Tough is an annoying extra, but a late-game Sacrificial Strike can be a game-winner by putting the last few points on a warcaster that relies on its DEF.  For that reason, this guy's a priority.

Bloody Barnabas
What Does He Do?
Screw Your Shooting Game, Screw Your Non-Pathfinder Game, Knock You Down, Make a Posse Stupid-Hard To Hit, and Bring Movement Shenanigans For Beasts, And Absorb Abuse
So these first two things are due to Swamp Pits.  He's got the FURY to realistically drop a pair in a turn, as he's got 1-2 upkeeps out.  These deny non-magical shooting, and are rough terrain against melee forces.  The only thing in my favor is that they make order-of-activation and formation a bit less forgiving for gator players, but practice gets around this.

The 'knock you down' comes from his feat, unless you're amphibous.  This has applications for assassination (moreso if you brought guns like a Spitter and some Croaks, yay pop 'n' drop!), screwing up the enemy's next turn, or just knocking a chunk out of the opposing army.

The 'make a posse stupid hard to hit' comes with Iron Flesh.  It's another order-of-activation thing (And has to be dropped on turns to charge, but he can get a free casting of it with Bone Cleaver), but with this and Dirge a Posse can hit DEF16, which is...obnoxious...on top of their innate durability.

'Movement Shenanigans For Beasts' comes from Warpath.  Kill something in his control zone, one-time 3" move for a beast in your control area.  This lets your melee beasts get another 3" of threat range and/or grab a better angle, or lets your Snapper move into range while keeping his aiming bonus.  That SPD5 snapper/wrastler is not as slow as he first appeared...also, with Counter Charge, Barney himself has some movement tricks, but once per turn and only without Iron Flesh up.

Finally, Barnabus himself can be fairly obnoxious to kill.  Shooting him down?  Swamp Pit, nice try. His DEF13 is so-so, but he can Iron Flesh himself (and for free if you beat something down with Bone Cleaver).   ARM17 is pretty solid for a 'lock, and it goes up to 19 if he's engaged due to Unyielding, AND can hit 21 with Spiny Growth.  Add that on top of 16 boxes, and this guy can get pretty obnoxious to punch out in melee.  That being said, he's not immortal, and is probably camping ~2 fury tops.

What Can't Barney Do?
Crack Armor, Support A Lot Of Beasts, Hide Everyone In Large Games
You have no damage buffs with Barnabus.  You top out at PS17 on the 1-2 Wrastlers you have.  With FURY6 and no fury support at this point in time, you're not going to carry a lot of beasts.  (Thankfully, Wrongeye/Snapjaw don't draw from the pool AND can cover themselves via Submerge). 

In larger games, you may struggle to fit all your army into two Swamp Pits.  This probably means those Iron Fleshed gators are up front and the only thing for the enemy to focus on; hopefully Dirge of Mists or concealment (because you used the Pathfinder prayer to move through terrain) will keep you alive.  It's a scaling issue; not everyone scales as well.

Overall
This guy can do attrition pretty well, mostly by denying my ability to hit him and his army.  If I have high-ARM models I'll be a bit happy, because high ARM is what Barnabus struggles with.  I'm going to have to deal with a stupidly nasty Posse, and assassinating Barney in melee all but requires a heavy beast/jack.  If I can survive a feat turn and/or have plenty of armor, I'm pretty comfortable.

I'm also swearing up a storm if I didn't bring pathfinder and I thought I had guns to take care of the problem.

Calaban The Grave Walker
What Can This Guy Do?
Crack Armor, Crack High DEF, Drop Upkeeps, Dish Out A Surprising Amount of Pain In Melee, Arc Spells (very occasionally), Confuse You With His Feat
The first thing you probably homed in on is the magical phrase 'crack armor' when there's not a 'can't' in front of it.  Parasite goes a ways towards helping you deal with high ARM; gatormen at an effective PS16 and a Wrastler that hits harder than a Carnivean tip the scales back in your favor.  If the enemy isn't high-ARM, then, well, you got a bit more help in not relying on dice.

Cracking high DEF comes from Carnivore, which is good for +2MAT against the living.  Since most of the undead top out at ARM12 outside of casters, this is nice.  MAT9 gatormen, MAT8 vs beasts Wrastler...yeah, it's a nice thing, especially as MAT9 + rerolls = I think I hit versus most enemy infantry.

Hex Blast, provided you can hit with it (and FURY7 makes that a reasonable assumption) gives you a way to drop upkeeps, even high DEF ones.

Now, if you look at Calaban's melee stats, then at Barney's, you might wonder what I'm talking about.  MAT5, two PS11 attacks versus Barney's paired PS14s and a 12?  Well, both of Calaban's melee attacks are a bit special.  The bite has Sustained Attack, so if you NEED to gun down a high DEF target, you can do it IF you can hit it once.  Carcass is your Reach Stick and token magic melee weapon, but with Life Trader and boosting you can be throwing 11+4d6 in one swing.  Expensive?  Sure, but it's a hell of a hit if you can land it.

The arc node thing is pretty situational; a RAT6 RNG10 POW10 shot can turn a living model into an arc node.  Thing is, you'd be arcing Parasite or Hex Blast, possibly Bone Shaker.  You're reliant on being in a position to tag an enemy model that you want to arc through without leaving yourself high and dry in the process.

The feat is...interesting.  First, Calaban's going to be the first or second thing to activate, to maximize it.  It relies in killing enemy models, and generating fury and casting at any time.  I've found the nastiest use for this is cycling Parasite and firing off the odd extra Hex Blast or Bone Shaker, depending on how much fury I have and need.

What Can't This Guy Do?
Deal With Upkeep Hate, Take Much Abuse
While you can crack high DEF and ARM, you need upkeeps to do it.  If someone can deny you those or drop them, you'll be burning a fair amount of Fury to put your spells back up.

Occultation ties into my 'take much abuse' part of the story.  If you have only one posse, this is probably NOT where it goes, as that posse is Calaban's screen.  DEF14/ARM16 isn't that hard to gun down when it's on top of 15 boxes, and your only defensive measure is Occultation.  The downside?  Calaban has to personally cast Parasite, and it's got RNG8.  That's his biggest drawback.  You pretty much HAVE to kill whatever you hit with Parasite, or gum up the works and re-screen calaban.

This is another reason you often see Calaban in a tier; as it allows Bone Grinders (who can extend a spell's RNG by 2 inches, which gives you RNG10 parasite and RNG12 Hex Blast) and who doesn't like Wrong Eye/Snapjaw with advance deploy?

Finally, the feat can often leave Calaban with an odd amount of fury.  He's got no way of dropping single points of fury with it up after his activation; he can dump 2, 3, and 4 (or more, with boosted damage rolls on the blast) at a time depending on which spell and how much boosting he does.

Overall
Calaban's the problem-solver to Barnabus' brute force/denial.  He's much more toolboxy, and frankly, I have to respect him for that when I see him across the table.  If the enemy doesn't screen him adequately, I'm going to try to put damage on him with a gun, as DEF14/ARM16 and 15 boxes on a medium base is not exactly the high end of defensive stats, and getting up to ARM20 requires both Parasite and Spiny Growth, which is a good 3 fury.

Maelok The Dreadbound
What Can This Guy Do?
Make a Posse Stupidly Durable, Act Like a Walking Debuff, Absorb a Fair Amount of Abuse, Do Reasonable Damage in Melee, Walk His Army Through Your Lines
Death Pact is good for +2ARM, Undead, and making a Posse one of the most obnoxiously durable units in the game.  Base ARM16 goes up to base 18, 20 in melee, and on the feat turn, 22.  Oh, and you can have access to Spiny Growth, too.  Lovely.  Oh, and you can Revive the dead gators, and possibly grab stupidly obnoxious threat angles? Lovely.

The 'walking debuff' comes from Malediction, previously found on Terminus.  This puts his own melee stats up to a reasonable MAT8 with 3x PS14s, but you need to get within 2" of a target to hand out that -2DEF/-2ARM.  On the bright side, a Wrastler can probably trash the target at this point.  On the downside, you just put your warlock in base-to-base with something that can probably threaten it.  This is a risky spell to fully utilize, but it IS part of the arsenal.

DEF14, ARM17, 17 boxes?  You have access to Spiny Growth and another +2ARM from Death Pact if need be.  Downside is that Death Pact and Malediction aren't compatible (which is sad because you would want that extra +2ARM).  You're at the edge of needing boosts to hit him, and he needs heavy hitters to put damage on him.

With Malediction up, you're at MAT8 with a trio of non-reach PS14s.  This is cool if you can kill a loaded enemy Heavy with the bite because of Spirit Eater, as you get to Reave from it and deny the enemy the chance to Reave.  This is mostly corner-case, as you have GOT to ice that heavy with the bite to make it worthwhile.

His feat is...hilariously obnoxious for killing the enemy caster.  Unless you've got a lot of magical weapons, the gators are walking/charging through your lines and surrounding your caster.  If you DO have magical weapons, you're still dealing with ARM20+ gators against free strikes.  Note that the Witch Doctors MAKE this feat, as the only other way of making your own dudes undead is via Grave Pact.

What Can't This Guy Do?
Crack Armor (without Great Risk), Manage Fury, Do His Feat To Full Effectiveness Without A Solo Or Two, Effectively Handle Incorporeal Threats
We're back to that 'cracking armor' thing.  Malediction is a hell of a debuff, but it's also a high risk/high reward debuff.  The reward comes from the fact you're probably in the 'just buy attacks' phase instead of needing to boost them.  The downside is, like I said, Maelok has to put himself within 2" of the target to use it.  With SPD5, this maxes you out at 10" if you want to do anything else, or 12" if you're willing to just run and hope to god you're alright with that as your only action.

He's also got the FURY6 + no fury support solos issue of all Gatormen.  It is what it is.  With 1-2 upkeeps, you get an animus or two a turn and that's it.  Not bad, but not great.

His feat deserves special mention because you really, REALLY need Witch Doctors to maximize the effectiveness.  Otherwise, you get the Grave Pact unit, himself, and maybe a Boneswarm that benefits from the ARM bonus.  On the flip side, you're hoping to jog through the enemy lines and either assassinate or deal a crippling blow, so there you go.  Just be advised any living model on feat turn are kinda asking for the hits.

This guy has two types of magical attacks: melee, and SP8.  Venom isn't BAD, but again requires getting up close and personal to use it.

Overall
I worry about this guy laughing off my initial attempts to thin down his army, then ramming it through my lines thanks to his feat, and eating my caster.  I have to counter it by leaving him no landing zone for his models, which isn't necessarily as easy as it sounds.

Conclusion
Honestly, I'm a bit worried this hit the 'OMG TOO MUCH TEXT!' level, and if so would someone kindly tell me.

That aside, this is meant more as a 'oh, crap, what am I facing again?' type of guide, and it's not an in-depth tactica on each and every last model in here (...other than the link to the Totem Hunter salute.  That IS a tactica).  Hopefully after slogging through these two articles, you have some idea of what you're up against when you see these models across from you.

Blindwater isn't the most diverse army, but they have some solid models that will absorb abuse, and can do a hell of a number when it comes to weathering your attacks and then either beating you down, or pulling out some crazy shenanigans.

I'm also gonna wish I had more undead-hating tech, and that I'm not reliant on souls, because they're in short supply thanks to Grave Pact and the army's natural resilience.

I'm also likely to try to snipe out any Witch Doctors.  Not only are they there to help maximize his feat turn, but a couple of them can throw out Sacrificial Strikes that might finish whatever job the rest of the army started.

Monday, April 9, 2012

On Playing Against Gatormen, Pt1: Units and Beasts

On a request, this article's going to focus on what it's like to play against the Blindwater Congregation.  I'm going to start with common sights (IE: units/solos/beasts) and then wax poetic about the warlocks and what they'll add to the mix.

The Gatorman Posse
There'll be minimum one of these on the field 99.9% of the time when you face off against Blindwater.  As such, it pays to know what they can and can't do.

What Can They Do?
 Mulch Infantry, Take Up Space for a While
The 'mulch infantry' part refers more to killing living single-wound infantry: MAT7 with a prayer for a re-roll on a pair of PS13 attacks is pretty nasty for thinning out infantry.  They rarely need a to-hit buff, and most undead targets are DEF12ish unless it's a caster.

Also, they get a nice speed boost when charging living targets.  Never hurts.  12" threat range, potential pathfinder (if you don't need it, then re-rolls to hit?!)  Yeah, living things don't like these things.

The 'taking up space' thing refers to their durability.  DEF12 is so-so, but they can buff it to 13 with a prayer.  They're ARM16 on top of 8 wounds, though, and they go up to ARM18 when in melee due to 'Unyielding.'  Given that Blindwater can buff ARM and DEF, these guys can stick around for a while.  As-is, you need charging weaponmasters or heavy jacks/beasts to crunch them up.  Also, that medium base is impossible to trample through, so there you go.

Bottom line?  You pretty much have to deal with these guys.

What Do The Posse Not Do?
Crack Armor
They top out at PS13.  This can ding up armor with a boost.  This is great when they charge, but you'll be doing well to get more than a couple guys to throw charge attacks into one target.  And then, well, they're engaged.

On the downside, this makes engagements with enemy heavies an attrition issue.  If they have solid hitting power, you're in trouble.  If not, you're ok; you can still do a few damage each time you swing. 

On the other downside, these are your main infantry, and you're probably looking at a couple of squads of these.  If the enemy gets their armor-cracking from weaponmaster infantry, you might be able to get the charge off on 'em.  If they get the charge on you, 1-2 guys will carve through a gatorman.

Posse Wrapup
If I'm dealing with posse, then I'm going to try to either work around them and assassinate, or hit them with heavy hitters.  I don't want to match them up against living targets that rely on their DEF to survive, and ideally I don't match them up against single-wounders unless I can buff ARM through the roof.

Bog Trog Ambushers
What Do They Do?
Screw With The Other Guy's Movement
Ambush is the reason you take them.  3" + base + SPD5 + reach =  ~13.5 threat from the side of the board, place at your will.  The enemy knows this, and between the charge bonus, MAT6, and Powerful Charge alongside CMA these guys can adapt to whatever target they need to.

What Don't They Do?
 ...deal with stuff after the surprise attack
They're not bad combatants, but once they're in, they're a bunch of dudes with reach sticks and PS11 on MAT6 with CMA.  They're kind of pillow-fisted, but you can always team up to scrag some big target or other, maybe.

Overall?
You don't see these guys a ton for a couple of reasons:
1) they're not a posse
2) Once they're in, they've got the armor-cracking problems of a posse without the re-rolls to hit or durability
3) It's hard to quantify the joys of ambush, as most people will try to work around it via movement/deployment.

By the time you've filled out your battlegroup and grabbed a posse, you're probably about 25 points.  Most folks will grab another heavy or posse at that point.  Maybe at 50?  Who knows.

If I see these guys across the table, I'm going to think twice about where I put my stuff on the flanks.  I'll also have to remember them in terms of scenario.  Basically, they give the gators something other than a slow-moving chunk of bodies and armor.

Blackhide Wrastler
What Can it Do?
Crack Armor, Power-Attack Shenanigans, RFP/Heal off of Infantry
PS17 is (currently) as good as it gets for gators without buffs/debuffs.  This is where they get it.  There are a couple of PS14 open hands, which are were we get the 'power-attack shenanigans' part of this deal, AND the 'Rise' animus is annoying if I have a lotta knockdown.

In a pinch, if it's stuck troop-clearing it CAN start healing off of the bodies it eats, thanks to snacking.  This is also a nice source of RFP.

What Can't it do?
Hit First, Run Very Hot
SPD5, no reach?  This guy doesn't have what we call a 'threat range' in business.  This means the other guy has to be careful about deploying it, and making sure I can't get the drop on it.  Since it's likely to be their main source of armor-cracking, this guy is a priority if I have armor on the table.

Additionally, at this time Gators don't have any neat little fury-management units/solos.  As such, running this guy hot to finish off a crucial hard target might be dicey for the other guy and force threshold checks.

Also, it's got a whopping five health in 'mind', meaning it's not too hard to get lucky and force the other guy to have to heal this thing.

Wrastler Overall
This thing is the hardest hitter in the gator armor, but it going to be stuck on the counter-charge duty due to its speed.  What it can't beat down, it can two-handed throw with that nice STR12.

If I see it across the table (and it's more like a 'when', given Blindwater's current model selection and this thing's particular niche as armor-cracker) and I have heavy armor, it's a priority.  Otherwise, well, it's a melee heavy, and those tend to be worth worrying about as a matter of principal.

Ironback Spitter
What Can it Do?
Shoot, Power Attack Shenanigans, Shield Stuff From Blast Damage, and Hack Off Single-Wound Infantry
First off, this thing has a pretty solid gun.  POW14, RNG12, and an AoE with continuous corrosion are about as good as it gets; the only way to improve it would be a larger AoE or more RNG.  You can plink hard targets and soften them up, or throw this at infantry. Single-wounders that rely on DEF probably die to the blast damage, and those that rely on ARM don't like the corrosion.

Past that, you have a pair of open fists for the full suite of power-attack damage, and Girded in case you have something that doesn't like blast damage.

What Can't it Do?
Mix it up in melee, Get Anywhere Fast, Survive Much Of A Beating
MAT5, a pair of PS13s, and a PS15 are all kinda sad when it comes to actually killing hard targets in hand-to-hand.  If it's wounded and late in the game?  You might make it happen.  SPD4 means you go nowhere fast, and DEF10/ARM18 are sad DEF stats if the enemy gets into melee with you with anything that WANTS to be in melee with you.

Overall
This thing's a gun, pure and simple.  Most Gator armies benefit from including one, as it gives them some much-needed ranged power, and the ability to start putting damage on the other guy's hard targets/soften up the infantry.

If I see one across the table, I'll make sure to spread out my infantry, and just get ready to see my heavies eat a couple of fully-boosted POW14s before they engage.  Oftentimes, this guy will last to the end-game, as I'll be busy killing the posse and/or that Wrastler that engages.  This means Grandpa The Angry Turtle is probably going to be in good shape to take some transfers.

The Bull Snapper
What Can it Do?
Provide an ANNOYING Animus, Solo-hunt efficiently, mess up High-DEF targets
Spiny Growth is hilariously effective against jacks/beasts, and the +2ARM alone is fun vs infantry.  Early on, this guy's probably going to be handing out Spiny Growth to someone, and letting his 'lock do the same.

If need be, it can charge and boost against a solo or something, as it can hit out to 11.5 inches on the charge, and boost if it has to.

Also, don't overlook the joy of sustained attack in the late-game, higher-DEF casters might not like eating the POW12 charge and a couple of auto-hitting attacks.  It probably won't solo a caster, but it CAN put some damage on one.

What Can't It Do?
Crack Armor, Take A Beating, Take Out A Lot Of Models
Ok, give this guy a break because he's 3 points, and most of that for the animus.  That being said, PS12 is comical against armor.  ARM14 on top of 15 boxes makes him somewhat comparable to a Posse member in terms of the amount of abuse he can absorb.  Finally, he's MAT5 and has a whoppin' 3 fury.  He's not gonna kill a lot.

Overall on the Snapper
Expect this guy in most gator lists solely for his ability to provide Spiny Growth.  That animus accentuates gatorman durability, and the d3 to opposing jacks/beasts that don't one-shot a target helps with the attrition game, AND putting damage on high-ARM heavies.

If I see this guy, I'll try to kill him just because I hate dealing with Spiny Growth.  That being said, he's probably behind the posse, or he's out on the side solo-hunting.

Boneswarm
What Can it Do?
Buff DEF, Be Obnoxious To Hit, Provide An Obnoxious Animus
This thing can pop SWARM on itself for +2DEF, and if it's close to enemy living models it can drop their attack rolls by 2.  The base DEF13 means this thing is suddenly going to get missed unless you boost.  On the flip side, the animus is 'self', and anyone that brought a Swamp Gobber Bellow Crew can get Concealment without spending fury and with a wide coverage area via cloud effect.

It also takes some work to get the full use out of the "-2 to living model attack rolls" ability, since it's within 2" of the swarm.  Reach models just kinda point and laugh unless trying to gank this thing personally, and the undead just kind of shrug and keep swinging.

If the enemy manages to KO some infantry, though, this thing can get up to PS15 with ARM18, which isn't bad for a piddly 4pt model.

What Can't It Do?
Crack Armor, Hit High DEF Without Boosting
Outside of an animus, you aren't necessarily looking at a lot of offensive potential.  'Swarm' is a decent defense, but you're dealing with a PS12 non-reach model with MAT6.  You already have infantry clearing in the army, and this thing really wants to deal with low-DEF non-reach infantry.  That kind of infantry can probably mess this thing up, unless it's popping 'Swarm'.

Overall
This thing's a defense toolbox.  I haven't really seen it much on the table, as it's much easier to get mileage out of 'Spiny Growth.'  That being said, ignoring this thing too long is a great way to find it dumping a couple of boosted POW15s into something I actually liked.

Swamp Horror
What Can It Do?
Crack Armor (Sort Of), Enhance Threat Range, Power Attack Shenanigans, Laugh At Ranged Attacks (kind Of), Crank Out A Volume Of Attacks, Block LOS Well
PS16 isn't shabby for armor-cracking, though it really kidna wants that critical to go off to complete the insult.  The animus hands out 'reach', which is something the gatormen don't mind: their beasts don't tend to have it.  You have a whopping THREE open fists, so I suppose technically you could weapon-lock something one turn, then two-handed throw something the next turn. 

While DEF10/ARM17 is piddly for defensive stats, Impervious Flesh drops a dice from ranged attacks.  If you don't have a way of avoiding being shot at, this makes shooting at the Swamp Horror less appealing.

While you have a PS16, you also have THREE Friggin' PS12s.  They just need to hit, and those reach attacks pull the other guy into your PS16 crit-devastating beak o' doom.  This can also help get something in range.  I mean, you're SPD4, but with reach your charge threat is 9", which beats the Wrastler by a whole half-inch.

Also, a large base with 'steady' is a solid way to laugh off guys that like knockdown, since it can keep your medium-based 'locks from being overly exposed.

What Can't It Do?
Take Much Of a Beating In Melee, Get Anywhere Fast
DEF10/ARM17 is pretty sad for defensive stats for a heavy, not gonna lie.  You'll hit it and hurt it.  SPD4 isn't helping, and that means this thing really DOES have to KO whatever heavies it rolls up on, or throw them away.

Overall on the Swamp Horror
I see this guy competing for the Wrastler's spot in lower point games, OR if the other guy brings shooty/swift solos, I could see it replacing the Spitter's role.  You lose the gun, but gain a nasty animus that the Wrastler would love (And you can always throw Spiny Growth on after the activation...).

Bottom line, this is something that can potentially thin out infantry or do a number on a heavy, especially if it lucks out with a crit on the beak.  Also, it can foil a pop 'n' drop strategy, thanks to Steady.  I'm certainly not going to try to kill it with shooting, though, and it's still one more relatively durable target to KO.

Overall On Part 1
You should see a theme of 'Doesn't Like Heavy Armor' with the gatormen, followed by 'Annoying To Kill' and 'I Love Power Attacks'.  These guys can take a beating, and love to munch up some living infantry.

In part two, I'll discuss solos, and then hit the warlocks a bit and discuss how they accentuate the strengths or shore up some of the problems (IE: Calaban and that whole 'hates heavy armor' thing).

Wednesday, September 8, 2010

Path to Victory: Assassination or Scenario Win?

This is a question that's come up from time to time, and I admit that I honestly don't mind winning either way. Still, when you're building an army AND when you're calculating the matchup between your list and the other guy's, I think it pays to prioritize which one you'll go for.


Minimum
At the very minimum, you need to play to not lose the scenario. Know your objective; what do you need to do to claim it and what do you absolutely HAVE to do in order to keep the enemy from getting it. This usually means putting your guys in a place, and/or denying your enemy claiming units in those same places. ALWAYS, ALWAYS, and ALWAYS pay attention to this. It's very easy to watch turn three roll around and be like "Wait, I lose? What the hell?!" because you forgot there was a scenario in play.


Your List
Honestly, some casters (and, well, frankly, some armies) are better at assassination than objective wins. Cryx, for example, has some casters that just SCREAM to set up the enemy for an assassination; Warwitch Denegrha can put a -4 ARM on a target and knock it down, provided she can put an arc node on the target, and just wants her army to finish the deed. The Butcher...brings an army to deliver him. Magnus is happy to bring a couple of Renegades with their Tactical Nuclear Devices followed by a point-n-LOL, and so on.


Alternatively, some lists can do objectives just fine; Wraith Witch Deneghra is one of several casters that can lock down a huge number of enemy pieces and set you up for an assassination OR keep the enemy from the scenario. Similary, one of the happy lil' Rhulic fellows can shove you all out of important real estate with his Feat.


Bottom line: when you're designing a list, focus it on what you want to do, and then bring a backup plan. This is kind of self-evident; if I plunk Lich Lord Terminus down across the table from someone they can be reasonably sure I'm going to attempt to apply Termy to their caster ASAP. I need another threat, at least, in this case.


Composition
So far, it seems that lists vary on a few axes when it comes to winning.


1) How to Kill the Enemy Caster
Surgical Strike (I only need to kill the other caster) vs Attrition (I'm willing & able to trade casualties with you and still out on top)

2) How to Take care of the objective
Bring a unit that don't mind sitting on objectives? (IE: Shooters; they can still contribute)
Bring a unit that doesn't mind not directly contributing to the fight (small unit)
Bring a solo or two that you can sit on objectives
Bring a unit/solo/jack that is an absolute pain to dislodge
Engage the enemy on the objectives
See #1; kill the enemy before the objective becomes a factor on turn 3+


3) How to prevent assassination


I: is it something I bring to deny a type of assassination? IE, against ranged assassination, I can bring an Ogrun Bokur or a warjack/warbeast with Shield Guard to eat a shot, or Gorman di Wulfe to hide me from assassination via cloud?


II: Screening units; do I bring something like a medium-based unit to deny tramples, or otherwise block off some avenue of approach?


III: Does my caster have some kind of built-in defense against it, like DEF 16-17+, high ARM, Stealth, Incorporeal, or a lovely denial spell like Hellbound (just say NO to being charged...)


Bottom Line
These are some questions I've occasionally failed to ask mysefl, and usually paid for. Basically, if you want to win you've GOT to keep an eye on the win conditions; assassination and the scenario.

Thursday, August 19, 2010

Thoughts on playing against eGaspy


You only have to go to page 5 to pick up on the fact that Privateer Press wants you to go for the throat.

Look at it this way: most anti-infantry stuff has something like MAT/RAT 6, DEF 12-13, and ARM 15 tops with a low end of POW 10.

That means they generally need a 6-7 to hit, and a 6+ to kill you, and that's average power. What's that mean? You probably want to shoot first and, y'know, cripple the other guy.

Now, some folks CAN play attrition; Lich Lord Asphxious is one example. He can swell the ranks of his undead troopers by killing yours, AND bring back a chunk of them for one last charge via his feat, which usually kills you or takes out a large chunk of your stuff.

Bottom line? He's happy to trade troopers with you, since he can always get more. Worst case scenario, he trades a unit of Bane Knights (mmm, weapon masters with reach and Vengeance for when the other guy kills some...) for something, then fires them at your caster via his feat.

The Situation
Since I occasionally suffer from a critical lack of reading comprehension skills (...I thought the league point value had changed; we're doing an escalation league with gradually increasing points levels and I thought we were at 45...) the matchup was thus:

Me:
Mortenebra/Deryliss
Deathjack
Harrower
Leviathan
3 Slayers
Necrotech/Scrap Thrall
3 Scrap Thralls
2 Warwitch Sirens

Him:
eGaspy
10 Bane Thralls + UA
10 Bane Knights
2 Deathrippers
Deathjack
Bane Lord Tartarus
Gorman di Wulfe
2 Warwitch Sirens

Scenario: Mosh Pit

End Result: turn 3 Caster Kill for me
Casualties: 4 Bane Knights on his side, 4 Scrap Thralls on mine

What's the Lesson Here?
So, there are 20 Weaponmasters across the table, and he can probably trade most of them for most of my jacks, and then promptly pop his feat and assassinate Morty, since her Tier 4 list does not bring infantry units (so, no easy screening...)

Frankly, I lucked out a bit because he wasn't aware of the power of Overrun (I put the spell on a jack; it kills something and another jack gets a free full advance outside of its normal movement) combined with a Leviathan and Mortenebra's interface.

Basically, Deryliss slaps it on Deathjack, DJ crushes a couple of Banes after the Warwitches and Slayers clear some space. The Leviathan Overruns up, Morty pops her feat and moves into base with it. The Leviathan then uses its access to re-rolls, an aim bonus for RAT 7, and and Morty's 7 focus to blow Gaspy to hell (again) with a pair of fully-boosted POW 14's and one boosted to-hit POW 14 in reserve.

So, what's my point?

For me, this is kind of the 'Aha!' moment, the proof-of-concept that sometimes, assassination really IS the way, and some kind of crazy balls-out aggression really IS the way to go. Frankly, if that had failed, it would've been game. Then again, I'd rather play the odds* early and go for the win than try to fight attrition, since I saw a shot while I still had my ranged assassination guy intact.

Bottom Line
Sometimes, crazy plans, "Where did that come from?!" tricks and catching your opponent off-guard will get you the win. However, I don't think it'll work a second time. On the other hand, it's always good to have that tool in your arsenal.

*On the odds: Leviathan's RAT 7 vs Gaspy's DEF 15 means an 8 to hit on 3d6. The average of 3d6 is 10.5; so I was probably shooting at a 60-70% chance before a re-roll, so I could reasonably assume two hits. He had 1 Focus on him, so that's ARM 17, so it's 3d6-3 damage. That's an average of 8 damage. Given re-rolls, again, it's a fairly reasonable assumption I could take him. It could've backfired, but again, at the time, I didn't see really great options for me in this matchup.