I know, I know. Theme lists, ew. But I'm no more sane than I was when I posted this kind of discussion on the Cygnar board.
Lord Arcanist Ossyan - Hour Of War
As a vague refresher:
T1 - limit to Myrs without forcefields, Hypnos; Archers, Houseguards, Vyre units; Arcanists, Snipers, Sylys; AFG
Bonus to start-of-game initiative, extra Arcanists based on battlegroup
T2 - 2+ House Rifle units
One Rifle unit beings its own UA
T3 - 2+ Arcanists
Arcanists can take Myrs for a walk before turn 1
T4 - Hypnos
Start with upkeeps on
Selection
Unit selection lean towards ranged fire, which is supported by Ossyan's feat and (theoretically) spell list to an extent - but the Banshee is a strong melee element, the other myrmidons are decent, and the House Halberdiers are quite versatile.
The House Rifles are generally considered a weaker choice, but I'm looking at using two min units plus UAs (one free). Yes, you lose the big CRA, but I'm thinking of the Rifle units as 2-3 man (elf) CRA-based kill teams; with the UA they can CRA into melee and generally getting decent odds. Might do well with Snipers lurking around to take 3-damage potshots to either start or finish things. Archers sit back and provide AoEs as needed.
Myrmidons should be okay, the Vyre chassis all have their utility guns; slight weaknesses in that you can't have any lights, and the only node available is the Hypnos.
Support is alright; who doesn't take Arcanists anyway, and Sylysysys' free upkeep and pseudoboost can definitely help keep Ossyan slinging spells from midfield. And though not mentioned specifically, the list can bring some extra magic-denial with Soulless attachments.
Of course, like Thyra's theme list, we have no idea what any Vyre units may bring.
Benefits
Tier one and two aren't bad. Bonuses to initiative never hurt, nor does keeping Powerbooster/Concentrated Power around longer. Free UAs are also welcome.
The big bonuses, IMO, are tiers three and four. Getting myrmidons upfield and into firing positions early (everything has a gun, remember!), and out of the way of the upcoming Halberdier wave (possibly Quickened) can be key for early chokepoint coverage or scenario threat. Alternately, just being able to move that 5" -laterally- to change what threats you're matching up throws people that are used to just meeting in the middle.
T4 letting you start with upkeeps out for free is a big thing for Ossyan, given his spell list; this alone make HoW one of the few theme lists I'd consider taking all the way. Having the focus to cycle a Quicken on turn one to get upfield, or loading up the (advance-walking) myrmidons to fire on inbound hostiles if you take second turn...heck, have Chronomancer up and hand off the upkeep to Sylyyylyys.
Further...
Ret's theme lists in the Forces book were...somewhat lackluster, partially due to only having so much variety. The post-book themes, Vyros' NQ Dawn's Talon and this, definitely make a better showing with the expanded model options.
That said, Hour of War is -doable- at T4/35 points, but it's still -better- at 50-plus. Consider:
System: Warmachine
Faction: Ossyan - The Hour of War
Casters: 1/1
Points: 35/50
Tiers: 4
Lord Arcanist Ossyan (*6pts)
* Hypnos (9pts)
* Sphinx (7pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Houseguard Halberdiers (Leader and 9 Grunts) (7pts)
* Houseguard Halberdiers Officer & Standard (2pts)
Houseguard Riflemen (Leader and 5 Grunts) (5pts)
* Houseguard Riflemen Officer & Standard (0pts)
Houseguard Riflemen (Leader and 5 Grunts) (5pts)
* Houseguard Riflemen Officer & Standard (2pts)
Arcanist (1pts)
Arcanist (1pts)
Okay, lots of shooting here, and quick to get out of the deployment zone. Myrs walk ahead and set up firing positions; Quickened Halberdiers rush forward around the myrmidons and set up a screen. Rifle units play skirmishers, picking off anything that closes and doing CRAs to erase annoying things that run to engage.
Problems - outside of the Ret weaknesses to stealth and high-def, melee-spam lists. Butcher2 Doomreaver spam, as an extreme example, is going to cut through this list like butter.
To 50 - 15 points is two Archer units, upgrade Sphinx to Banshee, add a Soulless to the Halberdiers and an extra Arcanist. Could also toss in another jack - Daemon, Stormfalls, Arcanist is 15 as well.
To 75 - 25 points is a big jump. AFG is 10, this is a big game, toss it in. The AFG's personal Arcanist, 11, and min Halberdier unit as a screen, 15. Two Snipers, 19. Two (gasp) Heavy Rifles and two more Soulless.
Amusingly, the full build above actually greys out all the choices for Hour of War in Forward Kommander:
System: Warmachine
Faction: Ossyan - The Hour of War
Casters: 1/1
Points: 75/75
Tiers: 4
Lord Arcanist Ossyan (*6pts)
* Banshee (10pts)
* Hypnos (9pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Heavy Rifle Team (Leader and Grunts) (2pts)
Heavy Rifle Team (Leader and Grunts) (2pts)
Houseguard Halberdiers (Leader and 9 Grunts) (7pts)
* Houseguard Halberdiers Officer & Standard (2pts)
* Soulless Escort (1pts)
Houseguard Riflemen (Leader and 5 Grunts) (5pts)
* Houseguard Riflemen Officer & Standard (0pts)
* Soulless Escort (1pts)
Houseguard Riflemen (Leader and 5 Grunts) (5pts)
* Houseguard Riflemen Officer & Standard (2pts)
* Soulless Escort (1pts)
Stormfall Archers (Leader and 3 Grunts) (5pts)
Stormfall Archers (Leader and 3 Grunts) (5pts)
Arcanist (1pts)
Arcanist (1pts)
Arcanist (1pts)
Arcantrik Force Generator (10pts)
Houseguard Halberdiers (Leader and 5 Grunts) (4pts)
Arcanist (1pts)
Ghost Sniper (2pts)
Ghost Sniper (2pts)
Anyone else have experience to contribute on this one? I'm currently just in Theorymachine mode at the moment, while some of the new toys are getting painted.



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