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  1. #1

    Question How's the Storm Wall?

    Who has had the chance to play it and how has it played? Which warcaster did you play it with and what did you find that really helped it. I realize this post may be exceptionally limited, because there aren't a ton of people with storm walls yet.

  2. #2
    Destroyer of Worlds sleet01's Avatar
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    I've played it, with:

    cNemo (tier 3): once
    pNemo : once
    eNemo (tier 2): twice
    pStryker + cNemo (2-caster 100-point game): once

    I truly like the model and its stats even more since I actually put Storm Wall on the table. I still haven't really plumbed its depths though; for one thing, it's never taken damage! I either played it too conservatively, letting my caster get killed early, or had it act as a clean-up hitter, so I haven't had an opportunity to test its resilience.

    The gun ranges are quite good. The SPD 5 on a 5" base is actually not great even with Pathfinder, because it can't move its base completely past linear obstacles. It's got a fair threat range all told, though. The Lightning Pods have been nearly useless for the purpose of Storm Calls due to my opponents' unwavering resolve to kill them off, but the extra lightning shot on Pod deployment (and the charge-blocking utility) have been useful. The Huge base has some pluses and minuses with LOS: on the plus side, it's a greater frontal area so you have more spots to measure LOS from; on the minus side, being Huge doesn't grant the Storm Wall any special bonuses to see over things, so small models can still block LOS to most 'casters.

    In the first game I got the Stormwall stuck behind my support models and, declining to trample over them, ended up not advancing it much. The game ended when I over-extended cNemo and got him killed by some Troll beast, but the Big Guns did put a fair amount of damage into a beast. With Finch around cNemo can put a fair bit of focus on his 'jacks, which helps with the low RAT especially; one fully-boosted POW 15 shot and one boosted-hit or boosted-damage shot can produce a lot of damage, and only costs cNemo two focus. I don't think I even deployed a Lightning Pod this game, as I was still getting used to SW's abilities.

    The pNemo game was versus a friend's pVlad 25-point Speedmachine list, letting him practice against a Colossal before the event started. I put 4 focus on SW early and got a couple good shots against Drago, taking out an arm in the top of the 2nd round. Arced Voltaic Snare locked down the other two enemy heavies. I kept pNemo back and to one side of Storm Wall, hoping the Reach melee threat and two Covering Fire templates would dissuade Vlad from an assassination, but it turns out POW 12 doesn't scratch BoK vampire dudes and Parry > Free Strikes, so Nemo ate another blade. I feel like I would have had the upper hand in a straight-up 'jack fight here, but psycho killer beats octogenarian every time.

    In the first eNemo game I was more cautious with my caster but left a minor avenue for Naaresh to rocket a +5 STR Molik Karn across the fray and into my vanguard, then side-step around and skewer the old man like a pig. As I was playing Storm Wall further forward I was able to use more of his abilities: the Big Guns put a major hurt on Molik Karn and a Brute (although not enough to kill Karn) and the Covering Fire templates routed a whole unit of Swordsmen around the center. I actually killed a rogue Swordsman with the Lightning Pod electric damage and had high hopes for blocking Karn's charge lanes with Pods, but Naaresh and his troops made sure to clear them out. If not for Karn I feel I would have won this one; I was winning the 'jack/'beast attrition game and had taken minimal damage whereas the 'beasts were not keeping up.

    The pStryker / cNemo 100 point game saw the Storm Wall hold the center, and in fact he scored the winning shots. I took pStryker as cNemo's right-hand man because Snipe, Arcane Shield, and Earthquake all enhance the Storm Wall's effectiveness without requiring it to be in Stryker's own battlegroup. Facing off against the Gorten/Durgen tag-team, I found Storm Wall to bring a lot to the fight - immunity to KD, pushes, and slams chief among them. Tossing out Earthquake to KD the Rhulic line's center was key here; it let my troops move in to soften up the enemy 'casters without providing the in-melee DEF bonus, and let Stormwall unleash his full ranged fury at the casters without worrying about boosting to hit. Nemo and Stryker both played a little forward of the Stormwall, each with a couple warjacks for cover, and each took some damage in as the game dragged on. But with Storm Wall holding off the right-flank Forge Guard unit with covering fire, and my own FGs and Storm Lances holding the left, I had two nearly-fresh battlegroups to the Dwarves' mostly-trashed Avalancher, Drillers, and Gun Bunnies. Storm Wall did take the pressure off a lot by sniping Durgen (unfortunately *after* his feat turn) to turn his 'jacks inert, and then did the honors again on Gorten when Stryker whiffed his pistol damage roll. In fact, they were both affected by Gorten's feat at the time but Earthquake made the RAT debuff a non-issue. All told I think the SW accounted for two heavy Rhulic 'jacks, an OAC member, a couple HHFG via covering fire, six points on Gudrun via Pod shots, Herne, and the two casters. Not bad for one model.

    The second eNemo game I played with SW was versus a pVayl Legion force, and from the get-go my opponent was not enthused about the match-up. Although he managed to mangle two Hunters and destroy one Hunter, two Storm Towers, both Fireflies, and some Storm Callers my central force of Stormclad, Charger, and Storm Wall remained intact. On Nemo's feat turn the Stormclad killed his Angelius and lopped half a Scythean's health off, then the Storm Wall moved up and punted the Scythean about 8" away into a damaged Carnivean, killing the Scythean with a boosted damage roll and putting the Carnivean down with the collateral damage. All my opponent had left at that point was Typhon (and it was getting late) so we called it; we didn't see any way Vayl could have pulled it out based on the positioning. Covering Fire wasn't very useful this time as my Fireflies had tied up his troops near the center line and I'd killed most of his Warmongers with Hunter fire and Triangulations, but it probably kept my Charger safe from his Striders. I was surprised to find that POW 10 Lightning Pod strikes and POW 12 Storm Calls are a legitimate threat even to Legion heavies - unfortunately I'd been rolling an average of 9.5 on Skill Checks that night so I didn't get as many Triangulation hits as I'd have liked. This was probably the Storm Wall's greatest moment to date, and really shows the power of STR 17 two-handed throws.

    I'm aiming to run Storm Wall with Kraye and pCaine tonight, I'll let you know how it goes.
    Last edited by sleet01; 06-06-2012 at 02:47 PM.
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  3. #3

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    I can't wait to see how he does. I bet those two handed throws are really going to put the hurt on lots of hordes models. In get thrown around all the time by the hordes units like carniveans and dire trolls. Cygnar has few options for the two handed throw outside the thunderhead and cyclone. I'm so ready for the stormwall.

  4. #4

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    I just got my 12th game last night with it. It is a BIG DEAL for cygnar.

    To speed some players along who haven't gotten a chance to play with it as much as I have, here are some things that I've learned and have started slowly incorporating into my play.

    #1. Really get to know what it can take and survive. What I mean by this is that you have to understand that allowing something to charge it is probably just fine, if its the last good thing he has to answer your stormwall. Cygnar players have not ever really had this skillset before. Even our centurion is not something that is going to live through a buff-stacked attack sequence from a premier heavy hitter. So you have to do the "new math" now in order to really gain a dominating board position.

    Here is an example which might help illustrate my point. I was playing against a harkevich-led khador army with pHaley, and I was doing very well. Controlling the game through superior ranged power and temporal barrier. After some shooting based softening and a kiss of lyliss + rust bomb, stormwall charged and killed conquest, but sitting right behind conquest was the behomoth. I was so terrified of it, that I chose to cast temporal barrier and park haley on a hill with no focus. While defense 18 COULD have saved me, it didn't. Black Ivan connected with his bombard and that was game. I gave one away because I was so convinced that behemoth could somehow one-shot me. Run the numbers!!! Behemoth hits an arcane shielded stormwall for dice -1. 5 attacks is only about 30-40 damage on average. If stormwall is left with a cortex and one working arm, and a reapply either kiss or rust, then feat, that behomth is out a cortex or both arms or just plain scrapped.

    #2 Use the lightning pod!!! Honestly, the most powerful thing about stormwall is 56 boxes, but the second most powerful thing, easily, is the lightning pod. A 10" range place effect of a defense 5 lightning immune model with conductor has so many different abuses that its just ridiculous. Start dreaming up combos now. Here is a short list of tricks I've actually used.

    Placing it near stealthed troops then shooting it with weapons with electro leap and electrical arc.
    Blocking the charge lane of a heavy beast.
    Contesting a zone. Especially on those 'contest the zone, score the flag' scenarios.
    Creating an incredibly easy to hit slam target for ranged assasinations.
    Placing the perfect charge target for a caster that you want to advance.
    Block enliven and admonition movement before the first damage roll lands. (HUGE implications)

    I could go on, it's donk... And also remember that the lightning pod ability is not a ranged attack, so even when you swing, do remember to use it. It could trigger a disruption, it will block a charge and at the very least, screw with their order of operations. Also remember that you don't need LOS to your place-point. He can deploy it behind him.

    #3 You need to learn these arcs of fire rules. Aiming is HARD TO DO. You can't pivot and aim, and it will most always watch its target leave the center line. Be ok with not getting to shoot both big guns at the same model when aiming. It hasn't been too big of a problem, but don't let your game plan unravel because you forgot to directly face the target of your guns.

    #4 Be more aggressive with stormwall than you would a defender. He can really control the board with his multi-threat capabilities, and he has built in defenses against some really nasty combinations of things that can kill him. Lists that you face will only have a limited ability to down him, he needs to be ready to take over the game once you've neutralized those threats. If he is only 12" on your table edge, his board presence is diminished.

    #5 You can make plans around him dying. I have mostly been using him with our control casters, and I haven't lost him in those games, but I have had success with darius, and Nemo2. A perfect example of what I am talking about would be a Nemo3 list with stormblades. If you have the stormblades all lined up behind stormwall, and then you just smash forward with an arcane shield or fail safed stormwall, then flip over to +2 strength and smash something, they are going to be able to take him down. What comes next is pure lols though, rhupert hands the stormblades pathfinder, nemo feats and force hammers down anything with respectable DEF, and then the 11 stormblades assault. On feat turn, each stormblade model averages 9 damage on armor 20. That is triple digit damage that could be spread across the two heavies that they assaulted, or applied to an opposing colossal. And it does take two heavies or a colossal to down a stormwall in most cases.

    I haven't pushed through zones and been on the offensive like I have with stormwall with cygnar EVER. I have no qualms about playing an overrun scenario, its really just fantastic. I imagine that my multi-lists will come down to a couple stormwall based lists to bait out a heavy hitter list and one infantry based gunline list to shred that. I really think that we as cygnar and retribution just popped up quite a bit. Our shooting is so good, but we never could match it with a survivable, board dominating element, khador, menoth and cryx had solid infantry with which to control zones, and their colossals, while playable, aren't that thrilling. All I'm really trying to say is that you guys should probably buy a stormwall and get accustomed to him, even if he ends up in just one 'off-list'.

  5. #5
    Destroyer of Worlds bStyker's Avatar
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    @Shepmachine,

    Thanks for the info and the excellent write-up (as usual.) I'm looking forward to getting a Stormwall, and I'll definitely be sharing my experiences with it.


    @Sleet01,

    Thanks for the quick bat-reps! I think pStryker will benefit hugely from the Stormwall, and with his feat will make it nigh indestructible for a turn. It is sounding like a pretty big game changer for us.

    Best,

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  7. #7
    Destroyer of Worlds Sardonic Artery's Avatar
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    Quote Originally Posted by ShepMachine View Post
    Here is a short list of tricks I've actually used.

    Placing it near stealthed troops then shooting it with weapons with electro leap and electrical arc.
    Blocking the charge lane of a heavy beast.
    Contesting a zone. Especially on those 'contest the zone, score the flag' scenarios.
    Creating an incredibly easy to hit slam target for ranged assasinations.
    Placing the perfect charge target for a caster that you want to advance.
    Block enliven and admonition movement before the first damage roll lands. (HUGE implications)
    Nice list, although I thought the pods couldn't be moved (no slamming) and that they can't contest (no point value). Can you break down the enliven / admonition benefits? I must be missing them.
    Last edited by Sardonic Artery; 06-07-2012 at 07:51 AM.
    Huh. Six months away from Cygnar and I've forgotten how to win... until Kara Sloan goes all 'bullet to the head' several games in a row. It's good to be back.

  8. #8
    Destroyer of Worlds sleet01's Avatar
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    In fact, solos without a point value that don't begin the game in play can *control* zones, per SR2012 Rules v1.3, page 32, "Scenario Scoring - Exceptions". I know this applies to Half-jacks, but I don't remember if the Lightning Pod card says "solo" or "construct" or what.

    I believe the Pods have the "immobile" rule, so you are correct, they cannot be moved.

    With regards to messing with Admonition / Enliven movement, here's how it works (due to the 2011 errata to Appendix A timing chart):
    1) Advance Stormwall into range to activate Admonition / Enliven
    2) Place a Lightning Pod behind the target's base, in such a way as to prevent the model from advancing out of melee (Admonition) or directly away from the Storm Wall (Enliven). As both Deploy Lighting Pod and Admonition occur after a model advances and ends its movement, the active player's effect (Deploy) triggers before the inactive player's effect (Admonition) triggers. The Pod model is also placed before its damage is dealt, so you place it before the first chance for Enliven to trigger. Finally, the Pod's deployment damage occurs as part of Deploy Lighting Pod, which supersedes Admonition, so you get that damage roll against the Admonition model before it moves.
    3) Admonition triggers, but the affected model's range of movement is restricted by the placed Pod. If the Pod damaged an Enlivened model, that model moves, but its movement is restricted by the placed Pod.

    It's not going to be a sure-fire way to prevent models from escaping the Storm Wall's melee range, but it will hurt e.g. Ashlynn a lot, and may keep slower 'jacks with Enliven from escaping melee range.
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  9. #9
    Destroyer of Worlds Cronix's Avatar
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    @ all the testers above me, how does the Stormwall handle 35 point battles (most of the time I play 35 point battles).

  10. #10
    Destroyer of Worlds sleet01's Avatar
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    It's hard to say how Storm Walls work in 35-point lists at this point. I've got a couple lists where one would drop right in, replacing two heavies and netting me an increase in total damage output at minimal cost increase. On the other hand, I've got some lists where mobility is key, and the Colossals' lack of OoA movement and placement really hurts. I've only gotten one game in with it at 35 points so far.

    Which brings me to my Kraye tragedy^w battle report. (This is a lot of text; feel free to skip to the summary).

    I wanted to run a mobile force with Kraye, Laddermore, Storm Lances, and a Full-Tilted Storm Wall to try out the combination of Kraye and Colossal. My opponent ran his usual pDenny + McThralls + DJ + arc node list, albeit with a Reaper and Gorman instead of his first choice of Malice. I made quite a few mistakes in both list building and playtime execution, so please view this as a cautionary tale. (Number) indicates mistakes I have already recognized.

    My list was the above plus Junior, Strangewayes, and a Storm Caller (1). My general plan was to use Full Tilt to make the Storm Wall highly mobile and wheel the majority of the army to whichever side looked weakest, then swap to Arcane Shield or Guided Fire to soften up targets prior to Cav Charging with the Lances and Full Tilting/Feating for 17" charge threat from the Storm Wall. My plan against infantry spam was to position the Cav for a counter charge, lay out Covering Fire and Lightning Pods to cover where the infantry would have to go, and then e-leap / 13"-Trample the survivors.

    I chose to go 2nd. After pre-deploying SW dead center I watched my opponent put his McThralls, Skarlock, and Necrosurgeon on the far right (my POV) of his deployment zone, with his caster, other solos, and battlegroup dead center opposite the Storm Wall. I placed the Cav module to SW's left with Kraye and the solos to the left and behind the Storm Wall (2). First turn was him making some stuff ghostly to run through trees on the right, running the self-Ghostified Deathjack up to a linear obstacle about 4" back from the centerline, and positioning his arc node and Gorman to strike at my left. WWS ran dead-center. I responded by running the Cav to my far left, on a hill or behind a wall well outside of DJ's charge range and centered around the Lance leader and Laddermore. Then I put Full Tilt on Storm Wall and advanced Kraye to the concealment of an ornamental wrought-iron wall thing 6" up. I ran the Stormsmith laterally to the right, in hopes of an eventual right-middle Triangulation zone. Junior advanced and put AS on Kraye (3). Strangewayes, without much to do, headed left and back to open up a lane for the SW, putting EA on it at the same time. Finally Storm Wall ran 20" left and up in a Lexus-mark-maneuver that actually only put him about 10" from his starting point (4) - and did nothing, 'cuz he ran. Not that he could have done anything but deploy a Pod with just a 10" advance, because Full Tilt precludes all ranged attacks which (on the Storm Wall) means no Covering Fire templates either. Based on where the DJ was and where Stormwall started at, I probably should have just advanced 5" and pumped a couple of Guided-Fire-boosted shots into him after laying down a Pod and Covering Fire; RAT 6 + 3d6 vs. DEF 17 is better odds than no shooting at all (5).

    My opponent's second turn started with allocating 3 to DJ and running his McThrall party to the top of a hill on the midline. His WWS ran down the center to get a charge line on Kraye, Gorman advanced into cover and popped smoke again, the Reaper moved left to threaten my Lances, and then bad things happened. The lone bonejack ran 12" up, putting it essentially the exact distance from Storm Wall it needed to be to arc a Crippling Grasp. Then Denny advanced and arced Crippling Grasp, needing 3 to hit the DEF 10 SW. The DJ then activated, made himself Ghostly with a spell, and charged the Storm Wall which (as luck would have it) was exactly 9.25" away from him. All told he did 44 damage to the now-ARM 17 Storm Wall with 3 initials and 2 bought attacks, rolling well over average and leaving it with a crippled right side and 12 damage remaining. I'll admit, I was pretty pissed. God damn, that thing is vicious.

    Of course, playing pissed is playing badly. I was mentally scrambling for a counter but my position was poor: The Storm Lance group could only bring two charges to bear on the Death Jack due to the Storm Wall's MAAAASIVE base; Strangewayes was just about exactly 10" away so no repairs; I erroneously thought Crippling Grasp gave -2 to MAT and RAT based on reading comprehension fail on the part of my opponent; and I was feeling pretty discouraged due to my knowledge of the DJ's horrifying ability to revive itself completely given half a chance. So to shake myself out of the developing funk I jumped right into activating the Storm Lances (6).

    And forgot to allocate any focus to the Storm Wall (7).

    Laddermore moved up to a location that would grant the +2 ranged bonuses to Lances attacking DJ or the arc node, and pumped a nice shot into the bone jack for good measure. Two Storm Lances assaulted the Arc Node and crushed it. Two assaulted the Deathjack and missed 4 of 4 attacks needing 6, then 4, or better to hit - this was the start of a trend - and barely made their Command check. Then I realized I'd messed up allocation and nearly called the game entirely. My opponent offered to let me allocate anyhow, but my fatalism was in full tilt and I declined. I figured the Storm Wall was lost and throwing more focus after it was useless, and anyhow I'd made the mistake and wanted to try to remember not to do so in the future. Instead I advanced Strangewayes and Power Boostered the Storm Wall. Storm Smith disrupted DJ. Kraye, replete with 6 Focus, did a Ride By move of 2" to get the front of the McThrall horde into Arcane Blast range and killed 4, then tossed Mage Sight on the Siren and cacked her with a rifle shot. He finished his move by retreating 6" into position to charge the DJ next turn and I didn't think to pop his feat to give the injured Storm Wall some accuracy help (7). Finally, Storm Wall activated and put a massive 7 damage on the DJ with the only attack that hit (admittedly, thinking I needed 9s to hit was an additional handicap). The Lighting Pod went out but failed to do any damage. After putting AS on the nearly-dead Storm Wall, Junior charged in and put 1 point on DJ with a boosted-to-hit POW 10.

    On the next turn the Gorman hit two Lances with Black Smoke and the Reaper advanced to drag-shot one to death. The McThrall formation wheeled to prepare to charge into the fray from the right flank, gaining back some of its dead members thanks to the Surgeon. Denny, unable to allocate to DJ, camped 4 focus and ran all the way to the right flank (rather sarcastically, I thought). Fortunately for her, DJ only needed one boosted-damage claw and one unboosted one to finish off the Storm Wall. After that he smashed Junior to death with his horns, healing 4 damage with her tortured soul and making the Storm Wall's contribution nearly meaningless.

    At this point I'd all but given up. I knew the Deathjack was tough and I was down by 16 points with only two real kills to my credit. I did think I might just have one chance, though: if I could finish off DJ and the Reaper before the Thrall horde arrived, I could e-Leap the infantry all to death. My Storm Lances engaging the DJ were actually outside of its melee range so I could get at least two Charge attacks onto it, and with nothing to allocate I figured Kraye himself could put some serious hurt into it too. So I charged everything I had left in.

    Laddermore and the SL leader severely damaged the Reaper (cortex, movement, and melee arm out) with the added bonus of e-leaping into Gorman to kill the chemist. Then I missed half of my assault and charge rolls on the Deathjack, only putting about 14 more damage on it with five total attacks. Strangewayes actually hit with his spray but failed to damage the DJ. Then Kraye charge into melee range and spent all his focus bringing the DJ down to 4 boxes, with movement and his left arm still functional (8). Again I considered calling the game.

    My opponent made his McThralls ghostly, filled them back to 100% with the Surgeon, and charged in to kill the Storm Lance leader but end up just out of range of Kraye and another Storm Lance to the left of the Deathjack. With only one focus and one arm left the Deathjack still had enough oomph to advance and kill the new Lance leader with his good arm, at which point I *knew* the game was over: after healing his cortex, head, and right arm with the combined souls of man and beast he pasted the ARM 17 Kraye for 11 and 9, killing him dead on the spot.
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  11. #11
    Destroyer of Worlds sleet01's Avatar
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    Mistakes:
    1) Taking Junior instead of eEiryss against Cryx. Anti-upkeep, Disruption, and Whiplash > Arcane Shield and low-POW boostable attacks vs Cryx.
    2) Not adjusting deployment more to facilitate flanking maneuver. Would have gotten more movement from Full Tilt / put Strangewayes in correct position. Knew I was going that way from the end of my opp's deployment anyhow.
    3) Not putting Arcane Shield on the Colossal at the end of Turn 1 when using Junior.
    4) Moving Storm Wall too far forward, instead of laterally.
    5) Not attempting to engage DJ at range in Turn 1.
    6) Focusing on Cavalry attacks first instead of Storm Wall when engaging DJ.
    7) Not popping feat or allocating 3 focus to Storm Wall prior to its destruction.
    8) Not making Kraye's last activation a ride-by attack instead of a charge. Could have saved him for one more turn.

    Summary:
    Basically, every mistake I could have made, I did. I was very pleased with Kraye's contributions - despite this being my 2nd game, I felt I had him do some good cavalry stuff - and the Storm Knights, who performed fairly well in spite of horrible dice rolls. I will probably never take a list without eEiryss against Cryx again; if they want to complain about her ubiquity, maybe they shouldn't use the best debuff upkeeps in the game so much. I will almost certainly never cast Full Tilt on a Storm Wall at the start of the game, either. The loss of templates, one Pod, and two Big Gun shots really hurt me, and putting Arcane Shield on the Storm Wall instead would have saved something like 15 damage over the first DJ attack. Of course, not advancing too far would have been even better. The degree to which Crippling Grasp (which in this list could come from four different vectors) bones Colossals is mind-boggling: no special attacks, lower ARM and STR, and 40% lower movement basically make the Storm Wall into a trundling gun emplacement with no real melee threat at all. And ARM 17 is abysmal; I wouldn't be at all surprised to see warjacks totalling less than half of the Storm Wall's cost one-rounding it with no support outside of focus and this spell.

    If I run this list again I'll probably swap Junior for Eiryss, and the slower Strangewayes for the slightly-faster Mechanicks, Ragman, or a 'caster attachment. I will almost certainly save Full Tilt for a turn where I know I can get the first strike using the feat and Trample or Charge. But I likely will try this list (or a variation) again, despite it being essentially a 50-point list stuffed in a 35-point suit. Basically, Storm Wall didn't fail me, I failed it. I was too eager to reposition but didn't set up my deployment to support it, and I didn't use my resources effectively. Hopefully I'll get more positive data next time.
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  12. #12

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    Your batrep makes me think of another trick the forums might not know with stormwall...

    This trick is incredibly easy to do with Kraye and is ridiculously devastating to the deathjack.

    Cast full tilt, walk 10" to deathjack, but make sure he is more than .5" away. Then weapon lock him, and sock him with the other fist.

    Next turn, he can try and break the lock, but has to beat a 17+D6. Even if he does break the lock, he does it in his combat action, after movement.

    Stormwall can only make melee attacks while maintaining the lock, but he will take 0 damage from deathjack for as long as he wants. There are situations where there is a single heavy left, and you aren't ready or able to one-round it, so I love that trick for locking it out of the game and just gut punching it to soften...

    it makes me think of the three stooges bit where moe has his hand on curly's head and curly is swinging away.

  13. #13
    Destroyer of Worlds sleet01's Avatar
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    That's pretty mean
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  14. #14
    Destroyer of Worlds Cronix's Avatar
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    Thanks sleet for the battlereport i will read i later behind my computer.

  15. #15
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    I played a 50 points game with one a couple of night ago

    my list was:

    Darius
    Stormwall
    Centurion
    Centurion
    Rowdy
    Stormsmith x3
    Black 13th
    Squire

    I lost, but the stormwall did VERY well - my opponent had a Circle eKrueger tier list (my guns were mostly silenced because of his 'Stormwall' spell - ironic) he got the charge in first on the Stormwall with the Pureblood and the Stalker - got it down to 5 damage boxes let - I popped my feat, repaired it all the way and then proceeded to kill the Pureblood and all but one box on the stalker with the 2 initial attacks and 2 focus (with full throttle).
    Models Painted:
    Cygnar 170
    Everblight 12 (re-painted) 70 (painted - to be re-painted)
    Retribution 4
    Searforge 4, Merc 30, Minion 4

  16. #16
    Destroyer of Worlds sleet01's Avatar
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    Living the dream!

    Did you run the Centurions as a front line to ward off charges, or back further as counter-chargers?
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  17. #17
    Destroyer of Worlds Stephan Garmark's Avatar
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    I've played it with eHaley, pHaley and N3MO so far, and everything about Stormwall is amazing.
    I really like him with N3MO, but right now I'm also really into the old man and Finch, they're just amazing.
    The Stormwall, in my opinion, solves a LOT of problems for us and brings a lot of synergy to the table. Everything it does it does so that our stuff gets better and deadlier, it's just an amazing toolbox of possibilities from big guns to cover fire to lightning pods and just wrecking stuff like a boss in close combat. I think Stormwall is the single best addition to our army in MRKII. I'm so happy with him.

  18. #18

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    I'm impressed to see all this awesome stuff about the storm wall from everyone.

    I have heard a great deal of speculation about the storm wall and darius. It's a good thing I finally saw a battle report from someone who was actually able to do what all the forums postulate. It's amazing how much damage can be dealt to the storm wall, then darius brings is back all in one turn, so the enemy basically has to kill the storm wall twice.

    All of those covering fire templates and weapon locks are going to be really nice in my meta, because it's going to be totally rad.

    I am weary about playing the storm wall with Kraye, because I know I will want to charge and trample him up the field as fast as possible and cause major destruction each turn possibly placing in a bad way.

    Excitement is all I can really say I have for the storm wall. I'll tell you all this, I was at lock and load and I was going to buy one. I went up stairs to get my girlfriend, because I knew she would want the extreme carnivean so, I went up stairs to get her so we could both get our new units. I came back down stairs to buy the extreme carnivean and the storm wall and they had no more storm walls for the duration of the weekend and they only had a few extreme carniveans left. So, I am kicking myself a lotta bit for not buying one when I had the chance.

    I can't wait to get one now.

  19. #19
    Destroyer of Worlds
    Join Date
    Nov 2003
    Location
    Schaumburg, IL
    Posts
    1,340

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    Quote Originally Posted by sleet01 View Post
    Living the dream!

    Did you run the Centurions as a front line to ward off charges, or back further as counter-chargers?
    I walked them up on one side of the Stormwall and did the Polarity Shield - prevented his ravagers from charging and he could only get his two warbeasts in to charge as there was a huge forest in the middle of the board.
    Models Painted:
    Cygnar 170
    Everblight 12 (re-painted) 70 (painted - to be re-painted)
    Retribution 4
    Searforge 4, Merc 30, Minion 4

  20. #20

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    Just got my stormwall today. Serious business time. REady for action.

  21. #21

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    Played my storm all today. It was great. I actually made it to the enemy war lock today. It was Jarl. It was great. I lost, but it was still totally awesome. PS when I did damage to kill his war lock he got the tough check. So, he lived.

    I would have to say that they storm wall is a really good buy personally. I can lay down covering fire protection ATGM's from infantry charges, which I did. I Can eliminate infantry by dropping storm pods, which I did, and I can obliterate enemy heavies with melee attacks, which I did while managing to do major damage to warrior model units. The heavies shrugged off the damage for the most part.

    Neom3's feat was pretty exciting with the storm wall. I loaded him up with three focus and let him make all the melee attacks he could. Which then killed plenty of enemy models with the e-leaps.

    Nemo3 himself was very underwhelming, but I was rolling sub-average die on nearly all my rolls.

    I have to say that the storm wall does it all. He can offer defensive protection as well as offensive power. Not only that, but the sheer size of the model is rather impressive and commands a great degree of space in a game.

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