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TheWatchmaker
12-21-2009, 02:12 PM
Just got back into this Warmachine stuff after about a long 40k hiatus, and gotta say I love the mkII balance, so far. Long live the king.

So here's what I'm posting:
I put together a 45pt list from some of my stuff from when I played mkI (except now I call my trusty Ironclad Ol' Rowdy). Without further ado:

eStryker
-Ol' Rowdy
-Sclad
Jr
Trenchers (5+srgt)
-Grenadier
-2 porters
-UA
Stormblades
-UA
2 Smiths
GMCA -or- Rhine & 1 more smith (swap spot)

Setup:
Trenchers form a 10 man + 1 gren forward line. Typically not the full 12", but more like 10" or less so they can be in range of SBs in a hurry if things go south... which they usually will.

SB's form up with their extra move right behind the forward line and zeroed in on their target (either a blob of troopers or a big beastie). Stormclad will follow the SB's obviously, and serve as a counter-charge wrecking ball. Jr follows along to lend his shield and pick up slack where he can (and act as bait)

Darth Stryker (aka the Angel of Death) sits in the back with Rowdy, the smiths, and Rhine (or whatever solos I'm rocking that day)

How it works in a perfect world: If you need to be told after looking at the list...

trenchers hold the line while pouring on the rofl-sauce to the tune of 5xAoE 3"s. Hopefully they do well or hold on long enough for the SBs to get in there, with the SClad for heavy support and lane clearing.

After the Trenchers do their duty, and the SB's with SClad support do their thing, hopefully the bulk of the enemy's force is either busy or destroyed. At that point (ideally turn 3 or 4), Rowdy goes in for the knockdown, Stryker rushes the breech for the caster, and drops a fool. So the theorymachine goes.

So far:
This list has only been tested against a Butcher/Juggies/winterguard list. My list was too much for his mob, and I cleanly cut the head off this beast without many problems. This clean win was chiefly due to ridiculously lucky rolls on my initial grenade salvo, which ended up mopping up a lot of his winterguard line. After that I had plenty of room to drop the bomb on the butcher. :cool:

I'm playing with a big group from work, and I wanna keep winning! However... I don't have time to read up on the changes to every other faction's stuff.
I'm not playing again until Saturday, so that gives me time to develop some new tactics.

I know for sure I'll be facing Cryx (all I know Thralls are involved), and a Menoth super horde (whatever that means). Not much to go on, I know... but any tips will certainly help.

The Constraints:
I can buy new models... if I have to.
I've got some other stuff collecting dust, like my lancer and charger.
Also got a unit of Long gunners and gun mages (from my old pStryker lists).

Thanks so hard for any tips and such anyone can deliver. Also, useful heads-up on new dirtiness, or vulnerabilities to stuff would be very helpful.

ty, Cygnar. TY.

Edit: fix fix fix.

admanb
12-21-2009, 03:38 PM
Looks solid to me, though I don't know why you're building for 45pts when 50 is going to be far more common.

Trenchers are not renowned for their cost these days, but in my opinion you've got the core of an eStryker list in 35 points, and the main thing to add at 50 is a tarpit unit, which Trenchers manage. I would look at adding a Squire and Arlan Strangeways, because focus is tasty.

halffiend
12-21-2009, 09:28 PM
AD is only 6", but the list should still perform the same

raincaller
12-22-2009, 12:32 AM
I will second the strangeways, extra focus on the s-clad makes focus lighter on estryker, you might even consider it marshaled to your Stormblades for 2 real focus and 1 pseudo focus. Another nice addition could be the minion sorceress from hordes, as she provides an additional 2" charge and free charges to the target that is hit. (not sure if its model/unit its late and I don't feel like lookin it up). A unit I enjoy fielding is A&H it gives me an extra +2 damage to a unit/model or magic weapons is I need them.

All those I know can be useful, and since they are all for the most part solo's they arnt going to cost you an arm and a leg.

good luck and happy face smashing
~Rain

TheWatchmaker
12-22-2009, 04:57 AM
All good advice. Many thanks! I think Strangeways would be a fantastic add. Not only is the model the bomb (sweet goggles, dude), but if one of my precious 'jacks takes one for the team, I would love it if they could get back up.

He'd be juicy bait too :).

*edit* You're totally right about the S-clad. Stryker keeping him was less flexible (grr Stryker and his short leash...). I'll keep him on Stryker to keep something bonded.

Would Arlan be better than a Squire, y'think? Man, ol' chainsaw is coming in with quite an entourage, these days.

As for the AD, I totally cheated on my last game... Guess I'll have to beat him again, fairly this time. Thanks for that.

Huh, you know I'm not sure why my work buddies chose 45pts... I'll have to ask them. I can bet the answer will have something to do with "doing more with less" or some nonsense... I thought 50 pts was for 2 casters? I should read that bloody rulebook again...

Also: are there any dirty combos that menoth and cryx have now that weren't feasible last edition, that I should know about?
That way if I see a unit combo on the field I can point my beat sticks at the right faces.

Thanks again, mates.

raincaller
12-22-2009, 09:01 AM
Usually I bond Ol' rowdy to stryker since he is the one character jack that can; a possible 4 dice on the knockdown is gravy as well(with his affinity with stryker is nice if he is in b2b with stryker, styker is immune to knockdown).

The squire provides some great boosts for stryker as well, rerolls on rebuke or thunder storm increased control area so deflection catches more models and 3 turns of stryker having 7 focus instead of 6 all good things imo.

Strangeways on the other hand will be either be making one jack immune to free strikes which is nice especially when you need to reposition a jack that's in melee. He also will fix disruption on a jack, which is nice for those cygnar vs cygnar matchups and if the jack has no focus on it he can giv it one with this ability. His gauntlet is also a spray attack which causes disruption, unfortunately his RAT is lowish so he can have a hard time disrupting cryxian arc nodes and. He can also repair but since he can do the last three things typically there is something else he can do in a turn.

hope that helps a bit with decision making or is at least readable.

gl,
rain

admanb
12-22-2009, 12:06 PM
You don't hit two casters until 100 points. :)