Flying Lead
I started out with 50 point list I described a few posts back, and I found myself frustrated on a few points. First, I just wasn't getting the points out the Thunderhead and Thorn. I'm not saying they aren't worth it in Mark II, but so much of this army is built around using Haley to give the rest of army ranged superiority that there isn't a lot of focus left over for the T-Head. Plus, I felt like Prime Haley had better synergies with these units than Epic Haley, so I decided to stick with the regular version all the way through. With a few adjustments, my lists now look like this:
25 Point List (30/30)
| 35 Point List (40/40)
| 50 Point List (55/55)
|
Facing off against a pile of angry elves. Feeling the disparity caused by spending 21 points on 2 jacks. The blue tape marks the corners of the three control zones.
The good news is that my modified list worked out pretty well. Even against overwhelming numbers of ranged infantry I could push through. With this list, Haley's feat turn is an absolute bitch for your opponent. For those not familiar with Haley, her feat allows each model in her control area to have an addition attack at the end of it's activation, regardless of rate of fire. So, turn 3 tends to looks something like: Move Haley up, cast Temporal Barrier (to give all enemies in your control -2 DEF), and put Dead Eye on the Gun Mages. Then, you charge the Stormguard. Each Stormguard is POW 12 and causes a POW 10 electroleap, so they can spawn up to 40 damage rolls (two primary attacks each, two electroleaps). In my games so far I have been able to decimate the front lines, and if the army is packed tight enough, well into the back line.
The gun mages then advance and clean up. They typically use critical brutal shot, and thanks to the extra die from Dead Eye, they roll a fair number of criticals. They get 14 shots this way, with half of the attacks getting the extra attack die. Combine this with True Sight from the UA, and not much can hide. Finally, the marshaled Cyclone gets to go, generating 2d3+1 attack rolls, and thanks to Rune Shot from the Dude, he can use arcane effects as well.
You are starting to get the picture - in one turn 27 models generate up to 76 attacks/damage rolls without spending focus to purchase more. The biggest challenge is getting it all done in a 12-minute timed turn! (You have to resovle an attack every 9 seconds!)
It's great to see 'jacks on the table again, and the Cyclone is already turning into a favorite. Marshaled by The Dude, he's an absolute horror.
At this point I'm pretty happy with the list and how it's playing. It remains untested against a pile of heavy armored jacks, and that's the one thing I fear. I've proved it to be reliable against ARM18 infantry, but I'm worried about a heavy jack swarm. The hunter should help, but I might have to shift tactics and use the Gun Mages to slam things around rather than trying to kill them. A lot of AOEs that can deviate onto my fragile Gun Mages could spell doom as well, but I should be able out-range almost everything but mortars... Yes, I'm afraid of Khador. Hopefully it will hold up!
Labels: miniatures, MKII, wargaming, Warmachine


There were enough dead Angry Elves. I'm still liking what my dudes can do on the CRA... two units of Riflemen or Invictors would be gross. Haley seems to hold up well in Mk II, which is good since she's one of my favorites.
As for high armor, do it like you always do: Make it smile like a donut and shoot it in the facehole!
Posted by
ghettokorestudios |
7:24 PM