Razordon
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I've organised two games on Wednesday against the Ratkin player I played as warm up for Clash of Kings. To make things interesting we've agreed on 1500pts and will play both Push! and Control! scenarios in two consecutive games. The same list should be used for both, but as he's more experienced he is allowing me to change lists between them if needed. Push and Control are probably the most polar opposite of scenarios so list building has been hard, particularly as fewer than 2000pts always means hard choices.
As neither scenario is in the rule book (they were played at Clash of Kings), I will quickly recap:
The two lists I have come up with are below. If people could suggest improvements to any elements (lists, strategy etc.) it would be appreciated! I can't work out which one might fare best in both games so I'm struggling to decide between them.
'Standard' List
Battle Group 1
- Mage-Priest w/ Inspiring Talisman & Surge
- Greater Fire Elemental
- Fire Elementals Horde
Battle Group 2
- Ghekkotah Skylord
- Ghekkotah Skylord w/ Brew of Strength
- Lekelidon
- Lekelidon
Battle Group 3
- Ghekkotah Warriors Regiment
- Tyrants Horde w/ Brew of Haste
- Kaisenor Lancers Regiment w/ Caterpillar
Battle Groups
BG1 - Punchy and surgable
BG2 - Ranged and flying harassment
BG3 - Punchy and fast(er than really slow things)
Push Strategy
FEs and GFE in BG1 can carry objectives and be surged, so they are the primary objective takers, with Lekelidons carrying any additional while harassing at range. BG3 is primarily to hit the opponent - I would have preferred a little more chaff to cover them, but I'm hoping the distraction of having BGs 1 & 2 going for the objectives will reduce the amount of fire they take.
Control Strategy
BG1 on near flank, BG3 on far (same) flank, but with Ghekkotah in the centre providing cover from shooting from the opponent's opposite flank. BG2 distributed as scenery dictates, but weighted towards the other flank. BG1 & 3 push forward to the centre line and inwards, trying to finish on the point at which 4 squares intersect. BG2 to use speed / fly to rush the two squares on the opposite flank.
MSU List
I'm not even sure if the principle of 'Battle Groups' even works for this...
- Ghekkotah Skylord
- Battle-Captain w/ Wings
- Lekelidon
- Lekelidon
- Lekelidon
- Herald w/ Diadem of Dragonkind
- Kaisenor Lancers Regiment w/ Caterpillar
- Ghekkotah Warriors Regiment
- Ghekkotah Warriors Regiment
- Salamander Primes Troop w/ Two-Handed Weapons
- Salamander Primes Troop w/ Two-Handed Weapons
- Salamander Primes Troop
- Salamander Primes Troop
- Salamander Unblooded Troop
Push Strategy
Screen Salamander Troops with yet more Salamander Troops who pick up objectives and run forwards while harassing the enemy with flyers and ranged. Use Kaisenors to threaten regions to control opponent's movement.
Control Strategy
Swarm around and hit things in flanks as MSU lists allow you to create constant charge traps. Hope that by the end I have enough in each section of the board.
As neither scenario is in the rule book (they were played at Clash of Kings), I will quickly recap:
Push!
Set-up
Place one loot counter in the dead centre of the table. After all units have been placed on both sides but before any Vanguard moves, roll a D3 and assign that many additional loot counters to each player. Starting with the player that placed the first unit, players alternate placing these loot counters into their own set-up areas. Set-up ends when both players have placed all of their units and loot counters.
Loot counters may be carried by units starting the game on them. Controlling, capturing and carrying loot counters works in exactly the same way as described in the standard Loot! scenario. However, loot counters in Push! cannot be taken off the table.
Objective
At the end of the game, you score 1 Loot Point for each loot counter in the possession of one of your units, and an additional +1 Loot Point for each loot counter you hold where the unit possessing it is entirely in your opponent’s half of the table.
If you score more Loot Points than your opponent, you win, otherwise the game is a draw.
Control!
Objective
At the end of the game, divide the table into six 2’x2’ squares (or equal sized areas for other table sizes). Add up the total points of each player’s non-Individual units within each square. If one player has more points in units than their opponent in a given square then they “control” that square and get 1 Control Point. If a player controls the square in the centre of their opponents half of the table, that player gets an additional Control Point (so it is worth 2 CPs to control your opponent’s central square).
The player with the most Control Points wins. If the players have an equal amount of Control Points then the game is a draw.
If a unit is straddling the line between 2 or more squares then they are considered to be in whichever one the majority of their base is within, otherwise, the owning player must choose one of the squares to count their unit in.
The two lists I have come up with are below. If people could suggest improvements to any elements (lists, strategy etc.) it would be appreciated! I can't work out which one might fare best in both games so I'm struggling to decide between them.
'Standard' List
Battle Group 1
- Mage-Priest w/ Inspiring Talisman & Surge
- Greater Fire Elemental
- Fire Elementals Horde
Battle Group 2
- Ghekkotah Skylord
- Ghekkotah Skylord w/ Brew of Strength
- Lekelidon
- Lekelidon
Battle Group 3
- Ghekkotah Warriors Regiment
- Tyrants Horde w/ Brew of Haste
- Kaisenor Lancers Regiment w/ Caterpillar
Battle Groups
BG1 - Punchy and surgable
BG2 - Ranged and flying harassment
BG3 - Punchy and fast(er than really slow things)
Push Strategy
FEs and GFE in BG1 can carry objectives and be surged, so they are the primary objective takers, with Lekelidons carrying any additional while harassing at range. BG3 is primarily to hit the opponent - I would have preferred a little more chaff to cover them, but I'm hoping the distraction of having BGs 1 & 2 going for the objectives will reduce the amount of fire they take.
Control Strategy
BG1 on near flank, BG3 on far (same) flank, but with Ghekkotah in the centre providing cover from shooting from the opponent's opposite flank. BG2 distributed as scenery dictates, but weighted towards the other flank. BG1 & 3 push forward to the centre line and inwards, trying to finish on the point at which 4 squares intersect. BG2 to use speed / fly to rush the two squares on the opposite flank.
MSU List
I'm not even sure if the principle of 'Battle Groups' even works for this...
- Ghekkotah Skylord
- Battle-Captain w/ Wings
- Lekelidon
- Lekelidon
- Lekelidon
- Herald w/ Diadem of Dragonkind
- Kaisenor Lancers Regiment w/ Caterpillar
- Ghekkotah Warriors Regiment
- Ghekkotah Warriors Regiment
- Salamander Primes Troop w/ Two-Handed Weapons
- Salamander Primes Troop w/ Two-Handed Weapons
- Salamander Primes Troop
- Salamander Primes Troop
- Salamander Unblooded Troop
Push Strategy
Screen Salamander Troops with yet more Salamander Troops who pick up objectives and run forwards while harassing the enemy with flyers and ranged. Use Kaisenors to threaten regions to control opponent's movement.
Control Strategy
Swarm around and hit things in flanks as MSU lists allow you to create constant charge traps. Hope that by the end I have enough in each section of the board.