View Full Version : 35 point eNemo list
12-08-2009, 02:53 AM
How does this stand as an all comers list, just an experiment as I have bought Nemo and a stormclad since Mk.II started,couldn't resist, they seemed awesome on paper. Any perspective is appreciated
General Adept Sebastian Nemo
Black 13th Gun Mage Strike Team (3)
Storm Lances (3/5)
Sword Knights (10/10)
12-08-2009, 06:04 AM
If you are going to run the S clad you need to take a storm unit that gives the free focus. The synergy is to valuable to pass up try changing out the SK and add blades or glaives. Also if you bring E Nemo find a way to max your smiths they are basicly auto includes. Your also kinda light on jax as that is realy what e nemos feat is all about.
12-10-2009, 07:16 AM
Ditch the horses for another Ironclad. ENemo's feat is jack dependant. And Ironcalds hit harder and have almost the same threat range with energize.
12-10-2009, 08:31 AM
Who would Junior run? I ask because a jack assigned to a Jack Marshal won't benefit from the feat since it is not in nemo's battlegroup.
12-10-2009, 09:09 AM
Also you might wanna check out a Hammersmith Energize solves their slow movement problem. and lets you get better position for slam angles.
Just a thought.
Drop the sword knights and storm lances. Grab Arlan and Ol Rowdy.
12-11-2009, 03:52 AM
question? would THead not be a good option for Nemo?
12-11-2009, 09:46 AM
Thunderhead should always be considered a good option for Nemo, hell he built it, it should be!:D
But then again the "new and improved" TH is good for anyone....well except your opponent.:rolleyes:
Sadly, I will (and do) miss the MKI shenanigans e-Nemo had with his creation.
12-12-2009, 07:43 AM
The hardest thing to get used to when you run eNemo is juggling around your upkeeps. Thead, while not an auto-include, since it's 12 points, is really good with eNemo. LOS on a caster 14" away is usually auto dead. Other than that, Ironclad, Stormclad, Stormblades, Stormsmiths, ect.
eNemo is really pretty easy to make a list for, pick a bunch of beefy jacks, add a pinch of strangeways, and some stormsmiths. JWC works nice for the extra arm spell too.
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