View Full Version : Help Using pNemo & Thunderhead
Act Raiser
03-16-2012, 02:58 AM
I have had a Thunderhead since MKI and I have never used him. It's upsetting me. I would like to use him w/ pNemo (all of my casters are prime).
Does anyone have any list ideas or suggestions on what else to use with Thunderhead and Nemo? My friends and I mostly play 35 point games and my main opponite is Menoth. Don't worry about if I have a unit or not, I plan on expanding my army over time and input is always welcome.
Also, off subject. I just read in another thread that Siege really needs rangers. Is it that bad w/out them cause I just picked him up and really wanted to mash face w/ him.
Garath
03-16-2012, 05:18 AM
Nemo and Thundehead are buddies like none other. He and Darius built the jack after all...
On to game play...
Nemo can allocate 5 focus to a single jack every turn.
Disdruption field on T-head gives it P+S 18 attacks and boy he can get a lot of those.2 initial attacks +5 from extra focus at high p+s can kill anyone and anything. What's even better is that T-head has sustained attack ,so after the initial attacks that hit all extra attacks via focus hit automatically...
Second ,more popular option is loading the T-head with 5 focus(there's a surprise!) and using energy pulse...now that pulse will kill almoast all infantry within 6" of it unless they are tough or immune to :DmgType-Electric:
After that,you use yet another sustained attack weapon and ,yes , you auto hit targets that where hit with pulse...and 5 focus can buy you another 2 fully boosted hits and dmg rolls.
So first foc is spent on boosting pulse dmg roll on an important model (solo,warcaster ,UA ) followed by 2 extra hits with boosted dmg.
This is all good and coasy,but what's even better is that Nemo can cast locomotion on T-head to move it 3 " before it activates,giving it a threat range of:
3" locomotion,move 5",pulse 6"= 14" with pulse...or
3" locomotion,move 5",Lightning coil 10"= 17"
Needless to say,you can combine the two ranged options,first one is good for Alpha striking ,especially against inf lists . The points invested in T-head could go into other models but if anyone makes Thunderhead worth it's points it's Nemo.
Otherwise ,Nemo needs a lancer so he can stay back. He also can make great use of squire and any other form of spellcasters like Juniro ,Aiyana and Holdt, Alexia and Risen,Arlan Strangeways- they all do their usual stuff and feed Nemo with power tokens that later transform into Focus points.
your list (if using T-head and that's the point of my post) should start like this:
Nemo
Lancer
T-head
Squire
Arlan
Junior
that's less then 20 pts,and a solid group of models that will contribute every turn. you could go heavy from there,put a Centurion in there (he makes great use of Nemo's spell list) or Stormclad, or the cheap option like Ironclad.
Act Raiser
03-16-2012, 05:47 AM
Garath, thank you so much. The tips are wonderful and as of now, I have all but the squire. I will try to do Nemo proud and Cygnar proud. If anyone else has useful tid bits, please feel free.
sleet01
03-16-2012, 07:17 AM
I usually take Aiyanna and Holt with pNemo and Thunderhead. Kiss of Lyliss is nice, but making T-head's Pulse a magical weapon is brutal against Menoth and certain Cryx units/models. Remember too that Pulse gets around "cannot be targeted by" rules, although unfortunately the follow-on shots do not.
DontStop
03-16-2012, 07:42 AM
I'm probably the one who was asking about Rangers with Siege. The more research I did the more it was glaringly obvious you want Rangers with Siege. His Fox Hole ability is a great way to keep them alive and get use out of them. I really like all the rules the Rangers have, it's not the normal Cygnar stuff and could catch your opponent off guard. Just make sure you lay down a forest or two while setting up the table that they can hide in. :) Or maybe bring Gorman to give them Stealth. Rangers + Gorman + Fox Hole could be pretty sweet.
TKaz84
03-16-2012, 07:47 AM
Um...I think you posted in the wrong thread >.>
Rochr
03-16-2012, 07:52 AM
Nemo and Thundehead are buddies like none other. He and Darius built the jack after all...
One would have wished that they had thought about the whole 360 degree thingy when they made him :p
DontStop
03-16-2012, 07:56 AM
Um...I think you posted in the wrong thread >.>
Nope, read the OP's post.
"Also, off subject. I just read in another thread that Siege really needs rangers. Is it that bad w/out them cause I just picked him up and really wanted to mash face w/ him."
TKaz84
03-16-2012, 08:34 AM
<.<
Nothing to see here folks! *whistles*
Garath
03-16-2012, 03:38 PM
One would have wished that they had thought about the whole 360 degree thingy when they made him :p
They have ,in fact...back in the day it had 8" range, hitting models in it's front arc only
Griffin839
03-16-2012, 09:27 PM
This list has been very effective for me as it maxes out pnemo's potential. The small number of models you take forces you to play very well though.
Pnemo +6
-Lancer 6
-Ironclad 7
-Thunderhead 12
-Squire 2
Black 13th GMST 4
Lady Aiyana and Master Holt 4
Journeyman Warcaster 3
Arlan Strangeways 2
Reinholdt, Gobber Speculator 1
Garath
03-17-2012, 10:23 AM
Why Reinholdt?
sleet01
03-17-2012, 10:42 AM
pNemo's gun is a POW 14 AOE 3 that causes Disruption? Lucky Charm might be nice for getting a chain lightning off on a high-DEF target, too.
phreaker187
03-17-2012, 12:18 PM
My tourney list for pNemo +TH is:
pNemo
Lancer
Thunderhead
Squire
JWC
B13
Strangewayes
Rhupert Carvolo
Stormguard (max)
1x Stormsmith
It's really nasty when played well. Nemo can clear out huge chunks of infantry by himself, buff Thead, buff infantry ARM. Really you just control untill you can locomotion the Thunderhead (5 foc.) 3", move 5", pulse another 6" then sustained attacks into casters face.
The real weakness with pNemo is the same weakness every other Cygnar caster has -- Lots of heavies ruin your day.
Stephan Garmark
03-18-2012, 03:02 PM
Phreaker: I've been playing around a lot with that list lately, and I really feel that Gorman is a better choice than Rhupert. Mainly to hide Nemo, but also to take out two heavies from the equation each turn or to add extra power (those Thead fists with A&H and a little bit of Rust makes for POW 20 before disruption field)
I'm not happy with the stormguard. They seem to always underperform mainly because everything you want dead infantry wise is going to die to pulse or chain lightning, so their role is already filled.
I'm considering going another direction and updating my Lancer to Thorn and get a minimum unit of Stormlances with Nemo. It makes sense to have something fast to bounce chain lightning off and three dudes like that played aggressively really mucks up the opponents day. They will die, but they should bring a lot of devastation in their wake.
So to clarify, my current pNemo 50 pts list is like this:
Nemo
Squire
Thunderhead
Rowdy
Thorn
A&H
Gorman
Junior
Strangewayes
eEiryss
B13
3 Storm Lances
This should be an extremely tough list to crack.
Also, i don't think Nemo is powerless against multiple beasts. It's a hard battle, yes, but his feat helps out in that game, those boosted pow 14's hurt, and unless it's against eKaya or eLylith, T-Head can put a lot of dents in heavies. You'll likely loose a lot of your dudes and maybe all your jacks, but it's not unwinnable by a longshot.
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