Post by halonachos on Mar 2, 2016 8:15:33 GMT
I'm looking at making a list based on Siege, I like Siege.
Character
Major Markus "Siege" Brisbane
Savio Montero Acosta-3pts
Maxwell Finn- 3pts
Reinholdt- 1pt
Units
Trencher Infantry x10-10pts
Trencher Infantry x6- 6pts
--Rifle Grenadier x3- 3pts
Trencher Chain Gun Crew- 2pts
Trencher Chain Gun Crew- 2pts
Solos
Trench Buster- 3pts
Trench Buster- 3pts
Trencher Master Gunner- 2pts
Trencher Master Gunner- 2pts
Light Warjack
Grenadier- 5pts
Grenadier- 5pts
Heavy Warjack
Triumph- 11pts
So the list starts off as pretty expensive. It's 59 points to start with.
But Siege brings +5 for jacks and reduces it to 54 points. Then the tier list comes into play.
Trencher units cost 1 point less and I get the master gunner for free so that's 50 points.
Now you may be asking, but Halo the Trench Busters are garbage so why on Earth would you take them? To that my friends I answer that I am playing trenchers, I am already playing with garbage.
So here are some thoughts on the list I am proposing and I am basing it on criticism from my brother who runs Khador and Pirates because reasons. You see he is in for a surprise because he has a Galleon and prides his armies on it's ability to ignore effects while inflicting long range damage. What he doesn't realize is that I like to do this too.
So in the case of the Galleon, it's a colossal and colossal units are on 120mm bases. Why does this matter? Because Siege's foxhole ability creates a 5" AOE anywhere within his control range and 120mm converted to inches is 4.7" which means that I can put a colossal unit in a foxhole. But Halo why would you put an enemy colossal into a foxhole? Well my friends it may give that colossal a cover bonus AND prevent it from taking splash damage BUT it also makes it so the colossal unit no longer blocks line of sight. Ain't that some shit? He typically hides a caster behind the colossal so this is one way to kinda just get it out of the way, it's incredibly silly.
Another thing is that he prizes his Assault Kommandos because they don't take fire damage and don't take much of any kind of splash damage. When I told him about the Trench Busters he didn't care because of the fact that they do fire damage, however they are a range 10, POW 14, AoE 3 fire damage weapon. They have fire damage so Assault Kommandos do ignore all damage from it, but it creates a cloud effect in the AoE. Again, Assault Kommandos ignore cloud effects, but all the units behind them don't and it effectively blinds the units behind the AKs. The Buster also has arcing fire so he can fire over the AKs if he needs to in order to do some damage.
Now giving smoke effects to enemy units seems bad at first until you look at Siege's Mage Sight ability which allows him to drop a 5" AoE that ignores cloud effects, forests, and stealth when his battlegroup attacks any units in that AoE.
This is where the Triumph, Grenadiers, Master Gunners, and chain gun crews come into play.
In ideal placement there are two teams made up of a master gunner, a chain gun crew, and a grenadier on either side of Siege. The grenadiers are in Siege's battlegroup so they would get the bonus from Mage Sight, the Grenadiers would also be B2B with at least 2 trencher models and would then get 3 attacks with range 10 and POW 12. The Master gunners would help prevent blast deviation for the grenadiers and they would rain unholy hell on any unit. He usually boosts Assault Kommandos to give them 20 or slightly under 20 ARM but a POW 12 weapon against them should make relatively short work.
If they can't do it then Siege and Reinholdt come into play. Siege gets a RNG 14 POW 14 attack and Reinholdt can allow him to reload it to get 2 attacks.
Overall the plan is to use the Busters to do some damage and blind the enemy while I use Mage Sight to ignore the smoke. Looking at his pirates they lack fire protection and his mariners are useless if they can't see, his galleon is also equally useless if it can't see.
So why Finn, Savio, and the Trenchers? Well the chain gun crew is for closer range targets, eventually a tide of low health point and ARM models are going to reach me and covering fire ignores stealth and cloud effects and hits enemy units beginning or ending activation in the AoE. With a loader the chain gun gets D3+3 attacks when it uses the Strafe ability. Savio is a boss who can move around the table and wreak havoc.
Savio is relatively new, but he's a mercenary that is worth his cost.
SPD-7 STR-6 MAT-9 RAT-6 DEF-15 ARM-15 CMD-9
Storm Glaive x2 P+S=13
Storm Glaive Blast x2= RNG 4, POW 12, Electric
He has Weapon Master, Immunity to Electricity, Fearless, Dodge, Riposte, Steady, and Swift Vengeance.
If a unit with reach tries to hit him and misses he can immediately move into melee range with it, after being missed by a melee attack he can make an attack against it, he can't be knocked down, and if a friendly model within 5" is killed he gets a FULL advance with a normal attack.
If he's triggered, with swift vengeance and a charge he has the ability to smack someone 18 inches away from him. With 2 weapon master attacks he is unforgiving. This gives me an ace in the hole as his abilities can keep him in melee and with smoke he has a shield to hide behind. Imagine an angry, angry man charging out of smoke with his glaives at the ready and bloodlust in his eyes, potentially snaking around to smack a warcaster. Hell, he can give most light warjacks a challenge.
Finn is there to boost the trenchers and their combined attacks, if needed he can get into close combat with a wall of single wound models. Why? Because he has thresher and anatomical precision. He can take out several single wound models at once and all I have to do is roll to hit.
As a smaller and shorter list with a point limit of 12-14 points I am looking at:
Markus "Siege" Brisbane
Savio Montero Acosta- 3pts
Grenadier- 5pts
Stormclad- 10pts
Reinholdt- 1pt
The Grenadier would basically be free and would later get boosted by an addition of trencher units. It's role, along with Siege and Reinholdt, would be to give covering fire for Savio and the Stormclad.
With the Stormclad's POW 19, reach weapon it can deal a good deal of damage and also offers electro leap.
Savio wouldn't be able to utilize swift vengeance but he's still a melee threat as any missed attack against him lets him move 2".
This is for a Journeyman tournament, I don't expect to win.
Character
Major Markus "Siege" Brisbane
Savio Montero Acosta-3pts
Maxwell Finn- 3pts
Reinholdt- 1pt
Units
Trencher Infantry x10-10pts
Trencher Infantry x6- 6pts
--Rifle Grenadier x3- 3pts
Trencher Chain Gun Crew- 2pts
Trencher Chain Gun Crew- 2pts
Solos
Trench Buster- 3pts
Trench Buster- 3pts
Trencher Master Gunner- 2pts
Trencher Master Gunner- 2pts
Light Warjack
Grenadier- 5pts
Grenadier- 5pts
Heavy Warjack
Triumph- 11pts
So the list starts off as pretty expensive. It's 59 points to start with.
But Siege brings +5 for jacks and reduces it to 54 points. Then the tier list comes into play.
Trencher units cost 1 point less and I get the master gunner for free so that's 50 points.
Now you may be asking, but Halo the Trench Busters are garbage so why on Earth would you take them? To that my friends I answer that I am playing trenchers, I am already playing with garbage.
So here are some thoughts on the list I am proposing and I am basing it on criticism from my brother who runs Khador and Pirates because reasons. You see he is in for a surprise because he has a Galleon and prides his armies on it's ability to ignore effects while inflicting long range damage. What he doesn't realize is that I like to do this too.
So in the case of the Galleon, it's a colossal and colossal units are on 120mm bases. Why does this matter? Because Siege's foxhole ability creates a 5" AOE anywhere within his control range and 120mm converted to inches is 4.7" which means that I can put a colossal unit in a foxhole. But Halo why would you put an enemy colossal into a foxhole? Well my friends it may give that colossal a cover bonus AND prevent it from taking splash damage BUT it also makes it so the colossal unit no longer blocks line of sight. Ain't that some shit? He typically hides a caster behind the colossal so this is one way to kinda just get it out of the way, it's incredibly silly.
Another thing is that he prizes his Assault Kommandos because they don't take fire damage and don't take much of any kind of splash damage. When I told him about the Trench Busters he didn't care because of the fact that they do fire damage, however they are a range 10, POW 14, AoE 3 fire damage weapon. They have fire damage so Assault Kommandos do ignore all damage from it, but it creates a cloud effect in the AoE. Again, Assault Kommandos ignore cloud effects, but all the units behind them don't and it effectively blinds the units behind the AKs. The Buster also has arcing fire so he can fire over the AKs if he needs to in order to do some damage.
Now giving smoke effects to enemy units seems bad at first until you look at Siege's Mage Sight ability which allows him to drop a 5" AoE that ignores cloud effects, forests, and stealth when his battlegroup attacks any units in that AoE.
This is where the Triumph, Grenadiers, Master Gunners, and chain gun crews come into play.
In ideal placement there are two teams made up of a master gunner, a chain gun crew, and a grenadier on either side of Siege. The grenadiers are in Siege's battlegroup so they would get the bonus from Mage Sight, the Grenadiers would also be B2B with at least 2 trencher models and would then get 3 attacks with range 10 and POW 12. The Master gunners would help prevent blast deviation for the grenadiers and they would rain unholy hell on any unit. He usually boosts Assault Kommandos to give them 20 or slightly under 20 ARM but a POW 12 weapon against them should make relatively short work.
If they can't do it then Siege and Reinholdt come into play. Siege gets a RNG 14 POW 14 attack and Reinholdt can allow him to reload it to get 2 attacks.
Overall the plan is to use the Busters to do some damage and blind the enemy while I use Mage Sight to ignore the smoke. Looking at his pirates they lack fire protection and his mariners are useless if they can't see, his galleon is also equally useless if it can't see.
So why Finn, Savio, and the Trenchers? Well the chain gun crew is for closer range targets, eventually a tide of low health point and ARM models are going to reach me and covering fire ignores stealth and cloud effects and hits enemy units beginning or ending activation in the AoE. With a loader the chain gun gets D3+3 attacks when it uses the Strafe ability. Savio is a boss who can move around the table and wreak havoc.
Savio is relatively new, but he's a mercenary that is worth his cost.
SPD-7 STR-6 MAT-9 RAT-6 DEF-15 ARM-15 CMD-9
Storm Glaive x2 P+S=13
Storm Glaive Blast x2= RNG 4, POW 12, Electric
He has Weapon Master, Immunity to Electricity, Fearless, Dodge, Riposte, Steady, and Swift Vengeance.
If a unit with reach tries to hit him and misses he can immediately move into melee range with it, after being missed by a melee attack he can make an attack against it, he can't be knocked down, and if a friendly model within 5" is killed he gets a FULL advance with a normal attack.
If he's triggered, with swift vengeance and a charge he has the ability to smack someone 18 inches away from him. With 2 weapon master attacks he is unforgiving. This gives me an ace in the hole as his abilities can keep him in melee and with smoke he has a shield to hide behind. Imagine an angry, angry man charging out of smoke with his glaives at the ready and bloodlust in his eyes, potentially snaking around to smack a warcaster. Hell, he can give most light warjacks a challenge.
Finn is there to boost the trenchers and their combined attacks, if needed he can get into close combat with a wall of single wound models. Why? Because he has thresher and anatomical precision. He can take out several single wound models at once and all I have to do is roll to hit.
As a smaller and shorter list with a point limit of 12-14 points I am looking at:
Markus "Siege" Brisbane
Savio Montero Acosta- 3pts
Grenadier- 5pts
Stormclad- 10pts
Reinholdt- 1pt
The Grenadier would basically be free and would later get boosted by an addition of trencher units. It's role, along with Siege and Reinholdt, would be to give covering fire for Savio and the Stormclad.
With the Stormclad's POW 19, reach weapon it can deal a good deal of damage and also offers electro leap.
Savio wouldn't be able to utilize swift vengeance but he's still a melee threat as any missed attack against him lets him move 2".
This is for a Journeyman tournament, I don't expect to win.