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fadam posted:http://www.meeplemart.com/store/p/14736-Modifx-Magnets-Booster-Pack-3-00mm.aspx does anyone have any experience with Modifx magnets? I'm wondering if these will be good enough to Magnetize my Ret heavy jacks. I've used these as well and they are good.
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# ? Oct 9, 2016 00:57 |
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# ? May 18, 2024 23:37 |
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Jimmy Hats posted:Those are the exact ones i buy, from the same retailer! I suggest the 3mm ones. They have fantastic pull strength. Thanks! I'm not too familiar with how Ret jacks are assembled, how many magnets will I need to fully assemble a Sphinx/Banshee/Daemon kit?
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# ? Oct 9, 2016 00:59 |
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Have to say, one thing I don't like about pp is how they'll build a hype train for something literally years away. I mean i know it's a dumb thing to complain about because the alternative would be just not knowing anything, but, I've been waiting for this dumb siege crawler for 3 years. It's finally out next month and I'm probably not going to get it now because the excitement has all long since worn off.
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# ? Oct 9, 2016 01:28 |
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There was worry last page about the ret arcanists being nerfed. I really don't think that will happen, because without them ret jacks will go back to barely being used. Ret jacks are pillow fisted and focus inefficient.
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# ? Oct 9, 2016 03:14 |
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fadam posted:Thanks! The heads all look so similar that I'd say just one in each wrist and one in the shoulder cannon part. So, 3 on the chassis, 3 on each set of weapons.
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# ? Oct 9, 2016 04:56 |
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None of the games I've had into ret have felt too overpowered. Dawn guards probably need a bit of toning down but otherwise they seem fine. That said I'm sitting on my cash until the errata drops.
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# ? Oct 9, 2016 05:42 |
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Yeh, Sentinels being the best armoured unit in the faction AND having built in pathfinder kinda puts them head and shoulders above the other melee options in ret. They could just buff halberdiers and infiltrators to compete though
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# ? Oct 9, 2016 07:12 |
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They're mk2 bane knights with shield less shieldwall for 1 more point. Maybe that's how they can fix banes, they do have shields and all.
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# ? Oct 9, 2016 19:10 |
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So direct spirits for Zaal changed, again. The new ruling is even more confusing as I think you can't feed souls anymore from a separate unit, and it seems like taking the extoller advocate is less attractive with Zaal now? If you haven't made the plunge into a Zaal list yet, I would hold off. The decision puzzles me to say the least, especially as Mk3 was supposed to simplify things. quote:When Direct Spirits is used, it is only modifying the proximity requirements for gathering souls.
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# ? Oct 9, 2016 19:40 |
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"But don't worry because we're rewriting skorne in a few months anyhow."
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# ? Oct 9, 2016 21:03 |
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The soul collecting poo poo from Skorne is hilariously convoluted right now, I dunno how they managed that poo poo.
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# ? Oct 9, 2016 21:08 |
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So Zaal just replaces the rulebook 'soul tokens go to the closest eligible target' with 'you choose which of the eligible targets for souls receive them' right? So yeah, no moving souls from one unit's extoller advocate to another.
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# ? Oct 9, 2016 22:09 |
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Haley2 in incursion - still loving annoying
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# ? Oct 9, 2016 22:13 |
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xiw posted:So Zaal just replaces the rulebook 'soul tokens go to the closest eligible target' with 'you choose which of the eligible targets for souls receive them' right? I think it's more than that. With the example specifically stating B2B people say basically play Zaal as you did in Mk2, but I am confused. By the Infernal specifically stating B2B it sounds like if an eligible model is closer to the unit granting the soul that, then that unit or model takes precedence. But there are like 6 different soul abilities, like how the Extolled advocate can only get souls from Immortals, and Zaal's direct spirits applying only to warrior models, but Extoller soul wards are able to gain souls from living warbeats that die, but the soul ward could take one of the beast souls and then transfer that to a model that wouldn't normally be able to get that kind of soul. Yeah
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# ? Oct 9, 2016 22:38 |
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PaintVagrant posted:Haley2 in incursion - still loving awesome at being a time wizaaaaarrrrrddddd
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# ? Oct 9, 2016 23:19 |
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Anyone playing Reznik1? I have a list, but I have no idea if its any good. Played it against Haley2 in incursion. Was in the game, but had to bring in Reznik to kill some jacks (my battlegroup had to split to contest) and he got murked. Rez1 Hierophant Scourge of Heresy Reckoner Redeemer Guardian Vigilant Max Flamebringers Max Choir Nicea Wrack Mechanik
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# ? Oct 9, 2016 23:34 |
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The only lists I've seen/played against involved arcing Brand of Heresy and then nuking the poo poo out of something with 2 x redeemers, a reckoner, and a few other things. Very little infantry in the lists other than Idrians and support stuff. One of them didn't even have Choir and did just fine.
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# ? Oct 9, 2016 23:37 |
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PaintVagrant posted:Anyone playing Reznik1? I have a list, but I have no idea if its any good. Played it against Haley2 in incursion. Was in the game, but had to bring in Reznik to kill some jacks (my battlegroup had to split to contest) and he got murked. Here's my Reznik1 list: Rez 3x Redeemers Reckoner Guardian Revenger Max Flameguard Max Choir 2x Wrack Vassal 2x Allegiant The Revenger exists solely to run forward on turn 1 and try to arc Brand unto anything. The money shot is having Brand upkept at the start of turn 2, nuking it's target to dust, and then arcing the Brand unto a second target, and also nuking that. The Allegiants and Flameguard jam, while your Guardian does double duty finishing damaged targets and being an arc node. This list is super fun, Reznik1 is definitely my favorite Menoth caster in Mk3. You really really really want at least two and preferably three Redeemers in a Reznik1 list. I cannot overstate how absolutely nuts they are with Brand.
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# ? Oct 9, 2016 23:51 |
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How are Fennblades in mk3? I like the look of them, might two max units be viable?
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# ? Oct 10, 2016 00:47 |
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StuG Jeebus posted:How are Fennblades in mk3? I like the look of them, might two max units be viable? On paper they seem good but whenever I have faced against them I clear the vast majority off the table with gun shots before they ever become a big issue.
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# ? Oct 10, 2016 01:41 |
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Nobody in my meta runs any jack/beast spam lists. I'm interesting in Vyros and a buttload of Griffons because I think the Griffon model is really great. Any advice?
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# ? Oct 10, 2016 04:56 |
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fadam posted:Nobody in my meta runs any jack/beast spam lists. I'm interesting in Vyros and a buttload of Griffons because I think the Griffon model is really great. Any advice? Vyros2 7 Griffons Imperatus 2 Aspis Lanyssa Lys Healer 3 Arcanist I've been playing Vyros 2 on and off since he came out and this is by far the most fun I've had playing him. When MK3 dropped I tried a couple units with him instead of all Griffons, but I found all it really did was just give my opponents POW 10-12 guns something to do. Plus, jamming this list is a terrible idea, as you're really just giving him synergy fodder. Having throw away Griffons has also been helpful, as with the previous builds I've found it running out of steam after the first 3 or so Griffons die. Lys healer is there because this is my Legion drop and Lylyth3 can be a problem without her.
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# ? Oct 10, 2016 05:11 |
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StuG Jeebus posted:How are Fennblades in mk3? I like the look of them, might two max units be viable? Fennblades are insanely good in MK3. They're really good. Also a recent game prompted the creation of this:
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# ? Oct 10, 2016 06:20 |
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Has anyone playing gators found a use or a caster that works well with posse or is it an uphill battle?
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# ? Oct 10, 2016 20:04 |
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StuG Jeebus posted:How are Fennblades in mk3? I like the look of them, might two max units be viable? I see Madrak2 lists run 2 max units of them pretty regularly. They are pretty good and great with him.
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# ? Oct 10, 2016 20:20 |
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Irusk 2 question: Fire For Effect is written as follows: Boost the attack and damage rolls of target friendly Faction model's first ranged attach each activation. could i use this on a CRA attack considering you choose one model in the unit to make the attack and everyone else boosts the roll? edit: any tips or tricks with Irusk2 in general? i think i might try him in a 15 point game. list is probably looking like this: irusk2 - juggernaught - second warjack (idk which yet, recommendations would be great) - 10 winter guard riflemen Business Gorillas fucked around with this message at 21:28 on Oct 10, 2016 |
# ? Oct 10, 2016 21:21 |
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Business Gorillas posted:Irusk 2 question: Checks out to me. So long as the primary attacker in the CRA is the FFE target. There nothing in CRA that disqualifies boosting or vice versa. Jesus Christ that's going to hit like a truck.
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# ? Oct 10, 2016 21:53 |
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waah posted:Has anyone playing gators found a use or a caster that works well with posse or is it an uphill battle? Maybe Maelock for the armor buff, but he's the worst warlock in minions. If you don't mind going cross species, I think Helga putting Defenders Ward on them is your best bet.
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# ? Oct 10, 2016 21:59 |
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Raerlynn posted:Checks out to me. So long as the primary attacker in the CRA is the FFE target. There nothing in CRA that disqualifies boosting or vice versa. Jesus Christ that's going to hit like a truck. Not something to be relied upon tho. It's a neat piece of tech for a finishing blow but there's no worse feeling than rolling 2s and 1s on the damage roll.
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# ? Oct 10, 2016 22:42 |
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albany academy posted:Not something to be relied upon tho. It's a neat piece of tech for a finishing blow but there's no worse feeling than rolling 2s and 1s on the damage roll. i basically need to one shot the spray dog from cryx before it can get to my delicate comrades
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# ? Oct 10, 2016 22:45 |
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rydiafan posted:Maybe Maelock for the armor buff, but he's the worst warlock in minions. If you don't mind going cross species, I think Helga putting Defenders Ward on them is your best bet. Crap. That's what I was worried about. Trying to stay gator purist, because I have tons of croaks and gators from Skorne Mk2. I also have a few gator war beasts. If I buy Helga, then I need pig warbeasts and gently caress that. Sounds like I am gonna go through with a terrible plan if Maelok with a blind walker arc node throwing mortality on targets so that the 1 posse member that survived the approach can kill something.
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# ? Oct 10, 2016 22:51 |
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albany academy posted:Not something to be relied upon tho. It's a neat piece of tech for a finishing blow but there's no worse feeling than rolling 2s and 1s on the damage roll. Definitely. Nice trick for putting the fear of God in a low model count arm/def skew list though.
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# ? Oct 10, 2016 22:54 |
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Alpha Phoenix posted:Fennblades are insanely good in MK3. They're really good. Only played against them twice, but I was not impressed either time. First time they were trivially removed with shooting to the point that they couldn't really vengeance more than a handful of models. Second time it was into the Helyenna double sentinel list (guy wanted to try out vs. common tourney stuff) and my halberdiers jammed and killed enough to make them a non-issue after the sentinel counter attack. As an aside, I think I might have screwed something up during the game. A Kriel unit had Hero's Tragedy and had killed a few sentinels the previous turn. I did my vengeance attacks, then fell down. On my activation, I was able to stand up and swing again, meaning the Kriels were trivially killed. Is this really the way the interaction is supposed to work? It could just be that sentinels are easy mode right now, but it felt all game like my opponent was unable to do anything meaningful against me and I dictated pace completely.
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# ? Oct 10, 2016 23:06 |
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For a few weeks I was using karax souls to fuel extoller advocates to give immortals turn 1 souls so they could ghostly through terrain or speed up, and to turn on hakaar's ghost shield. For a brief, shining moment I thought my zaal2 list could be useful, I could maximize immortal effectiveness without forcing immortals to die. Back into the box they go. If the errata doesn't make them better, my entire zaal2 list is getting sold off and I'm sticking to running morg1 or naaresh with nothing but beasts and paingivers.
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# ? Oct 10, 2016 23:07 |
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Lol "that ability was useful so we had to make a weird ruling which negates most of its usefulness oh and btw the whole faction is going to be errata'd anyway"
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# ? Oct 10, 2016 23:10 |
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waah posted:Has anyone playing gators found a use or a caster that works well with posse or is it an uphill battle? Rask seems like he'd do well with them. Fury puts them up to a very good pow 16 on 2 attacks and the feat and/or veil can help deliver them to the fight.
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# ? Oct 10, 2016 23:21 |
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I was using this list. I would kill a karax or two first turn to put souls in important places, and using the remaining ones to advance up behind terrain to be used for jamming later. The bone grinders were there for craft talisman because Skorne has no loving arc nodes, so that I could get off decently ranged annihilations with Zaal or try for a sunder spirit assassination if I could get a lot of souls on him. Only needed one bone grinder so the other 3 could block charge lanes, but they were useful sometimes for grievous wounds. The titans when enraged could do a decent bit, they'd put enough hurt onto an armor skew that the infantry could finish them off and the sentry helped keep Zaal alive. Vision on a shield guard is fun, though in a heavy ranged threat environment vision would go on Zaal or maybe Hakaar depending. Skorne Army - 75 / 75 points (Zaal 2) Zaal, the Ancestral Advocate [+29] - Titan Sentry [15] - Titan Cannoneer [17] Immortals (max) [15] - Extoller Advocate [4] Immortals (max) [15] - Extoller Advocate [4] Ancestral Guardian [5] Ancestral Guardian [5] Hakaar the Destroyer [7] Praetorian Karax (min) [7] Paingiver Beast Handlers (min) [5] Farrow Bone Grinders (min) [5]
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# ? Oct 10, 2016 23:27 |
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To the above interaction of sentinels and hero's tradgedy if you vengeance, get KD you cannot stand up later because they were KD that turn.
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# ? Oct 10, 2016 23:54 |
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The best part of switching to Ret from Cygnar so far as been how many models work well for multiple casters. My case feels a shitload lighter now that I can just cram Discordia and two units of Sentinels in to every list.
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# ? Oct 11, 2016 00:39 |
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# ? May 18, 2024 23:37 |
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Business Gorillas posted:edit: any tips or tricks with Irusk2 in general? i think i might try him in a 15 point game. list is probably looking like this: so for this list, i'm stuck on the second warjack between a Kodiak (which is apparently p good with Irusk's feat) with a Rocketeer on the Winter Guard or Ruin. which one would be better to try out?* * - i'm playing against Cryx so i know ruin will poo poo on him, but i'm not sure how ruin works against non-cryx armies
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# ? Oct 11, 2016 01:01 |