Tuesday, May 15, 2012

Deneghra - Pirates

Was reading back through my Deneghra stuff as I was just talking about her. I noticed two things. I said Dougal could buff cryx jacks with AOEs he can't, it's friendly faction only and I didn't talk about pirates. I know this won't be particularly helpful to Ed but the Deneghra pirate army is starting to see a bit of game time. The core of the army is:

Dougal
Gorman
Sea Dogs with Walls
Press Gangers
Necro Surgeon
McThralls
Bosun Grogspar
Doc Killingsworth
First Mate Hawk
Lord Rockbottom

The idea is simple. The sea dogs and press gangers are advance deployed so they let you get up the table pretty quickly and take over scoring zones. You've got shooting to make sure you take advantage of the feat with the debuffing Deneghra can do the pirates can take down heavies. It's a troop spam list, with 50 models it's hard enough for your opponent to fight their way through it but in this list the front line (10 press gangers, 14 sea dogs, and the privateer solos) are all 4+ tough with no knockdown and the first 3 you kill become mechanithralls. The Press Gangers will add to the sea dog unit too, not a lot but add that to the 3 mechanithralls a turn and Deneghras debuffs allowing you to take down key models and units and your opponent really just struggles to make it through all your infantry to clear out a control zone. When you add in the fact that they will generally have to deal with crippling grasp, black oil and death chill the problem compounds.

The army does fall apart if the key solos are killed. In particular Doc Killingsworth and Lord Rockbottom. Grogspar is pretty important too. Often people take two bokurs to protect their solos. If you spread them out then your opponent can't avoid shield guard or you can use the two medium bases to screen Grogspar from shooting. Gorman can black oil or can throw smoke to block LOS.

It's another list with minimum jacks. Usually you don't see a heavy jack at all and there are two deathchicken arcnodes running around.

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