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View Full Version : Seeking Advice On Playing vs Gators



Kallas
02-15-2011, 05:21 AM
Hey Gatorfolk, am playing a game vs one of yours tomorrow and, having had little contact with the scaly, pond-residents, I was wondering if you could enlighten me on a few things.

I play Retribution, using Rahn primarily. For speed's sake, I'll simply give you my list:
Rahn
- Phoenix (bonded with Heightened Senses/Eyeless Sight)*
- Phoenix (bonded with Field Booster)*
Invictors, full + UA
2 Arcanists
2 Magisters
eEiryss
- 35pts.

* We are playing in the shattered grounds league and the PG is.allowing the use of bonds, huzzah for 6's after a game!

I believe the fellow is using:
Barnabus
- Wrastler
- Wrastler
- Bull Snapper
Tentacley Thing what eats magic
Gatormen Posse (medium based with reach)
[EDIT: Totem Hunter]
Not sure what else.

Anyway, not looking for how to win, more just advice on what things are capable of, synergies to look out for and general information since I like to know my enemy so I'm not constantly asking what everything does.

One specific question I do have is what does the swamp pit spell Barnabus has do?
Is it that units within can't be targeted?


Thanks in advance for any help and advice.

Polar_Bear
02-15-2011, 05:45 AM
Yeah, if he's playing Barnabas, don't expect to be able to actually shoot anything inside of the swamps. Anything with Amphibious inside of them cannot be targeted by ranged attacks. You can still cast spells at them, however. So your Invictors and eEiryss aren't going to have much to target for a couple turns.

Other than that, Blindwater's about melee. They get in there and start hacking away, cutting big chunks out of the enemy where ever they can. The Gatorman Posse unit is one of the best around for doing that, especially when they're protected from shooting along the way. They've got 8 wounds each, with 18 ARM while in melee, 2 attacks (one with reach) and one of the prayers their leader can chant gives them re-rolls on attacks vs. living enemies. Oh, did I mention they charge an extra 2" versus living things? Yeah. It's a good time right there.

In fact, most of the army gets a speed boost when charging living stuff. They're almost Khador-like that way, with being deceptively slow, but then able to come from almost a board away and get into melee with you.

Some things that can mess them up, though are that they can still have spells hurled at them while in those swamps. Also, they can't place swamps touching a model's base. So getting things up and in the way, even as a sacrificial pawn, so they can't put a swamp where they'd like can ruin their fun.

PB

Halfhoot
02-15-2011, 05:48 AM
Barnabus swamp spell causes any amphibious models inside it to be untargetable by ranged attacks. They are also rough terrain and can be used to block charge lanes to non-pathfinding units and models. Do note that they can't be place ON any models. They must be placed and then moved into.

The heavy beasts for Blindwater have two open fist. Prepare to be thrown around a lot. ;) We like to chunk jacks into water to put their furnaces out. Just remember to relight a furnace, move any warrior model base to base with it and sacrifice action for that warrior model. The jack then stands up but can't activate that turn. The jack stays in the battlegroup or marshalled however it was before regardless of which warrior model actually re-lit its furnace.

Everything listed up there has lots of wounds and is pretty tough to kill. Posse with Barnabas is very hard to kill... very hard to hit and then if you do hit, hard to kill. High defense, high armor.

Lots of accurate melee attacks.

Then of course there's the rise animus. We can get a lot of extra threat from a model by throwing it, picking it up, then having it still have a fully functioning activation during the same turn we threw it. Do note that when measuring max throw distance, you measure from the base of what you are throwing to the base of what you are throwing it at... *not* the base of the thrower. That's important to remember.

Kallas
02-15-2011, 06:19 AM
Cool, some good advice.

With the pit, is is amphibious models completely within, or just within?
Good to know its just ranged attacks, so I can potentially grab one with telekinesis, or force hammer them, right?

thag-rush
02-15-2011, 06:53 AM
yep. Rahn is actually a good choice for them since he can pull them out of the pit with telekenisis.

IT's completely within btw, but he can pop up to 3 with fury and an extra one if he kills something living. This would of course leave him a sitting duck with no transfers, but it is possible.

Loki_333
02-15-2011, 07:31 AM
Don't leave a open lane between Rahn and anything Scaly within 12" because He'll get ate, or spat on. :p

"Yum, elf gumbo," they'll say.

infamousd
02-15-2011, 11:37 AM
Use the Invictor's to flank, moving your Phoenix up to take the brunt of the assualt. you might catch some of his models out of the pond, but more importantly, with the invictor's flanking, you can save them for charges against casters and units, or cause his unit to go off and try to get to you, forcing them out of pond range.

Murch
02-15-2011, 05:22 PM
An addition to some advice. They don't do well with terrain, other then water. The Bog Trogs, Croak Hunter, and Totem Hunter have Pathfinder, and the Gator Posse have March. But the beasts can't navigate swiftly through rough terrain nor do any spells allow them to do so.