Page 2 of 8 FirstFirst 123456 ... LastLast
Results 41 to 80 of 320
  1. #41
    Destroyer of Worlds ScottEBJJ's Avatar
    Join Date
    Dec 2009
    Location
    South Jersey
    Posts
    1,629

    Default

    Reminder: Conquest is the least durable Colossal, with the lowest DEF, usually the lowest ARM, and while the box counts are quite similar, the second highest box count. If you field him, you should be protecting him like you would a hundred dollar basket of eggs.
    With the exception of Cygnar all Armor buffs are really caster dependent and most buffs can be removed. So to say Conquest has usually the least Armor and is the least durable is really making a whole host of assumptions. I could say he's the most survivable because the mechanics can just repair him up, but I'm not going to make that claim with no play testing to back it up and the same should go for the reverse.

    At this point as far as durability and survivability go all we can say is he's 19 points out of your list put something in front of him for Pete's sake,
    Quote Originally Posted by Cloud-Gatherer View Post

    If there is a clear set of rules, who is the bigger jerk - the guy who follows the rules and expects his opponent to do the same, or the guy who ignores the rules and expects his opponent to just let him?

  2. #42

    Default

    Quote Originally Posted by x3tsniper View Post
    Colossal Movement
    A colossal can only advance during it's normal movement and cannot be placed.

    This means no triggering over run for yourself.
    I meant he could trigger the overrun for someone else. (The comment I was responding to was "if he can't move, he can at least trigger it".)

    Still, muchos gracias for posting the colossal movement rules! I was curious on the specifics of that.

    In Cygnar, you duel with your words.
    In Khador, we duel with our swords.

  3. #43
    Annihilator Ganso's Avatar
    Join Date
    Nov 2010
    Posts
    989

    Default

    I'm trying to figure out a way to get more out of his initial range attacks. On paper you can only ever target 3 different models with a total of 5 shots and only if you don't kill with the Secondary Battery. So lets say that on average you will only get to shoot three times, and at RAT 4 it's gonna be hard to get even 1 of those to hit anything.

    That said, I believe Vlad_1 would be the best choice to run Conquest as a gun platform, S&P and a jack friendly feat is great for this. But if you want to run Conquest as a melee wrecking ball then my choice (oddly enough) would be Strakhov, even though you can't use Overrun on Conquest you can still use Superiority and a again, a nice Jack friendly feat.

    An interesting interaction I see is with Harkevich, if you get Conquest up the field, engage him in melee and protect him with the feat you can still use Broadsides to fire his main gun even though he's in melee Not sure how sound this tactic is, but I guess it's something to consider.

  4. #44
    Destroyer of Worlds Draxos's Avatar
    Join Date
    Apr 2010
    Location
    Lafayette CO
    Posts
    5,245

    Default

    Just wondering but how is he the lowest arm colossal?
    Press Ganger for the North Denver Metro Area.
    Head Warmachine/Hordes Organizer for Feast of Blades.

  5. #45
    Destroyer of Worlds ScottEBJJ's Avatar
    Join Date
    Dec 2009
    Location
    South Jersey
    Posts
    1,629

    Default

    Quote Originally Posted by Draxos View Post
    Just wondering but how is he the lowest arm colossal?
    It's an exaggeration because other factions have non-feat armor buffs not available to us. Outside of Cygnar it assumes only casters with armor buffs are getting played, and overall it assumes the buff does not get taken off, It was unneeded hyperbole to help illustrate that a 19 point model should be protected. That's all it is and no need to derail the thread with more on it.
    Quote Originally Posted by Cloud-Gatherer View Post

    If there is a clear set of rules, who is the bigger jerk - the guy who follows the rules and expects his opponent to do the same, or the guy who ignores the rules and expects his opponent to just let him?

  6. #46

    Default

    I played Conquest in a silly PButcher list, with min shocktroopers & the battlebox jacks plus a war dog for 35pts. Against a PMagnus steelhead list. He shot once since he ran turn 1, then spent the rest of the game blind from a sniped Gorman and got his entire left side taken out plus quite a bit of roll over to the right from a charge by 3 halberds and 3 cavalry. All in I think having a 19pt model taken out of the game for 3 turns by a 2pt solo was pretty crappy. I would like to try the game again and play the war dog a bit further forward to try and take out Gorman early on. Overall though I wasn't very impressed by his performance.

    I know the list isn't competative but any suggestions on how to improve Conquests performance would be appreciated.
    Last edited by kingkris; 06-02-2012 at 12:35 PM.
    You have been weighed, you have been measured and you have been found wanting.


  7. #47
    Destroyer of Worlds ScottEBJJ's Avatar
    Join Date
    Dec 2009
    Location
    South Jersey
    Posts
    1,629

    Default

    Lesson 1 in Colossals. Kill Gorman DiWulfe,
    Quote Originally Posted by Cloud-Gatherer View Post

    If there is a clear set of rules, who is the bigger jerk - the guy who follows the rules and expects his opponent to do the same, or the guy who ignores the rules and expects his opponent to just let him?

  8. #48
    Annihilator Tyr852's Avatar
    Join Date
    Jan 2012
    Posts
    678

    Default

    Quote Originally Posted by ScottEBJJ View Post
    Lesson 1 in Colossals. Kill Gorman DiWulfe,
    It's pretty much just Kill Gorman I think regardless , damn hambuglar.

  9. #49

    Default

    Easier said than done with a stealthed solo with good defence and concealment vs a really slow moving army :'(

    The only thing I could have even tried to get close to him was the wardog and I left that with Butcher to cover him. I have asked for a rematch to see if the dog can take him but to be honest I think he will just screen Gorman with halberds again and I wont be able to get close.
    You have been weighed, you have been measured and you have been found wanting.


  10. #50
    Annihilator Tyr852's Avatar
    Join Date
    Jan 2012
    Posts
    678

    Default

    Hopefully next game will go better .

    To be fair though it sounds like you tossed a 19pt unit in to a list that didn't overly support him with already a weakness to stealth and got mooshed - that's not really Conquests fault for 19 points lists need to be shaped around him as you said it was a silly butcher list
    Last edited by Tyr852; 06-02-2012 at 01:46 PM.

  11. #51

    Default

    With all the AOEs conquest should be able to shoot Gorman dead even with stealth. Just give him a focus or two so when you deviate something onto him you can boost.

  12. #52
    Conqueror Atrix's Avatar
    Join Date
    Nov 2005
    Location
    Washington DC
    Posts
    324

    Default

    As far as getting swarmed by troops, can't Conquest shoot the 'nipple' guns (I can't believe that term is sticking) at the troops engaging him? They will miss and not deviate anywhere. This will allow you to still fire the main gun out of combat, albeit without an aiming bonus.
    The bad elves hurted this baby frogaphant. They are bad, bad elves. A player may have up to one Baby Frogaphant for every Bad Elf Wizard in his cartoonishly evil Skorne horde . - Triggerbaby

  13. #53
    Annihilator Natetehaggresar's Avatar
    Join Date
    Sep 2007
    Location
    USA, Iowa
    Posts
    545

    Default

    Quote Originally Posted by Atrix View Post
    As far as getting swarmed by troops, can't Conquest shoot the 'nipple' guns (I can't believe that term is sticking) at the troops engaging him? They will miss and not deviate anywhere. This will allow you to still fire the main gun out of combat, albeit without an aiming bonus.
    Can't shoot if you're blind, otherwise that would be a good idea.

    I'll reiterate, kill gorman first. He does that to the other colassals too.


    Never doubt that a small group of thoughtful, committed citizens can change the world. Indeed, it is the only thing that ever has.
    -Margaret Mead

  14. #54
    Destroyer of Worlds John of Arc's Avatar
    Join Date
    Jan 2011
    Location
    CA Bay Area
    Posts
    2,357

    Default

    Not if you're Stormwall! You still get to plant down a lightning pod anyway, boost damage, and Gorman is dead.

  15. #55
    Conqueror
    Join Date
    May 2011
    Posts
    131

    Default

    Quote Originally Posted by Atrix View Post
    As far as getting swarmed by troops, can't Conquest shoot the 'nipple' guns (I can't believe that term is sticking) at the troops engaging him? They will miss and not deviate anywhere. This will allow you to still fire the main gun out of combat, albeit without an aiming bonus.
    Why wouldn't you have the aiming bonus? Sacrifice Movement > Shoot engaging troops > shoot big gun.

  16. #56
    Destroyer of Worlds Draxos's Avatar
    Join Date
    Apr 2010
    Location
    Lafayette CO
    Posts
    5,245

    Default

    Quote Originally Posted by ScottEBJJ View Post
    It's an exaggeration because other factions have non-feat armor buffs not available to us. Outside of Cygnar it assumes only casters with armor buffs are getting played, and overall it assumes the buff does not get taken off, It was unneeded hyperbole to help illustrate that a 19 point model should be protected. That's all it is and no need to derail the thread with more on it.
    It's not distracting from the thread it is asking a valid question since some info seemed sketchy.


    I know NQ42 said that you can shoot while in melee but is it like Behemoth where you cant shoot your melee target or like gunfighter?
    Press Ganger for the North Denver Metro Area.
    Head Warmachine/Hordes Organizer for Feast of Blades.

  17. #57
    Destroyer of Worlds LunarSol's Avatar
    Join Date
    Feb 2011
    Posts
    2,724

    Default

    Quote Originally Posted by Draxos View Post
    I know NQ42 said that you can shoot while in melee but is it like Behemoth where you cant shoot your melee target or like gunfighter?
    Neither. You can shoot whatever you want. The only thing you can't do is gain an aiming bonus on a model you are in melee with.

  18. #58
    Destroyer of Worlds Draxos's Avatar
    Join Date
    Apr 2010
    Location
    Lafayette CO
    Posts
    5,245

    Default

    Thinking bout it I feel this is one of those "Bring the mountain to Mohammand" kind of things. Don't send him up the board, force them to try and take him out but still keep him protected.
    Press Ganger for the North Denver Metro Area.
    Head Warmachine/Hordes Organizer for Feast of Blades.

  19. #59
    Destroyer of Worlds OrsusSmash's Avatar
    Join Date
    Sep 2007
    Location
    Towson, MD
    Posts
    1,749

    Default

    Quote Originally Posted by Draxos View Post
    Thinking bout it I feel this is one of those "Bring the mountain to Mohammand" kind of things. Don't send him up the board, force them to try and take him out but still keep him protected.
    I think this is very much the approach one needs to take with Conquest. I think you'll want to get him into a position where you can threaten key enemy models with his gun (or, god help you, a charge,) and harass their movements with Secondary Battery templates (if applicable,) and make him a fixture. Give your opponent the choice of eating shells all game, or having to commit sufficient resources to get rid of the big guy.

    I'll be getting in at least one proxy game with Conquest this week, so hopefully I'll have some more concrete impressions to share come Friday.

    Also, thanks to everyone for their constructive posting so far!
    Everything's eventual.

    Looking for articles on Warmachine/Hordes tactics, painting, terrain making, battle reports, and a whole lot more? Then check out Hand Cannon Online!

  20. #60
    Destroyer of Worlds LunarSol's Avatar
    Join Date
    Feb 2011
    Posts
    2,724

    Default

    Quote Originally Posted by Draxos View Post
    Thinking bout it I feel this is one of those "Bring the mountain to Mohammand" kind of things. Don't send him up the board, force them to try and take him out but still keep him protected.
    Absolutely. One thing that got in my head recently was the idea of running Boomhowlers in front of him with pVlad. It's easy to get stuck on what does or does not get S&P, but when you don't have IF and you need something to not die in front of Conquest, Boomhowlers seem like a pretty decent pick.

  21. #61
    Destroyer of Worlds StarmanTTLB's Avatar
    Join Date
    May 2006
    Location
    East Providence, RI, USA
    Posts
    1,153

    Default

    Two things:

    1) Question about the secondary guns: When you put out the templates as Creeping Barrage, are they POW12 or POW6 for infantry entering/ending in there? I thought POW6, but a local Cygnar player is telling me that he has the same Covering Fire rules on his Chain Guns and those put out an AOE equal to the weapon's POW, not halved like blast damage.

    2) Ganso had a fun idea above: Run it with Strakhov. Toss Superiority on there, give it Sentry every turn, and then wait for the feat to go off. That gives it two shots with the main gun every turn and will still get it into combat regularly.
    Press Ganger for southern New England!
    Painted Model Count: We'll talk about this later...

  22. #62

    Default

    Quote Originally Posted by StarmanTTLB View Post
    2) Ganso had a fun idea above: Run it with Strakhov. Toss Superiority on there, give it Sentry every turn, and then wait for the feat to go off. That gives it two shots with the main gun every turn and will still get it into combat regularly.
    Can't do Sentry and Superiority, as both are Upkeeps. If you're using him as a gun platform, Superiority won't help much, but I think there's mileage in Spriggan with superiority + Conquest as an overrun trigger + Sentry target.

    Part of the reason I think he'll work well with Strakhov, though, is the adaptability. Infantry Spam? Use sentry. Two pies of death per turn plus the barrage should help. Enemy running Heavies? You're the heaviest thing in IK, short of some of the geography, and with the feat you can out-threat cavalry. You'd have to be careful not to open yourself up to retaliation, though.
    Alles brennt, wenn die flamme nur heiss genug ist. Die Welt is nichts als ein schmelztiegel

    Ambush! - Kills by Kossites: The Witch Coven, Kara Sloane

  23. #63
    Destroyer of Worlds OrsusSmash's Avatar
    Join Date
    Sep 2007
    Location
    Towson, MD
    Posts
    1,749

    Default

    Quote Originally Posted by Hoc Est Bellum View Post
    Can't do Sentry and Superiority, as both are Upkeeps. If you're using him as a gun platform, Superiority won't help much, but I think there's mileage in Spriggan with superiority + Conquest as an overrun trigger + Sentry target.

    Part of the reason I think he'll work well with Strakhov, though, is the adaptability. Infantry Spam? Use sentry. Two pies of death per turn plus the barrage should help. Enemy running Heavies? You're the heaviest thing in IK, short of some of the geography, and with the feat you can out-threat cavalry. You'd have to be careful not to open yourself up to retaliation, though.
    This is actually what I'm going to try out this week.

    I'm fairly sure that two of the best pairings for Conquest are going to be Vlad1 and Harkevich. I'm also reasonably sure that Vlad2 and Vlad3 are going to be some of his least productive. So to try and get a "median" impression, I want to take it with someone who does alright with it, but not amazing out of the gate. We'll see how this works out!

    EDIT to add:

    Quote Originally Posted by StarmanTTLB View Post
    Two things:

    1) Question about the secondary guns: When you put out the templates as Creeping Barrage, are they POW12 or POW6 for infantry entering/ending in there? I thought POW6, but a local Cygnar player is telling me that he has the same Covering Fire rules on his Chain Guns and those put out an AOE equal to the weapon's POW, not halved like blast damage.
    The Creeping Barrages are exactly as spoiled above: POW 6 blast in the template.

    Creeping Barrage is really similar to Covering Fire, but you get twice the templates at half the power (since I suppose it's representing Conquest constantly shelling that area.)
    Everything's eventual.

    Looking for articles on Warmachine/Hordes tactics, painting, terrain making, battle reports, and a whole lot more? Then check out Hand Cannon Online!

  24. #64
    Destroyer of Worlds StarmanTTLB's Avatar
    Join Date
    May 2006
    Location
    East Providence, RI, USA
    Posts
    1,153

    Default

    Quote Originally Posted by Hoc Est Bellum View Post
    Can't do Sentry and Superiority, as both are Upkeeps. If you're using him as a gun platform, Superiority won't help much, but I think there's mileage in Spriggan with superiority + Conquest as an overrun trigger + Sentry target.

    Part of the reason I think he'll work well with Strakhov, though, is the adaptability. Infantry Spam? Use sentry. Two pies of death per turn plus the barrage should help. Enemy running Heavies? You're the heaviest thing in IK, short of some of the geography, and with the feat you can out-threat cavalry. You'd have to be careful not to open yourself up to retaliation, though.
    Gah, was thinking of Grim's Return Fire instead of Sentry.

    This does sound surprisingly legit, however.
    Press Ganger for southern New England!
    Painted Model Count: We'll talk about this later...

  25. #65
    Destroyer of Worlds Joasht's Avatar
    Join Date
    Apr 2005
    Posts
    2,868

    Default

    I'd love to see it in play with Strakov, or Harkevich. Hark can keep Fortune on Conquest (for the big gun) which not only increases your chance to hit, but it increases your chance to get the crit since you "can reroll", not "must reroll". Then of course, Mobility and Broadside. And his feat. And you might as well take Black Ivan......and two full units of Mekaniks, and Sylys. 37 points for all of them; 32 after WJ points, and still enough space to shove some stuff in. Don't think its necessarily competitive, but heck, I'd love to see that much blasting awesome on the table. Just pray you don't face stuff thats immune to blast damage :P

    But janky/specific lists aside, if I were to take it in one of my more "regular" lists, I'd be tempted to use it with pButcher, mostly just for the feat. And since its DEF is already so piss-poor, you could practically upkeep Fury on it the whole game if you wanted to just to scare people. And don't forget shoving several Mekaniks behind him. Its been mentioned before, but I think Mekaniks are the key to this model.

  26. #66
    Annihilator Auracco's Avatar
    Join Date
    Feb 2010
    Posts
    648

    Default

    Quote Originally Posted by OrsusSmash View Post
    - Fist [x2] (One in Left Arc, One in Right Arc)
    Melee weapon. P+S = Jugg's Ice Axe + 3.

    Special Rules(s): Open Fist

    -------

    So, what to make of all that? Well, there are a few other things to bear in mind when evaluating Conquest:

    1) Basic colossal benefits: Immune to KD, Stationary, Disruption, control effects (i.e. Haley2's Domination,) innate Pathfinder, cannot be slammed, pushed, or placed, innate Reach on all melee weapons, access to extra power attacks (Power Strike and Sweep, as outlined on the Stormwall card posted here,) able to fire guns while engaged (and also possibly fire out of melee; need to confirm this with someone who has the NQ/book.)
    Reach is not listed as a special rule on the fists yet it is stated as a benefit from conquest that it has reach on all melee weapon. The other collosals with fists don't have reach... Can someone confirm if conquest has reach or if he only get a 2 inches melee range on his sweep attack.

  27. #67
    Destroyer of Worlds Joasht's Avatar
    Join Date
    Apr 2005
    Posts
    2,868

    Default

    Quote Originally Posted by Auracco View Post
    Reach is not listed as a special rule on the fists yet it is stated as a benefit from conquest that it has reach on all melee weapon. The other collosals with fists don't have reach... Can someone confirm if conquest has reach or if he only get a 2 inches melee range on his sweep attack.
    Eh? They all have Reach, except the Kraken, which gets the 4" one.

  28. #68
    Annihilator Frege's Avatar
    Join Date
    Oct 2011
    Posts
    548

    Default

    I am not expecting it to do well with Strakhov. Just because an extra shot at RAT 4 isn't what I would be going for.

    I am interested to try it for Zerkova because she can keep it safe through feat/banishing ward. Shutting down charges makes it exponentially harder to down colossals. Plus Force Blast on a base that size should be pretty fun. She can hide behind it too. However, I still expect I'll prefer a Spriggan and something else for the points.

    eSorscha is one I am tempted by. Bond on a Conquest is kind of mean!!!

    I also think that I will never take them in games other than 50 points and really small games (15 points e.g)

  29. #69

    Default

    it can shoot in melee right? like at what its engages with? can it use its fists and guns in the same activation?

  30. #70
    Annihilator Frege's Avatar
    Join Date
    Oct 2011
    Posts
    548

    Default

    Quote Originally Posted by KhaosSpectyr View Post
    it can shoot in melee right? like at what its engages with? can it use its fists and guns in the same activation?
    It cannot shoot and punch. Not sure if it can shoot stuff it is engaged with.

  31. #71
    Destroyer of Worlds OrsusSmash's Avatar
    Join Date
    Sep 2007
    Location
    Towson, MD
    Posts
    1,749

    Default

    Quote Originally Posted by Frege View Post
    It cannot shoot and punch. Not sure if it can shoot stuff it is engaged with.
    I'm pretty sure you can shoot what you're engaged with, but I think you can't gain an aiming bonus against it. The upside is: I don't think you suffer the "target in melee" penalty.

    I really need to get the colossal rules from the recent NQ before I proxy.

    Something I've been mulling over: if you're going to bring along Mechaniks to keep Conquest in peak condition, is it potentially worthwhile to invest in the UA? There's no contesting that a maximum unit is better than a minimum, but if you're playing, say, a 75 point game and have the extra points to toss at it, would it be worthwhile?

    In a vacuum, it's better to get another minimum unit of Mechaniks. However, I think this has a lot of logistical issues: getting 4-5 Mechaniks around the back of Conquest shouldn't be an issue, but trying to manage 8-10 of them will devolve into 3 Stooges levels of models running into each other. There's definitely an argument for redundancy, but I don't really think it's worth it to double down like that.

    I think the Mechanik Officer brings some interesting things to the table: it has a high native Repair skill, and he's tougher than his compatriots which can mean a lot against errant blast damage/electro leaps/auto-hitting spells+attacks. I think the base size might also make it easier to wedge him in behind Conquest than two more Mechaniks, but I'd have to slap some bases down to try it out.

    Just musing out loud.

    Another fun thought: if you're worried about Conquest being charged by non-Reach models, you could always run the Mechaniks to the front of Conquest (you'd need to pre-game this a bit though; maybe a good use for a second unit after all!) At DEF 15, ARM 14, they won't be easy to get rid of, and Conquest's base is big enough to absorb AOEs smaller than 5" (and his terrible DEF ensures they'll hit him.) Heck, even if they end up getting a reach model to Conquest, if it survives you can just turn the Mechaniks around and have them fix him.

    Not a "go to" tactic, but something to keep in mind, I suppose. 90% of getting good use out of Conquest is going to be keeping it alive; slapping a DEF 15 screen on the front of it may help.
    Everything's eventual.

    Looking for articles on Warmachine/Hordes tactics, painting, terrain making, battle reports, and a whole lot more? Then check out Hand Cannon Online!

  32. #72
    Destroyer of Worlds Draxos's Avatar
    Join Date
    Apr 2010
    Location
    Lafayette CO
    Posts
    5,245

    Default

    I feel that if you are taking mekanics the UA is worth is since he can help portect the caster with Lash and make sure you get those important repairs off.
    Press Ganger for the North Denver Metro Area.
    Head Warmachine/Hordes Organizer for Feast of Blades.

  33. #73
    Destroyer of Worlds OrsusSmash's Avatar
    Join Date
    Sep 2007
    Location
    Towson, MD
    Posts
    1,749

    Default

    Quote Originally Posted by Draxos View Post
    I feel that if you are taking mekanics the UA is worth is since he can help portect the caster with Lash and make sure you get those important repairs off.
    Good point! I always forget about Lash.

    Another thought: Ragman + Huge based model with Reach = ???

    Not only can you affect a big swathe of the table with Dark Shroud, but it will be much easier to hide Ragman behind Conquest than it would be to otherwise escort him up the table. Plus, since Conquest can fire it's guns in melee, you could potentially resolve his guns at effectively +2 POW, which is great with blasts. The real money is, of course, P+S 24 melee attacks; anything that comes in against Conquest better be able to one-round it (and while that's not an empty list, it's also not a ton of stuff,) otherwise it's getting repaired, and then the offender will be squished.
    Everything's eventual.

    Looking for articles on Warmachine/Hordes tactics, painting, terrain making, battle reports, and a whole lot more? Then check out Hand Cannon Online!

  34. #74
    Destroyer of Worlds OrsusSmash's Avatar
    Join Date
    Sep 2007
    Location
    Towson, MD
    Posts
    1,749

    Default

    Double post, to report my first proxy game with Conquest. Bat rep is here:

    http://privateerpressforums.com/show...ers-50-Points)

    A fantastic debut for Conquest, all things considered. I was somewhat concerned when I found out when I was fighting Gorten with his blast immunity since so much of Conquest's offense relies on blast damage, but thankfully the damage from Crit Devastation gets around that (not that it mattered, because I didn't shoot at troops all game.)

    Sentry on Conquest is pretty damn nice. Lucky as hell crits aside, it's an out of activation shot with a big, powerful gun, so you can either soften up heavies that are trying to encroach on your space, or try to thin out a unit that is vulnerable to the blast damage. In a perfect world, Superiority on Conquest would allow it to go after pretty much anything, and with Strakov's feat you can get a drop on something if you really need to bring his (not inconsiderate) melee power to bear.

    It lends to an interesting playstyle paradigm for Strakov, where you can play more of a midfield game, and try to leverage your feat more for breaking their army than trying to sneak an assassination. Since you're anchored by Conquest, you have a great shooting platform, a great melee model, a durable objective holder, and something nice to hide behind, so you can play more conservatively than you'd normally have to, I think.

    In general, I think Conquest's abilities are really well suited to where it wants to be: in the back, shoring up your endgame. It's not fast enough to really get out there, but that's okay; you don't really want to be leading the charge with your expensive model! It definitely felt a lot more effective and useful on the table than my initial impressions led me to believe. The Main Guns are really awesome (even crits aside,) and I can definitely see where the Secondary Batteries would be useful (god help me if I ever remember the Linked Guns rule correctly.)

    Overall, I'm really excited to use Conquest in future games. I still think it'll have crummy matchups (notably: masses of good ARM weaponmaster infantry,) but I'm hoping that can be tempered by including other elements in the list. Very interested in seeing how the colossals in general change how players have to approach the game.
    Everything's eventual.

    Looking for articles on Warmachine/Hordes tactics, painting, terrain making, battle reports, and a whole lot more? Then check out Hand Cannon Online!

  35. #75
    Destroyer of Worlds Khador247's Avatar
    Join Date
    Feb 2005
    Location
    Du Bois, PA
    Posts
    6,946

    Default

    Quote Originally Posted by OrsusSmash View Post
    Good point! I always forget about Lash.
    Don't forget that dude! It's too important. I like the Mechanik UA. You get a more durable leader. He has higher CMD so you can spread them out a bit more and you have to lose an extra guy before you take massive casualty checks. When you take those checks you have a better chance at passing. He has repair skill 9 which is pretty sweet. You can repair MOW which I have yet to do. Of all his abilitites though Lash is the most attractive to me. Keeping your caster on his/her feet is pretty huge.
    My Khador army and display table. ​http://privateerpressforums.com/show...71#post1728071

  36. #76
    Destroyer of Worlds OrsusSmash's Avatar
    Join Date
    Sep 2007
    Location
    Towson, MD
    Posts
    1,749

    Default

    Quote Originally Posted by Khador247 View Post
    Don't forget that dude! It's too important. I like the Mechanik UA. You get a more durable leader. He has higher CMD so you can spread them out a bit more and you have to lose an extra guy before you take massive casualty checks. When you take those checks you have a better chance at passing. He has repair skill 9 which is pretty sweet. You can repair MOW which I have yet to do. Of all his abilitites though Lash is the most attractive to me. Keeping your caster on his/her feet is pretty huge.
    Agreed on all counts.

    Also, after playing with Conquest and a minimum unit of Mechaniks, I think the UA would fit in there nicely. Not sure if I'd prefer that outright over a full Mechaniks unit, but both choices have their own merits, and I definitely think it'll be easier keeping min + UA safe than a max unit (they'll start wrapping around the base into "please shoot me" territory.)

    Also also, despite my awesome rules memory, I keep screwing up these newfangled rules we never had in faction! I always forget Lash, and I played all last night with Linked Guns needing to hit for it to trigger (ProTip: it doesn't!) Not a huge game changer, but it would have been more shots to kill models contesting the zone.
    Everything's eventual.

    Looking for articles on Warmachine/Hordes tactics, painting, terrain making, battle reports, and a whole lot more? Then check out Hand Cannon Online!

  37. #77
    Destroyer of Worlds quindraco's Avatar
    Join Date
    Dec 2010
    Posts
    6,768

    Default

    Quote Originally Posted by OrsusSmash View Post
    Double post, to report my first proxy game with Conquest. Bat rep is here:

    http://privateerpressforums.com/show...ers-50-Points)

    A fantastic debut for Conquest, all things considered. I was somewhat concerned when I found out when I was fighting Gorten with his blast immunity since so much of Conquest's offense relies on blast damage, but thankfully the damage from Crit Devastation gets around that (not that it mattered, because I didn't shoot at troops all game.)

    Sentry on Conquest is pretty damn nice. Lucky as hell crits aside, it's an out of activation shot with a big, powerful gun, so you can either soften up heavies that are trying to encroach on your space, or try to thin out a unit that is vulnerable to the blast damage. In a perfect world, Superiority on Conquest would allow it to go after pretty much anything, and with Strakov's feat you can get a drop on something if you really need to bring his (not inconsiderate) melee power to bear.

    It lends to an interesting playstyle paradigm for Strakov, where you can play more of a midfield game, and try to leverage your feat more for breaking their army than trying to sneak an assassination. Since you're anchored by Conquest, you have a great shooting platform, a great melee model, a durable objective holder, and something nice to hide behind, so you can play more conservatively than you'd normally have to, I think.

    In general, I think Conquest's abilities are really well suited to where it wants to be: in the back, shoring up your endgame. It's not fast enough to really get out there, but that's okay; you don't really want to be leading the charge with your expensive model! It definitely felt a lot more effective and useful on the table than my initial impressions led me to believe. The Main Guns are really awesome (even crits aside,) and I can definitely see where the Secondary Batteries would be useful (god help me if I ever remember the Linked Guns rule correctly.)

    Overall, I'm really excited to use Conquest in future games. I still think it'll have crummy matchups (notably: masses of good ARM weaponmaster infantry,) but I'm hoping that can be tempered by including other elements in the list. Very interested in seeing how the colossals in general change how players have to approach the game.
    I proxied him as well recently, but I had the opposite reaction; I found him consistently underwhelming. I was up against pVyros' Hyperion, with Gun Cricket and Sentinel support; I fielded pVlad's Conquest, with WGI and Fenris/Drakhun support.

    1) Conquest is the most fragile Colossal, and it shows, even with mechanik support. My opponent's Hyperion had more boxes, with higher DEF and ARM, and he paid a point less for his.
    2) Conquest's Covering Fire is exactly as awful as it looks on paper; my opponent successfully and consistently ignored it by walking through it.
    3) His nipple guns I may not have played correctly, not having seen the Linked Fire rule; we played it as two simultaneous attacks, but it's substantially worse if it's sequential, since it means if he does manage to kill with the first shot, the second never happens. Even with this possible buff in play, RAT 4 is so utterly dreadful I just ended up scattering and doing 0 damage.
    4) The hat gun is good, but since it's only RAT and AOE 4, you can't bean enemy huge bases with it to scrub stuff b2b with it, which is the primary thing you can reliably hit unboosted. Naturally, I boosted it every turn, but even with S&P I never ended up successfully critting; I did successfully hit some enemy infantry to deliver boosted 8s to their faces, but all of the gun's success was based on its having 3 focus every turn to play with.

    His melee abilities and immunities ended up being perfectly acceptable, but his base size was nothing but problematic - predeployment was annoying, but navigating my infantry around him in a sensible way was a nightmare. I consistently wished I had instead brought Behemoth and two Mortar Teams, which was specific to the list I was facing since it had relatively less blast immunity than some other lists, but I struggle to conceive of a list in which I'd rather have Conquest than Behemoth and 6 points of infantry.

  38. #78
    Destroyer of Worlds OrsusSmash's Avatar
    Join Date
    Sep 2007
    Location
    Towson, MD
    Posts
    1,749

    Default

    Quote Originally Posted by quindraco View Post
    Great feedback/thoughts (no sarcasm)
    For reference, the Linked Guns rule is sequential. Make one attack, then make another at the same target (assuming it's still kicking.)

    That actually sounds like precisely the type of match-up I'm worried about Conquest not doing well in. Enemy colossals aren't really scared of his gun (it'll soften them up, but it isn't going to do it fast enough,) and infantry with high enough ARM to negate the Secondary Batteries. In those situations, I don't really know what the best course of action is; getting into melee with the other colossal is better than losing a shooting war, but that's usually easier said than done.

    I also think that Conquest isn't a great fit for Vlad1, because Vlad1 typically likes quantity versus quality, due to his ability to bump quality across the board. Couple that with Conquest being a focus hog (and Vlad1 not wanting to dole out much focus if he can help it,) and I think its an alright pairing, but not a great one. Just my musings.

    I totally agree about the big base being a PITA to work around. The Gun Carriage poses a similar problem, but due to it's speed I've usually been able to get it out of my way on the first turn, so long as I leave an avenue for it to go trampling/running. Conquest is far slower, so you have to make sure you leave spots for him to waddle, because you can't afford to be jamming up him or your other models with it. In my game, I ended up having to run the Kayazy into a potentially bad spot, just to clear space for the big guy. Definitely something that will require some getting used to.
    Everything's eventual.

    Looking for articles on Warmachine/Hordes tactics, painting, terrain making, battle reports, and a whole lot more? Then check out Hand Cannon Online!

  39. #79
    Destroyer of Worlds Mercykiller's Avatar
    Join Date
    Aug 2006
    Location
    Sacramento, CA
    Posts
    4,218

    Default

    Orsus, after your first few games with him (as you're one of the few folks liking him) what casters do you see working with him best? Vlad1 I thought would do well, but you've got a point about force-multiplication. Irusk2, Sorscha2, and any caster with Superiority seems like they'd rock the kazbah with him. Karchev to me seems like he would turn his nose up at Conquest (which is plain weird, but there it is).



  40. #80

    Default

    I had a chance to watch a game recently between pVlad with Conquest against 3emo with Stormwall. Conquest massacred 90% of the infantry in the Cygnar list and could have seriously hurt 3emo if he had played the Conquest more aggressively (he had a round 1 chance of shoot 3emo with the big gun but for whatever reason didn't) . He played the Conquest as a gun platform, which i think is a lot of people's reaction, but never got him close enough to throw down some nasty punches.

    With Conquest i think you really have to play a fine balance of range/melee.

    Quote Originally Posted by Mercykiller View Post
    Karchev to me seems like he would turn his nose up at Conquest (which is plain weird, but there it is).
    I just have to proxy 2 Conquests with Karchev. IT may be madness, but if I can get them into melee it will totally be worth it!
    Last edited by OMM_Lukav; 06-08-2012 at 11:26 AM.

Page 2 of 8 FirstFirst 123456 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •