Scar-Veteran
Pinktaco
Vessel of the Old Ones
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So I figured we could try this out... And yes, I create a lot of topics, but I suppose I just have so many ideas lol.
So this is pretty much an open thread in the sense that other people can ask similiar questions about something they want the rest of the forum to comment on or work together about.
The idea? That the theme of an army is suggested - in this instance the theme is "fast", I'll elaborate in a sec - and that we, in union, try and give our perspective, knowledge and experience to make that theme as optimal as possible.
IT IS NOT A "SUB-FORUM" OF THE ARMY LIST FORUM, but a way to help generate a bunch of "themes" made good enough so that people can use them as a sort of template/inspiration.
I was inspired to do this because I personally want to make a fast list, but I'm not entirely sure what would make the list truly good. Some people might've even tried something similar. Also Mr. Phat has recently declared that our army is limited and was backed by GCPD.
So, I'm not trying to say that we should make lists that could reliabely win tournaments, but at the very least be considered useable for what they try to accomplish.
The fast army (vs dwarfs)
I played the new dwarfs today and just as when I played against 7th edition dwarfs I just want to get across the board as fast as possible. Our M4 models takes what feels like an eternity when the enemy got all kinds of crazy shooting.
- So excluding the M4 models is, I suppose, the first step.
- The next goal would be to have anvils and hammeres. I specify this because when I've already excluded the saurus on foot I've said goodbye to T4/AS4/3+ and it would be really easy to forget any proper anvils and just include a lot of heavy hitting stuff.
- Tetto'Eko is cheap, mobile, is loremaster and most importantely he can give us vanguards.
- Against this particular enemy monsters are a risk.
Alrighty so this is what I've currently come up with the following @2500pts:
Heroes 647pts:
Tetto'eko
3 x scar vets fully greared
Core 625pts:
2 x skrox darts w/ musician (12 skinks/1 krox)
1 x large skrox unit w/musician/banner (33 skinks/4 krox) (anvil I suppose?)
So that leaves us with roughly half the points for special/rare:
Specia 890ptsl:
8 kroxigors (semi-anvil)
8 CORs w/ musician
6 ripperdactyls
Rare 336pts:
2 x 2 salamanders + snacks.
Total = 2498pts.
The 6 ripperdactyls could alternatively also be made into 1 units of 3 rippers and 2 x 5 cameleons.
Anyway so here's the deal: Tetto'Eko grants at least 1 vanguards, so the first one should be used on the salamanders. If 2 vanguards then both units of salamanders move up. These will burn dwarfs first turn if possible.
If 3 vanguards then either the kroxigors OR the CORs. Probably the CORs
I haven't actually dedicated any warmachine hunters because I find it hard to actually hunt the dwarfen warmachines. They can blast our cameleons with their gyrocopters, shoot our birds with the organ gun and generally place their artillery in a place that is hard to reach for us. The only real option the way I see it is to use terradons, but we can't charge first turn anyway. The current list also doesn't feature big vulnerable monsters although loosing a couple of kroxigors could be bad.
The Rippers will vanguard up on a flank they're the most safe. The general will try and march up so that he's near the rippers (frenzy).
The skrox/krox units move up first turn as well.
So this army is pretty much up in the face of the opponent in turn 2, but will be burning him at turn 1. Tetto'Eko will try and place a comet in a way so that it messes with the opponent, but not with the targets of the salamanders.
Rippers and CORs will be first and probably work in tandem (CORs in front, rippers on flank if possible), the skrox + krox will try and work in tandem as well. Again if possible due to terrain.
I'm not sure if this works out, but when I look at the list it tells me that it's something that will mess with the opponent both psychologically and hopefully thus make him do something he would not. If he can be forced to move up the board it'll mean that we can much more reliabely get a charge on him at turn two.
So the deal is now that you can either comment on what I've posted or come up with an entirely different list that serves the same purpose. It's also fair to just make some general notes on what should and should not be included in a such army.
I hope this makes sense and that you can see the point in this. It is also fair to suggest a completely different theme and ask the forum about what they think about it.
Let's try and make some creative "army templates" both the veterans and newcomes can benefit from.
So this is pretty much an open thread in the sense that other people can ask similiar questions about something they want the rest of the forum to comment on or work together about.
The idea? That the theme of an army is suggested - in this instance the theme is "fast", I'll elaborate in a sec - and that we, in union, try and give our perspective, knowledge and experience to make that theme as optimal as possible.
IT IS NOT A "SUB-FORUM" OF THE ARMY LIST FORUM, but a way to help generate a bunch of "themes" made good enough so that people can use them as a sort of template/inspiration.
I was inspired to do this because I personally want to make a fast list, but I'm not entirely sure what would make the list truly good. Some people might've even tried something similar. Also Mr. Phat has recently declared that our army is limited and was backed by GCPD.
So, I'm not trying to say that we should make lists that could reliabely win tournaments, but at the very least be considered useable for what they try to accomplish.
The fast army (vs dwarfs)
I played the new dwarfs today and just as when I played against 7th edition dwarfs I just want to get across the board as fast as possible. Our M4 models takes what feels like an eternity when the enemy got all kinds of crazy shooting.
- So excluding the M4 models is, I suppose, the first step.
- The next goal would be to have anvils and hammeres. I specify this because when I've already excluded the saurus on foot I've said goodbye to T4/AS4/3+ and it would be really easy to forget any proper anvils and just include a lot of heavy hitting stuff.
- Tetto'Eko is cheap, mobile, is loremaster and most importantely he can give us vanguards.
- Against this particular enemy monsters are a risk.
Alrighty so this is what I've currently come up with the following @2500pts:
Heroes 647pts:
Tetto'eko
3 x scar vets fully greared
Core 625pts:
2 x skrox darts w/ musician (12 skinks/1 krox)
1 x large skrox unit w/musician/banner (33 skinks/4 krox) (anvil I suppose?)
So that leaves us with roughly half the points for special/rare:
Specia 890ptsl:
8 kroxigors (semi-anvil)
8 CORs w/ musician
6 ripperdactyls
Rare 336pts:
2 x 2 salamanders + snacks.
Total = 2498pts.
The 6 ripperdactyls could alternatively also be made into 1 units of 3 rippers and 2 x 5 cameleons.
Anyway so here's the deal: Tetto'Eko grants at least 1 vanguards, so the first one should be used on the salamanders. If 2 vanguards then both units of salamanders move up. These will burn dwarfs first turn if possible.
If 3 vanguards then either the kroxigors OR the CORs. Probably the CORs
I haven't actually dedicated any warmachine hunters because I find it hard to actually hunt the dwarfen warmachines. They can blast our cameleons with their gyrocopters, shoot our birds with the organ gun and generally place their artillery in a place that is hard to reach for us. The only real option the way I see it is to use terradons, but we can't charge first turn anyway. The current list also doesn't feature big vulnerable monsters although loosing a couple of kroxigors could be bad.
The Rippers will vanguard up on a flank they're the most safe. The general will try and march up so that he's near the rippers (frenzy).
The skrox/krox units move up first turn as well.
So this army is pretty much up in the face of the opponent in turn 2, but will be burning him at turn 1. Tetto'Eko will try and place a comet in a way so that it messes with the opponent, but not with the targets of the salamanders.
Rippers and CORs will be first and probably work in tandem (CORs in front, rippers on flank if possible), the skrox + krox will try and work in tandem as well. Again if possible due to terrain.
I'm not sure if this works out, but when I look at the list it tells me that it's something that will mess with the opponent both psychologically and hopefully thus make him do something he would not. If he can be forced to move up the board it'll mean that we can much more reliabely get a charge on him at turn two.
So the deal is now that you can either comment on what I've posted or come up with an entirely different list that serves the same purpose. It's also fair to just make some general notes on what should and should not be included in a such army.
I hope this makes sense and that you can see the point in this. It is also fair to suggest a completely different theme and ask the forum about what they think about it.
Let's try and make some creative "army templates" both the veterans and newcomes can benefit from.