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Milton Keynes Steamroller Game 2
The scenario was spread the net, one of my better scenarios. My opponent was Ben Hampshire, a great Gymkin player, who has excelled at the faction. He also used to play as Convergence, so he knew a lot of the capabilities of my lists anyway.
He has Old Witch with the infantry Theme, and his other list was the King of Nothing with a 6 heavies list. I chose my Orion list, so that it would have the best chance against the multiple heavies list, whilst still working against the infantry choice.
My opponent chose the King, as he we had played the witch list before into Axis and it was closer than he liked. Also, the Battle engines would have wrecked the infantry. Against King he could use the clouds for better use.
My List:
Destruction Initiative:
Orion + 28
Corollary – 6
Assimilator – 16
Assimilator – 16
Inverter – 15
Conservitor – 12
Monitor – 16
Diffuser – 6
Diffuser - 6
Optifex Directive – 4
ADO – 2
ADO – 2
Flare Bots – (4) 0
Flare Bots – (4) 0
Puncture Bots – (3) 0
Puncture Bots (3) 0
My opponent was running a simple list
King
Skin and Moans
Skin and Moans
Skin and Moans
Cage Rager
Cage Rager
Cage Rager
Gorehound
Glimmer Imp
Crabbit x 2
Gremlin Swarm x 4
He got the roll, and chose first turn. I kept the side I was on as I had a hill to use on the left side, and a fire pit on the right in my zone to slow down the opponent. My opponent alternated his beasts, and put the swarms on the flanks.
I put the conservitor on the left, with one diffuser, the inverter in the middle, with a ferest to hide behind, and the monitor and two assimilators on the right side, by the ash. Orion and the corollary went in the centre.
Ben ran forwards, getting Scything Touch on the Gorehound, and putting burning ash over his beasts. He would have made a wall of them, but with Mage sight as an option for me, he decided not to.
I got avenging force up, and putting a mage sight behind the forest in the middle to deter my opponent from putting something there, and I trampled most things forwards, to then also take advantage of the reform of the jacks. I moved the other jacks up, and passed the turn.
Ben then continued to threaten me, and moved everything up close to just within charge range for me. I had two cage rangers shoved down my throat, and the skin and moans close by to counter me if I came in. And with Sacrifice and labyrinth as his chosen arcana, I would have to ensure I kill the beasts outright.
I plan my turn out. I should feat, allocate some to the Conservitor and diffuser to go in and kill the first Cage Rager. This should cascade to the inverter who can go in and kill the next cage rager. This goes onto the assimilator who kills a skin and moans, and the second assimilator can go in and deal with the last cage rager. This will get me 4 kills, and go from there. The last two need a diffuser shot to get them in range.
So I go for this plan. I feat, to get the better damage, and shoot the first diffuser. I crank the damage under feat and do 10 points to it off the bat. The conservitor goes in and kills it whilst only spending 1 focus. This means that I now lack the focus to pass onto the inverter. My opponent also uses the Kings ability to put a smoke cloud in front of the assimilator and monitor to stop them charging, since they could not see their targets. He also triggers his own Arcana, and does damage back to the Conservitor. I move the corollary up to give the focus to the inverter and assimilator, and reform back. The inverter goes in and kills the 2nd Cage Rager, passing on the focus to the diffuser. The diffuser gets its shot off, but the hit is shield guarded by the Crabbit behind it, which is out of the feat and I only do some damage. The first assimilator can still get in without the extra distance and goes for the skin and moans, but fails to kill it by 10 points. This time the dice rolls were awful instead of the stellar the conservitor gave me. I use the monitor to shoot it again and the same with the 2nd assimilator, but without focus to power them they fail to kill the skin and moans, and the same with the Cage rager. Bots fly round to the zones to contest, but the turn was an utter failure, just like my time control. Too much though and not enough action had used up 40 minutes of my game.
So now for the retaliation. My opponent casually kills the conservitor, the inverter and the assimilator with his retaliatory heavies, and gets a Gremlin swarm near my flag. He arcs ashes to ashes through the last cage rager to kill my contesting bot, and he ends his turn with four heavies still alive, to my two. And his arcana ready to go unless I kill the skin and moans first.
So I do just that. I give things magic weapons for killing the gremlin swarms, charge the assimilator in to kill the skin and moans, and push back on scenario. I kill the gremlin swarm on the left and contest the right flag, and score myself two points, whilst also stopping him score, putting us on 2-2. (He had no beast to keep the back rectangle.
His retaliation was full on again. The skin and moans on the left moved over to contest the flag, and on the right the 2nd assimilator was taken apart by the other skin and moans. Using the Gorehound to keep applying Scything touch to things, he trampled the cage rager in and beat back my monitor out of the zone, scoring him another point. I was now on the ropes, with only a few minutes left on the clock to his 20, and I decided there was no way I was going to win. So I worked on what I could. I used Orions gun to pull the Skin and moans away from the flag, got the diffuser in the far rectangle on his side, and used magic bullet to kill the gremlin swarm on the top flag, getting me 3 more points. My clock ran out as I did, and he won, but I was able to score another 5 CP, which was a good enough result for me.
Game Review: The List was a bust. I had only tested it out a few days before, and my inexperience with it showed. Ben was as helpful a player as ever, giving me tips and advice mid game, making sure I was aware of the tricks his faction could do. His statements have helped me design a new list, which whilst it follows a similar vein, needs to be played much more tactically.
Onto my last game: Minions!
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Correction
I realized that i suggested Gang for Convergence units in the Clockwork Legions theme. I actually meant Flank (Friendly Faction Warjacks) as this would be more thematic, and heavily increase the damage output of the infantry in the theme. Hell, i would be willing to have it only on the Medium Based infantry instead of Vengence! that would make the lists much better, without skimping on the jacks for the army. It also reduces the number of models that can benefit from this, and get only a few in.
It would need testing though. Eradicators would become deadly against everything....
One can Dream!
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Milton Keynes Steamroller
Another set of Battle reports! This time regarding a Milton Keynes Steamroller.
I went to this with two good friends, Joe and Rich. We went down for the day, to get some practice in. I took Axis, with galvaniser spam, and Orion, with a weird heavy killing build (That did not work).
So down we go, and the first round goes up. I get paired against Neil Rose, a great Cygnar player in the first round.
So, the scenario is Standoff. The left circle has a wall just in it, just inside it. There was also a trench in the top of it, so either side would be able to take advantage of it. There was a building in the centre, whilst on the right circle a fire pit sat, obscuring part of it.
My opponent has Siege in Heavy Metal, with lots of light jacks, and his other list was Haley 3, in Gravediggers. I have already played him against Gravediggers, and it did not go well for him. I also looked at his stuff and figured that whilst Orion could deal with the clouds, Axis would be the easier win in this scenario due to its setup.
He went for Siege, as it was going to have the greater impact on the high armour I was bringing.
I won the roll, and chose to go first. He picked his side as it would give him a large building to use for cover from the charges. I like the side I had due to the wall in the circle zone. He deployed his jacks in a long line, with the two units of mechanics on each side. I deployed similarly, with the battle engine on the left side with one unit of the Optifex Directive, and the inverter lined up nearer the right circle with the other unit. The galvanisers spread out between these, and the bots were place to support them as well.
Turn 1: I ran forwards, moving the bomb bots up the half way point in the circles, whilst the galvanisers ran forwards as far as they could. The Inver followed close behind, and the battle engine also ran forwards to get into the left circle. Axis got Onslaught out, and Iron Aggression out on the inverter.
My opponent needed to start reducing my options, so he moved forwards and shot at a galvaniser who was unprotected by shield guards. He was able to get a bit of damage on it from the two chargers. He also used the hunters to shoot at a dug in Bomb bot, but both of them missed the shot. The mechanics moved up to be able to get into the zones on his next turn, and siege put a fox hole down for him to hide in, along with two jacks.
Turn 2: I was not certain on if this was feat turn. I would not be able to get many of my opponents forces if I did, but it would allow me to move the line of battle forwards and get me some points. So, I decided to feat, and brought things forwards. Some bots moved forwards and killed some mechanics on the left, whilst on the right a galvaniser ran through the fire pit to engage all the mechanics. The rest of the galvanisers ran forwards into melee range of my opponent’s jacks. I knew that he would not have enough focus to deal with all of them, so the loss of attacks was not that much of a problem. I also ran two galvanisers up to the Jack next to siege, and the inverter ran just into melee with it too, putting them in his zone to contest. The battle engine ran up again, using the galvanisers engaging things to protect it, and on each circle zone the Optifex moved in to get the zones. Axis was firmly in his rectangle to score that, and I let my opponent have his turn 2.
He understood the problem I had put him in. Even with power up, he was not going to be able to do enough damage to the jacks to stop them, and he also had a lot of them engaged so they could not shoot as well. Moving away was not much of an option, not just because of the free strikes, but also the counter charges afterwards.
So he Feated, and allocated as much as he could whilst being safe (He was within walking distance of my inverters if I needed to kill him). He ground pounded into the group of jacks near him, dealing a bit of damage. He worked his way across the line, doing moderate damage to all my jacks, trying to concentrate the damage when he could. In the end, he got a mechanic into the left zone, and killed two galvanisers for his efforts. I scored two points, and looked to see if I could finish off the game.
Turn 3: I decided to go for it all. I knew I could just kill his mechanic in the zone with any of the nearby bots, and win, but I wanted to get as many Control points as possible. I learnt this the last tournament I played where I came 4th due to being 2 Control points less than the third place.
I worked it out. I could keep Axis in the near zone, but still close enough to give bulldoze to my jacks. I allocated two to the inverter from the corollary, and one to the galvaniser in front of it. Axis cast bulldoze, and moved forwards, then I got to work. I killed the far mechanic with the bots, and now I needed to kill the objective and clear the zone of three light jacks, and one heavy. A Galvaniser ran forwards, pushing one light out of the zone, and the other out of the way to allow the Inverter to get to the objective. So the inverter knocked down the other light, then started laying into it. with its two focus left, it also attacked the objective, leaving it on 3 points.
The Inducted Focus passed along to another galvaniser engaging a firefly behind a building, who proceeded to get it down to 5 health. Two more galvanisers were able to push the heavy out of the zone, which left me only having to deal with the light and the objective. At any of this time I could have gone for Siege, but I never needed to. Finally, the battle engine moved up, targeted siege so that I could get both the objective and the firefly (And also my own jack) and in two sprays, killed them. Siege was on 5 health, but nothing could kill him so I ended my turn on a nice 7 CP to his 0.
That was a great win for the first game. It gave me a nice lift to the day, and I went on to the next game feeling good. I needed it, as I was playing against Grymkin.
Quick Game review:
I Feated at the right turn. Against a list that would shoot me off the table if I gave it time, I needed to push the scenario win as soon as I could. If I had waited a turn, I would have had more things to get out of the zones. Stopping him charging was more of a bonus this game. I am not sure how helpful the inverter was in the list, so I may look to swap it out for another battle engine.
Also: Lists:
Destruction Initiative
Axis, The Harmonic Enforcer +30
Corollary 6
Inverter 15
Transfinite Emergence Projector 19
Galvaniser 5
Galvaniser 5
Galvaniser 5
Galvaniser 5
Galvaniser 5
Galvaniser 5
Galvaniser 5
Galvaniser 5
Galvaniser 5
Diffuser 6
Opifiex Directive 4
Opifiex Directive 4
Repair Bots 2
Flare Bots 4
Bomb Bots x2 0 (4)
Puncture Bots x2 0 (3)
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The Essence of convergence:
So after playing a CID game with Locke, it finally struck me – why I like convergence, and where their strengths lie. This is something that I have only just realised, maybe due to my own thick skull.
Simply put; to get the most out of Induction, we need to get the opponent within 6” of our jacks. We need to take the hit, or force them to come forwards when it is not the best choice.
Now, some of you are probably going ‘Duh’ at me now. You have been playing with this understanding for all this time. I would say I have too, but I am now adjusting this to my list building.
Hell, even looking through the best casters and models shows this strategy to be what wins the most games.
Mother controls the enemy heavies to come towards our lines. Lucant takes the hit with his feat. Locke is now about that take the hit and survive, Aurora uses Admonition to avoid the attack, Syntherion uses magnetic hold to slow the enemy down and speed you up, and Axis’ feat also gets you from both directions, plus his counter charge moves stuff up closer to the enemy so that induction works best.
The Axiom pulls the enemy towards you, the Mitigator knocks them down to make their charge weaker. The Recursion mechanic jams up the enemy forces for us to get the most out of the induction.
So this may sound simple, but it is helping me make lists. I now get that Orion has enough to drag things to him with the Axiom, whilst also reforming back to allow you to increase the chances of surviving the attack.
Then the Bots come in. they help pressure the opponent to come forwards and deal with them, putting them in range of the counter punch.
Now all this works with the Jacks and Induction. But the infantry don’t get this advantage. I have been toying around with what we need, and I think I have had an idea. Now this is for the Clockwork Legions Theme, but I would quite happily gain Gang Fighter [Faction Warjack] for all the infantry.
This means they get Gang; ‘Whilst attacking an enemy model with a melee attack that is in the melee range of a friendly faction warjack, the attacking model gains +2 to the attack and damage roll’
Thematically this feels right. It portrays the warriors practicing with the Vectors, and gets the warriors up to heavy armour threat levels. Obstructors go up to Mat 8, Pow 13. Add in CMA and you get a lot of work out of just 3 – 4. Recipricators could get a nice swing up to P&S 16 before buffs, which make them good for killing heavies. Eradicators go up to massive killing machines.
But all of this is reliant on having a jack in combat with your target. All of this relies on having something to assist against the target, without feeling like it is just a shove in. This also helps Convergence deal with these higher box lists, whilst not relying so much on recursion…
Oh, and recursion needs work as well. That just sucks.
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Trading Places.
I played an interesting game this weekend. Got to try out my heavy killer list vs double arcane shielded stormwalls. My that was fun... not.
Anyway, quick recap of the game: Striker 1 with double stormwalls can go sit in zones with them both under an arcane shield, and bully me into dealing with them. I left Orion out in the cold for a turn and my opponent took the opportunity to put snipe on them and shoot me from 18” away. That shot off four shield guards, and put the fear of Cyriss into me.
I got into a trench with Orion, and then used two of the assimilators plus 9 puncture bots to get the stormwall down to 1 health. This was with Blessed weapons. I have no idea how much harder that would have had to have been if I my opponent had feated.
The Axiom performed well throughout the game. Although it was out of range of Orion most of the game, the corollary kept it going. It dragged in three jacks in total. It did not kill them due to their higher cygnarian defence, as they were light jacks. What it did do was pull them out of control range for the journeymen, and out of Striker’s feat range as well. This made them effective hunks of slag.
In the end I played sloppily, and Orion was shot by the other stormwall with two big gun shots. Had Orion used the nearby cloud for cover, or ran behind the wall, I might have stood a chance. Otherwise, scenario was played well, with the final score being 4-2, and a top of 7 assassination for my opponent.
The jacks don’t need to come forwards unless there is no other choice. And the bots need to perform a much better screening role if I don’t want the jacks dead. This will be a tricky placement issue.
Now that that is done, onto my point. People always talk about the Piece Trade – how to get more out of your model than you paid for it. and I always find that difficult with convergence. I find I have to put in 20+ points of models work to get 15 points of killing out of it. This is almost entirely to do with trading with heavies, as lights and infantry seem to be no trouble for me.
So how do I trade up? How do I get more out of my models without sacrificing them? And this is the crux of the problem.
I need to look at ways to reduce the problem from a point of trading, to more of a cost / benefit ratio. If it takes me an assimilator, a diffuser and a mitigatory to kill an opposing heavy of 13 point, then the assimilator dies, I have utilised 29 points for a 2 point disadvantage. If on the other hand I get to kill that heavy, and use another 10 point unit to stop me being retaliated against, then I get the advantage.
My current solution involves the Axiom, and a melee hitting jack. The trade comes from the Axiom dragging in a heavy (or two under feats), and just getting some damage on it. The inverter then can charge in and finish it off, but both end up out of range of retaliation. I use this combo, although it costs a whopping 53 points, to get positive on the trade. I kill a heavy, my opponent is 13 points down.
Then there is the non point trade. Those actions that deny you opponent to get the full use out of their models. Stranglehold, Blind, Magnetic Hold, Knock down, Stationary etc. These are all abilities that turn a normal working model into something less than capable.
Also, trading points does not always mean a bad thing. In my axis list I regularly trade a galvaniser to delay a heavy or unit from contesting a zone. This is also done by the servitors in Destruction Initiative. This in the trade war makes them pure losses. But if they enable a win, then they are worth the points.
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I Return!
And I am back.
After a few months of demoralising defeats, I got myself down and annoyed at being unable to win at warmachine. But yesterday an opponent asked where my battle reports have been, as he enjoyed a laugh. I realised that I had fallen off the wagon with these, so time to start up again. And if I stop them, and you enjoy these, then let me know so I can be kicked back into action.
So onto my current thoughts:
Axis and Galvaniser spam:
I have been running this with 9 galvanisers, an inverter, a TEP, a diffuser, the corollary, and two units of optifex directive, with bots for flavour (Currently 2 sets of bomb bots, 2 sets of puncture bots, one set of flare bots and one set of repair bots).
This list cannot deal with anything on a huge base. Hell, it even struggles to deal with heavies. In fact I can only seem to kill heavies when I get counter charges off and use multiple galvanisers, or use the inverter or the TEP.
But this is beside the point. The list does not have to deal with heavies. It only has to deliver the galvanisers to a point where they can survive and push things out of the zones. Then the units and the galvanisers score where I need to. Objectives are also the thing I need to kill, which is why I bring the TEP and Inverter to apply some damage if needed.
So far this list has won every game on scenario, though one was more an option to win on scenario or on assassination (I chose scenario due to the tournament points it would give me…)
To be honest, I think I might drop the inverter and the diffuser, and then bring in another TEP, or four more galvanisers. Time will tell.
5+ Heavies:
This is my current bane of playing. In the current meta, I am facing more lists that contain 5 or more heavies, with some sort of ranged defences – shield guards, carapace, smoke clouds etc. something that stops me causing damage at range, then getting on close and killing my heavies first.
I have tried fighting fire with fire, but Lucant generally gets one turn to survive, then he opponent comes in and kills the heavies I have, or they have enough of a Debuff / buff swing to negate the feat. I also find that I cannot levy enough focus unless they get close enough to even out the piece trade. Induction works best if your end point finishes within 6” of the next one. That really reduces the charge distance you can make…
I have tried running infantry swarm to block the routes to me, but I still find our infantry struggles to kill anything with high armour (Reliably).
So I am back to the toolkit. Syntherion is appealing due to his hit and damage buffs for both shooting and melee. Positive charge and a diffuser also give me a nice long threat range.
My other options include Mother, for the ability to turn around the opponent jacks, and levy a +2 damage buff at range, but her low MAT and RAT means that anything with def 12 or higher will cause her trouble to hit. The axiom with her and dragging is good, but with a model in the way, or smoke clouds, or two or more shield guards, this becomes harder to do. Not to mention forests or walls, and stealth.
Orion is the other option. I keep coming back to him since he has such a large toolbox, like Syntherion. He has almost the same stats for MAT and RAT, though his can become much more variable. He has mage sight, which would allow him to ignore those pesky clouds and forests, as well as stealth, whilst magic bullet allows him the opportunity to ping off any smaller things. His greatest weakness so far for me has been a lack of focus to do everything he wants. He also has magic weapons and blessed weapons on a stick, so it makes it easier to deal with incorporeal or buffed models.
So for now, after 5 itterations of the list, I think I have it pinned down:
Destruction Initiative:
Orion +28
Corollary – 6
Prime Axiom – 28
Assimilator – 16
Assimilator – 16
Assimilator – 16
ADO – 2
ADO – 2
Elimination Servitors – 3
Optifex Directive – 4
Attunement Servitors – (4) 0
Attunement Servitors – (4) 0
Elimination Servitors – 3 (0)
Elimination Servitors – 3 (0)
This allows me more than enough bots, to aid in hitting when I need (melee is not his strong point)
I need to work on the idea of the axiom pulling thigs out of the opponents control area, so that it cannot do much. Then I have a turn more to deal with it. the assimilators allow me to carpet bomb targets, as 3 double boosted pow 13’s can make a dent. And If not, they are still weapon masters to enable me to drag in two heavies with the Axiom and have an assimilator kill one each…
I will have to test this out more to find out, but that is part of the fun.
Next time I hope there is not as much of a wait to update you all.
a
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Day done
Last game of he day done. Grymkin got me on clock. Good day had. Time for sleep...
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Vs testament of menoth. Won by assassination with 80 seconds left!
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The destruction of Destruction Initiative.
I have been thinking about this for a while. We now have two theme lists, of which one is seen as a great defender against ranged lists, and the other is freshly made, still awaiting a guiding light to show it the best way of working. But I have now been moving more and more towards Clockwork Legions as my first choice over Destruction initiative due to one sole reason: SR 2017.
Allow me to explain: SR 2017 supports a mixed force for your army. It propagates a list that can both contest zones, and score them with everything you have. All but one of the scenarios have a circle zone, and all but one have Rectangle zones, so the split is pretty even. And I can understand that there are scenarios that scoring in the centre area is going to be like pulling teeth, as it is the main fighting area. But I am finding that whilst our faction works well with a lot of jacks, the infantry allow me to win more often than not. They can jam, keep coming back, and take up the opponents time to kill, so help with attrition. The jacks on the other hand, get some bots to screen them, but are also just one model that has to be dealt with to clear a zone. Pushes against a single or two jacks, or just killing it, it not a difficult thing, especially as out jacks don’t have good defensive stats (One person declared that they though they were looking at legion beast stats…). What we get for our points is a unique grid that reduces the chance of losing systems.
So back to the Theme lists. Destruction initiative protects well against shooting. But we now have one, if not two, LOS blocking scenery in the middle of the board. A nice place for our caster to hide behind. This has also had the knock on effect of reducing the number of ranged lists in my meta, with guns more used to soften things up than to actually kill, or assassinate.
With our infantry able to come back in such high numbers, and block a zone from being scored with a lot more ease, I am finding myself drifting to it for my first choice. Its only downside is the loss of the TEP’s, as they are so universally good. Other than that, our infantry can cover a lot of roles, and you can still fit in enough jacks to be a threatening force. And as one last point, almost all of our have spells that can benefit a mix of units and jacks, than just jacks. Mother likes anything that can attack her imperil target. Lucant wants more around his positive charge target. Axis likes allowing everything to benefit from the onslaught spell and his feat. Syntherion pefers jacks due to synergy, but his debuff Magnetic hold works with all constructs, which includes our infantry. Aurora loves speeding up the infantry, and Orion wants to sacrifice things to get more shots, and they also will become potential weaponmasters under feat…
So everyone will benefit, and you lose out on the shield guards. Destruction Initiative will still be good, but for more scenario play, and less assassination play, I can see myself reaching for Clockwork Legions instead.
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My Ret Problem
I got in two half games last night. I say half games, as me opponent and i got to a point where it was obvious who was going to win, and it would enable us to get two games in instead of one in a night.
Long story short, apart from a bit of bad placement by my opponent in the first game, both ended up being a complete whitewash for me, with everything i had countered by my opponent.
And we wracked our brains for the pack up talk, and everything we thought was countered by my opponent withpout changing his list.
His list:
Theme: Shadows of the Retribution
Issyria
Hyperion
Chimera
Chimera
Arcanist Mechanik
Arcanist Mechanik
Eiryss 2 (Free)
Nayl (Free)
Mage Hunter Assassin
Mage Hunter Assassin
Mage Hunter Strike Force + Commander
Mage Hunter Strike Force + Commander
Now, Issyria shuts down my battle engines, and the Prime Axiom. And Mother. Blinding light just makes these models a lot less useful, and the MHSF deals with most jacks i have, especially under her feat. The collossal has the same threat range as mine under Crusaders call, so i cannot play the waiting game...
I went fot two games against her, and they just seemes bad. Mother was constantly targeted with blinding light, so she was shut down, allow with her bots. I tried running Aurora, but she did not have the killing power against the collossal, and all the elves get RFP with melee attacks, which meant that the Assassins were able to destroy any model they got their hands on. then the MHSF got into melee and killed a lot of stuff.
We talked it out, and the only two solutions we could get were to create an infantry list with Lucant that would weather the firepower, then kill what it needed to, and just delay the collossal, or possiblty hiding Mother behind the Axiom for most of the game, which also Neuters her... I must be aggressive as i dont have the range on him, but i cannot throw things forwards which will just die to get me nothing.
I am in a jam, and i need to improve. Maybe some fresh ideas will help. I think i will push this out to the community to get some advice...
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To ADR or to not ADR.
I have been considering if I should continue to play with Axis leading up to Blood and Oil.
Blood and oil is a 3 list event, with ADR in place. I have been finding it harder and harder to win with Axis lately, since whilst he can deal with a large swathe of the opponents I usually face, due to the two battle engines and counter charge, he is getting killed or losing to the wider range of things out there. Specifically Heavy Armour, which he just cannot seem to budge. So I am considering if I should ADR by dropping Axis for Lucant.
So I see it as this: Lucant allows for a bit more aggression against my opponent, a his feat gives him extra armour, he gains deceleration, and also has the permanent ability to always increase his jacks (And his own) damage through Positive Charge. Axis only gets the damage buff on feat turn…
Lucan can still run double TEP’s, and then add in a bunch of Jacks. And with the added bonus of the ADR options, those TEP’s can be replaced with more jacks, that are specialised to the role required.
Mother gets more versatility as well, allowing her to have double TEP’s in her ADR, which can be swapped out for the Axiom, or for the other jacks.
Aurora also benefits, with her gaining the Reductors and Perforators to her options, adding in some harder hitting things to deal with armour spam…
The downside is twofold. I don’t honestly like Lucant as a caster. I know he is good, but I personally find him slow and predictable. And I really like Axis. I always have, as his close combat style appeals to me. Plus counter charge messes with a lot of players.
Secondly, I will in essence have to learn how to play not just one new list, but 3+, as I will have to deal with the new models in the ADR list. So that is a lot to re-learn in only 1 month.
I will have to consider this, but I am leaning towards staying with Axis for now, just becaue I know him better.
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Eilish, as he is. About 50% done. Need to work on the lighting, and re do some paint. Then the base!
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