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View Full Version : Three games in a row - and Q on Cent



Waaargh
06-12-2010, 01:47 PM
Today I had my regular opponent over and we had a whole three games (ok it really was more like two and a half). Stonking. Normally we spend far too much time on one single game to get anything more done, but today we were on fire.

My lists were:

First List :Abomination:
Siege
-Defender
-Defender
Squire
Trencher Infantry (min)
Rangers
B13th
Maxwell
Reinholdt

Second List :)
Siege
-Centurion
-Defender
Trencher Infantry (min)
UA
Rangers
B13th
Maxwell

His lists were centered around pVlad, Behemoth, Juggernaut/Devastator, Winter Guard+UA, Jozeph, IFP and Kayaze/Mechaniks.

In the first game there was a lot of cover in the middle of the field in form of a fortified ruin. I got first turn and got my Advance Deployment troops to take and hold the ruin. From there on it grew into a stalemate as he didn't feel like advancing from the cover of a hill and into my guns and Siege were having fun Groundpounding the Kayaze, though Siege would have been better off blasting at the dense mass of bodies behind the hill. The Behemoth tried to blow apart poor Maxwell and easily succeeded in blowing him to tiny bits with a boosted range attack roll under S&P. The game ended after my opponent forfeited as we just handed over turns from 3-5 and all that happened was Siege moving around. Neither of us were having any fun, and we had to have a serious chat about playing style in the aftermath chat. Part of the reason for picking Cygnar was to be able to fight back in a firefight, were my Trollbloods just do the running into the blazing Khador guns. I explained the frustration I have had in earlier games. But enough of that in this thread.

The second game went much smoother. We went away with the ruins and replaced them with a house which blocked LOS and movement. This time the Juggernaut got exchanged for a hard shelled Destroyer. In the western half of the center the troops exchanged blows, with the Trenchers taking light casualties from the Kayaze and Maxwell showing the boys how it were done inspiring them to bayonet most engaged enemies. B13's Firestorm cleared most of a hill, including WG UA. Oh what joy. The important part were how the Devastator and injured Behemoth were battering towards my battlegroup and how I would/could deal with it. Fortunately pVlad had the balls to move up under BoK and challenge me, I accepted with a feating Siege and a pair of Defenders. And we shook hands. While he lost most of the infantry the two warjacks could have cleaned house if they got allowed to.

In the third game things slowed down. My two little girls were getting put to bed and we were both tired after standing over the table for quite some hours. And we hadn't had dinner. This one were a killer on the concentration, which showed itself on the timer. I had switched out some elements to be able to play more aggressive and faster, see the second list. It's a tad ironic actually, since the game got so slow. It was very much a copy of game two, with the exception of pVlad hanging back now and me shooting down even more of the infantry. The Centurion got the dubious honour of taking on the Behemoth with expectable results. It got trashed. Here's how it went: Devastator was the front runner and moved to engage my Centurion. I fell for the ruse and attacked with the Cent, and the Behemoth got catapulted into the Cent and used it's explosive fists to tear it a new one. All the while I used powerpacked AOEs to clear the area for Mechaniks. We settled for a draw as he had to go at this point, though it locked rather bleak to me. I could have made a CRA at the Behemoth to weaken it and then used the Defender's Shock Hammer to destroy the Behemoth's Cortex and damage it some more to make it less of a threat, but still a threat.

While I can see strengths of the fanboy entourage I had more fun with the Trencher Infantry UA. Perhaps I can even do away with B13 which would grant me another Trencher right there in a theme list. But they are just so good (at the moment) that it would be a major weakness to loose them. They are providing Mage Storm and ranged magical weapons, as well as being quality marksmen.

The Question
When the Centurion activates the Polarity Field (*action) can he then spend focus to buy additional attacks? Or is the polarity field what he does for the turn and that's it.

Creaux
06-12-2010, 02:07 PM
A special action takes the place of your combat action in its entirety, leaving no opportunity for purchasing attacks. Sorry!

Waaargh
06-12-2010, 03:25 PM
What is the world coming to?! That doesn't make the Centurion very useful methinks.

Creaux
06-12-2010, 04:06 PM
Yeah, it is unfortunate. Polarity Shield really ought to be an imprint.

admanb
06-12-2010, 05:06 PM
What is the world coming to?! That doesn't make the Centurion very useful methinks.

That is precisely the complaint about the Centurion. If it was an Imprint or *Attack it would be so much more useful.

Dyoria
06-12-2010, 10:43 PM
I find that using a Cent with Darius and Jackhammer is ok. But then again you are using Darius. :)

Valech
06-12-2010, 10:55 PM
Centurion in MkI = souped-up, in MkII = watered down. Still can give and take damage, with proper buffs could work. Hefty Point Cost for its MkII reincarnation.

Waaargh
06-13-2010, 12:23 AM
I'm glad I didn't order one then.

:(

The dynamic duo of Defenders is just so... static. They have a very useful gun and their shock hammers ruin warjacks once it get close and personel. But they move into position to shoot or to shoot next turn. The Centurion gives a new option to playstyle by holding the enemy at arms length (such as a charging powerhouse in form of the Behemoth), but it probably works better when it can have AS and an impressive ARM 24.

Creaux
06-13-2010, 01:59 AM
Try a cyclone for variety. You can use it to cover a ranged line or support a melee advance. If he aims, particularly with rangers nearby, he is really accurate, and POW 12s are pretty great.

phreaker187
06-13-2010, 04:21 PM
I used the centurion 3 times over the past week or say with eNemo and can say I am very underwelmed. 9 points isn't even ball park of what he should cost. Low MAT, bad SPD, combined with *action for polarity shield makes him really horrible when compared to say... a 7 point ironclad.

I used to play the Centy in nearly every game MKI and tried to give him a fair shot in MKII, but PP really dropped the ball on him for sure. Luckily we have Ironclads, Rowdy, and Stormclad to make up for him sucking so bad.

Defenstrator
06-13-2010, 09:43 PM
The Centurion's problem is that it's an 8 point jack that costs 9 points. I'm not saying Cygnar isn't competative, but it really has more than it's share of slightly overcosted stuff.

hammy44
06-15-2010, 12:48 PM
I don’t know if I agree... I own 3 and use them fairly regularly with eHaley and eNemo they are amazing. I think the main issue is his speed. I find when i play a caster that augments his speed he is well amazing. The other day I swear to god I made a Kahdor player cry when he got into a slugfest with my arm 24 and arm 23 Centurions. 9 points is maybe 1 point to much.... I think it’s a tad to expensive but other times I feel it’s a good cost. You guys are stuck on the old mold. You have to understand Centy doesn’t function the same way he did. Now he is our big daddy.... name another jack of ours that can take the beating he can take? There is not one. Plus his low MAT is offset by crit sustained atk. I say throw a buff on him like arc shield or lightening shrowed (depending on the sit) and keep him on one of your inner flanks and watch him hold the line for you. Trust me if used correctly he will make your opponents lives very difficult. I mean don’t get me wrong, could he be better sure, but the point I am trying to make is I don’t think he is as bad as some of you are making him out to be.

Waaargh
06-15-2010, 01:13 PM
With ARM 24 he becomes much more solid. And takes either pStryker or Jr. to AS him. That is one expensive package.

kingston
07-29-2010, 09:15 AM
Yeah just as expensive as a devastator, Ohh but he can make attacks an not die the next turn, also has reach also doesn't drop down to arm17 when he free strikes something.
I know its 1 less armor and you need a certain caster or solo to pull it off but I know how annoying a 25arm devastator can be.

Run him up into enemy lines and watch your opponent try to deal with it. Most buffed up jacks wont even be able to cripple him. His job is not pwning everything, he is there to hold points, be annoying and hold back your enemy for a turn or 2