Fully assembled this time. It might be as pretty as the conquest.
I thought I'd elaborate a little on what I think of it. It's got 60 damage boxes, ARM 19 and Menoth have some ARM buffing spells (defenders ward, inviolable resolve) so it can get up to ARM 21. Menoth have the choir (so you can stop your opponent either shooting at it (no Gorman black oil) or casting spells at it (no crippling grasp) or give it +2 to attack and damage. That gives it two RAT 7 sprays (that ignore nearly all defensive bonuses and allow you to shoot screened models) at POW 14, it puts the blast damage of the 4 AOEs this thing puts out a turn at POW 9, it picks up a focus for free and perhaps most importantly when it starts swinging its fists in close combat the choir takes it to MAT 8 P+S 22. With a Vassal of Menoth it can take an extra swing with those fists or drop two more AOEs or another flame thrower burst. I don't think you can argue that the thing is bad, even if it's main guns the POW 14 (16 with choir) which scatter an additional AOE have inaccurate (-4 on attack rolls). With the choir it's back to -2 (or RAT 3) and Dougal MacNaile it's back to even (RAT 5) and he lets you reroll the secondary scatter if it isn't hitting anything.
That said it can't use enliven, if you haven't played much against Menoth you may not have had the chance to grow to hate enliven. First time you damage a jack it can make a full advance and not be targeted by free strikes, if you don't arm lock it or something along those lines it will simply walk away from the thing that charged it after the first hit (not as good as Admonition). If you shoot it with something to damage it and take away enliven it can often walk out of range or behind other models/obstacles. It comes from the Vassal of Menoth so there are two in pretty much every list. The flame throwers and fists mean it has to get forwards but it is trivially easy to slow down a colossal. Put a cheap model or two in front of it and you have to task shooting from the rest of you army to destroy it and the colossal base blocks off a lot of shooting. Cheap tarpit units can hold up a colossal very easily (trampling is hard with a large base). This is not an issue for the Stormwall which wants to stand and shoot but makes life difficult for the more melee centric colossals. While they can do this to a heavy jack as well due to the base size you need less models to block in the colossal and it's worth twice as many points. Lastly Menoth jacks are really good. The Reckoner is probably the best non-character heavy jack in the game and the rest of their jacks are not far behind. Considering you get 4 choir in a min unit (so that's 4 jacks you can effect) you can often get more out of taking two heavies than taking a Judicator. Menoth don't generally have a big focus problem either, with wracks and reclaimers getting extra focus is not especially difficult.
To summarise my opinion is that it is good but that I think you can do better in most lists (in particular outside of epic Feora) by taking smaller warjacks.
Sunday, August 19, 2012
Tournament at HoH
http://www.thehallofheroes.com.au/event_details.php?event_code=162
Points Values:
25 points
Rounds:
3 Rounds
Army Lists:
Tier Lists are allowed as normal. If the Tier List is from a NQ Magazine, please have a copy of the NQ with you for checking
Players are only allowed one army list.
Please email all army lists to eric.iwasenko@nmhg.com
Match Timing:
Each round will have a set length and at the end of this time to TO will call “dice down” as per the 2012 Steamroller pack.
Each player will have a set time to complete each turn and one extension as per the 2012 Steamroller pack. The specific values are stated below.
Day 1 - 25 point Steamroller (Modified 2012 Format)
All scenarios will be determined by the TO before the event from the Steamroller 2012 pack.
Each player will have 9 minute turns with one 5 minute extension per game.
Prizes:
Each person that attends will receive a ticket to enter a draw for prizes. An additional ticket will be awarded for each game a player wins. At the end of the Tournament, a raffle will be drawn to determine prize winners. Players placing 1st to 3rd will be awarded a trophy. The player with the best painted army will also be awarded a trophy.
Points Values:
25 points
Rounds:
3 Rounds
Army Lists:
Tier Lists are allowed as normal. If the Tier List is from a NQ Magazine, please have a copy of the NQ with you for checking
Players are only allowed one army list.
Please email all army lists to eric.iwasenko@nmhg.com
Match Timing:
Each round will have a set length and at the end of this time to TO will call “dice down” as per the 2012 Steamroller pack.
Each player will have a set time to complete each turn and one extension as per the 2012 Steamroller pack. The specific values are stated below.
Day 1 - 25 point Steamroller (Modified 2012 Format)
All scenarios will be determined by the TO before the event from the Steamroller 2012 pack.
Each player will have 9 minute turns with one 5 minute extension per game.
Prizes:
Each person that attends will receive a ticket to enter a draw for prizes. An additional ticket will be awarded for each game a player wins. At the end of the Tournament, a raffle will be drawn to determine prize winners. Players placing 1st to 3rd will be awarded a trophy. The player with the best painted army will also be awarded a trophy.
Menoth Colossal and Ships in the Night
First pretty pictures:
I don't know why they don't have a completed one, clearly if it's being painted then the model has been finalised. Maybe the painting just didn't get finished in time for GENCON but I doubt it.
Ships in the Night:
It's another weird one. No solos for the sea dogs and no Walls (monkey guy - he would make the sea dog unit a character unit). I still don't think it's terrible, the mariner offers you some shooting that cryx really lacks and the freebooter is a 6 point monster against anything that has been knocked down and pretty focus efficient (they run in Skarre's battlegroup). The sea dogs become cryx models so benefit from the feat and Skarre's spells. They'll still tear up most infantry they have just lost their defensive tricks and the ability to tear up heavy infantry. It's not a super competitive list but I think it will work.
I don't know why they don't have a completed one, clearly if it's being painted then the model has been finalised. Maybe the painting just didn't get finished in time for GENCON but I doubt it.
Ships in the Night:
Tier 1 | Army only consists of: Cryx Non-Character Warjacks, Black
Ogrun Boarding Party, Revenant units, Skarlock Thall, Warwitch Sirens,
Undead solos with 'Jack Marshal (Iron Lich Overseer). Benefits: Non-character Sea Dog units, Freebooter warjacks, and Mariner warjacks these are now friendly Cryx models. |
---|---|
Tier 2 | Army includes 1+ Revenant units Benefits: Revenant units/models gain advance move. |
Tier 3 | Army includes 3+ bonejacks with pathfinder or flight. Benefits: Bonejacks with pathfinder/flight (currently Scavenger and Stalker), gain advance deploy. |
Tier 4 | Army includes 3+ or more Sea Dog Units Benefits: Reduces the cost of Sea Dog units. |
It's another weird one. No solos for the sea dogs and no Walls (monkey guy - he would make the sea dog unit a character unit). I still don't think it's terrible, the mariner offers you some shooting that cryx really lacks and the freebooter is a 6 point monster against anything that has been knocked down and pretty focus efficient (they run in Skarre's battlegroup). The sea dogs become cryx models so benefit from the feat and Skarre's spells. They'll still tear up most infantry they have just lost their defensive tricks and the ability to tear up heavy infantry. It's not a super competitive list but I think it will work.
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