Skink
WizardinWinter
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Hey Lustria, I've been playing more games since ive filled out my army and my local scene's been growing.
I've had a chance to play around with different configurations, and I'm starting to feel like Bastilidons, arent quite as useful as advertised.
They're a fantastic roadblock for sure, usually use them to stop a charging horde of bloodcrushers/spirithosts and buy a few turns of combat for other models. However, I'm not getting a whole lot of damage out of them. They're also super points heavy.
When looking for which monster support to take, I find that EoG is still our best option. With a slaan present, I'm firing mah lazor 9/10 times, and the tenth time, I'm dropping another battleline unit on the table. While Basti has great wounds *potential,* i'm just not achieving results. chance to fail to generate number of attacks, chance to fail to hit, chance to fail to wound, chance for the enemy to save the wound, just so many ways to fail.
this part may be the fault of the other players, but the way other players deploy guarantees ill drop d6xEoG MW on the first round of every game.
Maybe I'm using them wrong? but even as a kill engine, I feel I'm getting more mileage out of my scar-nasaur between his guaranteed 10 attacks and command ability.
I've had a chance to play around with different configurations, and I'm starting to feel like Bastilidons, arent quite as useful as advertised.
They're a fantastic roadblock for sure, usually use them to stop a charging horde of bloodcrushers/spirithosts and buy a few turns of combat for other models. However, I'm not getting a whole lot of damage out of them. They're also super points heavy.
When looking for which monster support to take, I find that EoG is still our best option. With a slaan present, I'm firing mah lazor 9/10 times, and the tenth time, I'm dropping another battleline unit on the table. While Basti has great wounds *potential,* i'm just not achieving results. chance to fail to generate number of attacks, chance to fail to hit, chance to fail to wound, chance for the enemy to save the wound, just so many ways to fail.
this part may be the fault of the other players, but the way other players deploy guarantees ill drop d6xEoG MW on the first round of every game.
Maybe I'm using them wrong? but even as a kill engine, I feel I'm getting more mileage out of my scar-nasaur between his guaranteed 10 attacks and command ability.