knight_actual
12-02-2009, 06:16 PM
I have run across this same conundrum during list construction over and over and would like to put if up for discussion.
2 points for strangeways
2 points for fat mechanics and 3 green friends.
My current modus operandi is to add strangways first, and if i'm playing 50 points, i'm likely to just add the unit as well.
I'm reconsidering this approach because of the following:
Strangeways represents such a high priority target that people tend to dedicate stuff at him. Also, he almost never get a chance to repair because he's too busy power boosting, or evasive actioning... even using his disruption spray these past few games.
Here are the points in my consideration:
powerbooster/ evasive action/ spray gauntlet. These are very good tools. I like them alot.
Gobbers have been there for me more than once by simply running at somthing and gumming that somthing up for a turn with some def14 models.
Strangeways need to take a pow 14 on average roll to actually kill him.
fatman and gobbers can spread out and make sure that no one shot can take them all out at once, but they're squishy enough that random deviations tend to tag them.
Fatman & gobber can seriously repair a warjack. the 4 man team has a an expected payoff repairing individually of 7.3 boxes. (khadoran battle mechanics do better with expected 8.2 boxes... huh?)
My intial conclusion is to stop deluding myself that i'm taking strangeways as a mechanic.... and face the fact that he's never going to get to do it. If i want mechanics for repair, i'm going to start bringing the fat man instead.
What do YOU usually bring?
2 points for strangeways
2 points for fat mechanics and 3 green friends.
My current modus operandi is to add strangways first, and if i'm playing 50 points, i'm likely to just add the unit as well.
I'm reconsidering this approach because of the following:
Strangeways represents such a high priority target that people tend to dedicate stuff at him. Also, he almost never get a chance to repair because he's too busy power boosting, or evasive actioning... even using his disruption spray these past few games.
Here are the points in my consideration:
powerbooster/ evasive action/ spray gauntlet. These are very good tools. I like them alot.
Gobbers have been there for me more than once by simply running at somthing and gumming that somthing up for a turn with some def14 models.
Strangeways need to take a pow 14 on average roll to actually kill him.
fatman and gobbers can spread out and make sure that no one shot can take them all out at once, but they're squishy enough that random deviations tend to tag them.
Fatman & gobber can seriously repair a warjack. the 4 man team has a an expected payoff repairing individually of 7.3 boxes. (khadoran battle mechanics do better with expected 8.2 boxes... huh?)
My intial conclusion is to stop deluding myself that i'm taking strangeways as a mechanic.... and face the fact that he's never going to get to do it. If i want mechanics for repair, i'm going to start bringing the fat man instead.
What do YOU usually bring?