View Full Version : eSorscha 35pts
jack_frost
11-23-2009, 09:36 PM
Hey oldoneeye,
I didn't want to steel your thunder so I'll put my own up. Let's get this lady working so we can make the best damn list imaginable.
Forward Kommander Sorscha
Beast-09
War dog
Widowmakers
Winter Guard Infantry (full)
3 Winter Guard Infantry Rocketeer
winterguard Infantry Officer & Standard
Winter Guard Mortar Crewx2
Koldun Lord
Kovnik Jozef Grigorovich
Ogrun Bokur
Reinholdt
okay so the plan is simple...rush forward with the winterguard with beast o9 in the middle of them ready to jump into the fray...the mortar's and widowmakers harass the enemy so they can't freely focus on the winterguard. the koldun lord can help beast avoid disruption or chase after ghosts and other magic damage only stuff.
Lastly I'm considering whether reinholdt, and ogrun bokur and a wardog are too much of a council for sorscha... I can trade reinholdt and the bokur for grey lords who can benefit from the koldun lord and put smoke on the winterguard to block LOS to beast while he rushes forward.
GrandmasterEJ
11-24-2009, 12:54 AM
Perhaps a personal touch of mine jack, but Id have to take aiyana & holt, in my gaming circle we know the problems a full ghost pirate unit can cause now so I never write a list without them. Id drop the koldun (he wouldnt be enough on his own, hed get shot first) drop the bokur and reinholdt, add ayiana & holt and gorman, keep sorscha in or behind his clouds and she should be ok, just dont get too close to shooting heavy armies until you feat.
jack_frost
11-24-2009, 09:45 AM
I agree with the assessment but I've always tried to avoid the pair...I guess they really are too good and every other way I think of to overcome whole units of ghosts is more work than it needs to be...
on the other hand...freezing grip and 4 grey lords can pop those bastards good while sorscha can cap one in melee :D
luckily most of the cryx guys around here don't think very highly of the ghost pirates...
GrandmasterEJ
11-27-2009, 05:51 AM
Yeah tbh that spell rarely enters my mind primarily because she has to boost it to reliably hit the target which leaves her with 1 focus, and 1 focus on a non-windrushed sorscha makes me nervous at the best of times.
If you want to avoid A&H thats a fine way of dealing with the ghosts certainly but I dont think there are many more guaranteed ways of doing it than that.
On a side note although ive only played 2 games with E-Sorscha myself I think shes top-notch, great fun to use and very effective. Were I to enter a tournament to try and win it tomorrow Id take her as my primary caster.
frostaxe
11-28-2009, 01:28 PM
I may be wrong but I thought you could only have one attachment per caster? I would stick with the dog as I really like that guy.
That being said maybe a pack of dogs is in the future for us.
DeeCius DeadCloud
12-01-2009, 06:02 AM
Yeah tbh that spell rarely enters my mind primarily because she has to boost it to reliably hit the target which leaves her with 1 focus, and 1 focus on a non-windrushed sorscha makes me nervous at the best of times.
Forward Kommander Sorscha doesn't have Wind Rush.
As for a full ghost unit, if you're willing to risk it a single well placed Cyclone can potentially take out the whole unit in one turn, although a smart Cryx player would spread it out quite a bit if they see it coming.
Kell Bailoch is also a handy inclusion for mass incorporeal since iirc his range 14 gun has magic weapon and dual shot.
Aiyana and Holt are certainly good but not vital.
GrandmasterEJ
12-01-2009, 06:27 AM
I was infering that I dont like to leave sorscha unprotected in either of her encarnations unless she has wind-rush up, i.e. only p-sorscha.
The problem with the ghosts is that when played well you only really get one chance to deal with them, 2 at the most if you are lucky. They move far too fast to give you more than that and 2 shots per turn from kell isnt enough to scratch them before they start making more men for themselves.
This is why A&H are prettymuch perfect for the job as only another unit capable of killing whole units in one go itself (aka the boosted winterguard sprays of doom) is efficient at dealing with the ghosts and A&H are a simple way to enable such units to hit the ghosts. This method is efficent to such a degree that opponents who have seen me doing this no longer rely on using them as a solution for all problems and try to hunt down A&H as a priority 1 target (which is why i rarely allow them to go further forward than a back-line warcaster would stand). The added bonus for A&H is that they are still useful against any opponent, 2 RAT 8 hand cannon shots per turn while stealthed at a minimum return is still a nice tool to have. That and the kiss of lylis now effects units, meaning that suddenly we have power 10 mortar AOEs and power 8 rocket AOEs :)
DeeCius DeadCloud
12-03-2009, 06:22 AM
An Iron Fleshed eSorscha exceeds pSorscha's defense with Wind Rush (+2 only now iirc).
Ghost units won't make every list so I'd rather not take A+H in every list just to deal with them when there are so many other things worth including. Maybe an alternate list just for dealing with Cryx, in case such a unit comes up.
GrandmasterEJ
12-03-2009, 07:03 AM
Well, the reason I class them as an auto-include is that they are still very useful even when not fighting ghosts.
2x RAT 8 RNG 12 POW 12 shots is nice, and those shots can be either from stealth or when slammed into a larger target we can kiss it to make those cannons power 14, along with a +2 to anything else that dumps attacks onto it, such as dirrectly hitting Joe-boosted rocketeer attacks...? :)
And because the kiss now effects whole units, as I said before, its really useful for when we AOE spam too.
Just to repeat why I use them in general as well as because they are effective against certain cryx builds.
My second list for tournaments doesnt always include them either btw. As karchev doesnt like facing cryx in general :)
jack frost
12-16-2009, 10:00 AM
okay so I know this is an old thread but I'm going to keep chronicalling my experiences here since this old lady is my "go to" caster from now on.
btw I don't actually own A&H so it's a moot point for now.
I've been playing quite a bit of games against people as of late and I've found that the kommander is very versatile but also has some issues against other assasin casters. I've played one Retribution opponent a few times and playing against kaylissa is a nightmare. It really messes with your head when jacks and whole units can shoot you without having to worry about your defensive spells, screening (since it's gone), cover and concealment and models or terrain blocking your way.
I'm still of the opinion that no one who gets ghost shot (ignore LOS)should have arcane killer (ignore spells that add to def and arm) since it breaks the system but what do I know.
either way, against kaylissa it's important to shove your entire army right down her throat and I did that by pumping the WG speed up and having them run straight at her jacks and troops and then cycloning into feat range and just blasting the hell out of kaylissa with boosted spray attacks.
and this is my go to method for dealing with assasin casters now.... I run beast 09 up out in the open as bait (he'll die) and rush the winter guard up the middle while keeping sorscha back....cyclone feat...*action for winterguard to walk 8 inches and spray 8 inches with boosted attack rolls.
on another note, against non assasin casters the kommander does her own thing very well....Againt Rahn I just kept her in the middle of her winter guard and rushed the whole thing into cyclone+feat+charge range and easily wrecked him.
Mat 7 15 inche charge with 2 boosted attack and damage rolls regular hit usually means crit frozen dead caster :D
now i just have to find a cryx opponent to test her out on.
Hollywoodxxl
12-19-2009, 06:43 AM
I may be wrong but I thought you could only have one attachment per caster? I would stick with the dog as I really like that guy.
That being said maybe a pack of dogs is in the future for us.
no more attachments. they are solos now. war dog allowance is 1
Pickles
12-20-2009, 10:25 AM
no more attachments. they are solos now. war dog allowance is 1
What he means is the dog is the only one that is an attachment.
jack frost
01-11-2010, 08:50 AM
Okay so I'm back after having played a good dozen games or so with the list at the top, except I ended up taking the greylords over the bokur and reinholdt.
I've since realized that 2 mortars are expensive and although they work great against all the sneaky little elves, they don't work so hot against all the tough guy armies.
so I'm trading in the 2 mortars, the koldun lord and the wardog (but it was vlad's gift to her!) for a destroyer
here's the list:
Forward Kommander Sorscha
Beast-09
Destroyer
Greylord Ternion
Widowmakers
Winter Guard Infantry (full)
Winter Guard Infantry Rocketeer (3)
Winter Guard Infantry Officer & Standard
Kovnik Jozef Grigorovich
I may drop one rocketeer for the wardog, but I need all the aoe's I can get these days and I just dropped 2 mortar shots so I'm a little protective of the ones I have left.
hoya4life3381
01-11-2010, 09:39 AM
Okay so I'm back after having played a good dozen games or so with the list at the top, except I ended up taking the greylords over the bokur and reinholdt.
I've since realized that 2 mortars are expensive and although they work great against all the sneaky little elves, they don't work so hot against all the tough guy armies.
so I'm trading in the 2 mortars, the koldun lord and the wardog (but it was vlad's gift to her!) for a destroyer
here's the list:
Forward Kommander Sorscha
Beast-09
Destroyer
Greylord Ternion
Widowmakers
Winter Guard Infantry (full)
Winter Guard Infantry Rocketeer (3)
Winter Guard Infantry Officer & Standard
Kovnik Jozef Grigorovich
I may drop one rocketeer for the wardog, but I need all the aoe's I can get these days and I just dropped 2 mortar shots so I'm a little protective of the ones I have left.
jack frost, have you been following our thread on competitive builds for e-Sorscha?
http://www.privateerpressforums.com/showthread.php?t=4244
The basic gyst of it is that we've also come to a conclussion for going 2 jacks and no mortars.
There is some debate whether the Koldun Lord for the Destroyer is good. It's advantages are that it offers a slight reduction in focus expenditure, coutners disruption, and also helps against ethereal. The last 2 being pretty important in tournaments. The disadvantages are mainly that it costs 2 pts, eSorscha actually has plenty of focus, and others.
There's also some talk about importance of Mercs with Epic Eiryss and Bokur being mentioned as critical pieces.
PG_galonso heavily tested this tournament worthy list:
Forward Kommander Sorscha
Beast-09
Destroyer (marshalled on Koldun)
Winter Guard Infantry (Leader and 9 Grunts)
3 Winter Guard Infantry Rocketeer
Winter Guard Infantry Officer & Standard
Eiryss, Angel of Retribution
Koldun Lord
Kovnik Jozef Grigorovich
Ogrun Bokur
The Bokur is to counter shooty casters particularly Retribution and Cygnar that can easily get to your caster via ranged. The Koldun helps counter disruption and ethereals. The Destroyer leads the way for Beast.
Tedwin has the following list that should be very good for friendly play:
eSorscha
Beast-09
Destroyer
Great Bears
Full WG+UA+3WA+Joe
eEiryss/Bokur
I'd use eEiryss against Menoth/Cryx and Bokur against Cygnar/Retribution. In friendly games, disruption and ethereal will not a major factor. Great Bears are another threat that the opponent has to deal with.
PG_galonzo also had this sub-list he's testing:
Forward Kommander Sorscha
Beast-09
Iron Fang Uhlans (Leader and 2 Grunts)
Lady Aiyana & Master Holt
Winter Guard Infantry (Leader and 9 Grunts)
3 Winter Guard Infantry Rocketeer
Winter Guard Infantry Officer & Standard
Eiryss, Angel of Retribution
Kovnik Jozef Grigorovich
Ogrun Bokur
Only difference is Uhlans and A&H could be replacements for Destroyer. I haven't had that much luck with Uhlans and A&H seem a bit pricy.
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