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  1. #1
    Conqueror Der Tod's Avatar
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    Default Starting Garryth after some new stuff 35points

    Ok so here we go. Haven't played WM/H in quite a while and I just ordered the Vyre kit as I figured out that RoS it THE faction that I played the most since I stopped because of my foreign studies in the UK. Therefore it doesn't make sense to get PoM or Cryx from the shelf as I even used RoS to a good extend in my second tournament and I feel that I played most of the newer games with the elf faction. As I am quite happy with my Ravyn setup I am planning to get my experiences with our Assassine master a bit broader and after some new stuff hit the forums I am trying to create a new list. So far I have

    Garryth
    Banshee (for KD or slamming fun ... not field tested yet but the gun's abilities might open up some nice charge lanes for Gary)
    Sylys (got the model, more focus for Garryth seems just about right and to SaP Gallows might come handy one day)
    Madelyn (more threat range or opening lanes with her Seduction played into my hands before so she's in)
    Dawnguard Sentinels + Ua (Would open Termis in WH40K but they are also doing an impressive job here with Mirage or Death Sentence)
    2*MHA's (with KD models in their range even more threatening as I know sometimes even a 5+ to hit can be fail-rolled)
    Narn (to open up lanes for Gary or soften lights/killing solos)

    So now I got 8 points to spare and after being absent a while i don't really feel what the list might need. I'm happy over every suggestion that might come up
    I cannot wait 'til this girl is another man's problem.

  2. #2
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    5 points will get you some House Shyeel Battle Mages to pull things out of the way for Garryth to charge, or you can add in some Stormfall archers to lay down some AoE's. Stormfalls can either thin the enemy ranks, set them on fire, or deal some decent hits to jacks/beasts before you send in the Sentinels to clear them out.

    I'd consider adding in 1 point of Soulless to the Sentinels for their magic static ability. -5 range to spells really puts a damper on many hostile offensive/debuff spells out there. Or you can get an arcanist to help massage the Banshee's guns.

    For the last 2 points, adding in a Magister with whipsnap shenanigans is always a nice way to get that extra threat range for garryth, the jack, or some sentinels.

  3. #3
    Conqueror Der Tod's Avatar
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    My current problem is that I got mainly one person to play against as most of the guys from some private gaming club went studying and therfore they are not often back home to have some games. I want to try to avoid specifying my list against my friend (who plays Khador and Circle) as I want to play some nice rounded list if I should ever go to one of the few tournaments in my area.

    I think I got a strong core in my list so far and I usually want to compensate the limitations that a list haswith choices to make the list more competitive in terms of having more solutions against another allround list (that said, Steamrollers with two or more lists are not that common. Even more scary, the last tournament was played with 42 points total ... just to give an outlook how crazy we are in Germany )

    So after Houston's suggestions the Stormfalls might be a good investment as they allow me to deal with Stealthed stuff from further away against which my Sentinels would not look that great (Kayazy, Banes) but then I feel that if they are 12" away that just gives me 1 round of shooting which might even be pretty lacklustre if I roll stupid numbers for the deviations ...
    So far it seems that I am good on dealing with some Heavies around (jacks or multiwound infantry) but model swarms might be my downfall ... then it might be an idea to trim the list to deliver Garryth to the enemy caster/lock and seal the deal ... so what about Mittens and 1 Magister??? Help!!!!! oh wait ... FIRE!!!!!!!!!!1111111
    I cannot wait 'til this girl is another man's problem.

  4. #4
    Conqueror Der Tod's Avatar
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    Weeeeeeell ... got even newer stuff. Since the ruling was changed and I really wanted those guys for beat back anyways ... here we go:

    Garryth
    Sylys
    Aspis
    Aspis
    Arcanist
    Madelyn

    Max Sents + UA
    Min MHSF + UA

    MHA
    MHA
    Narn
    Magister


    Cool, isn't it??
    I cannot wait 'til this girl is another man's problem.

  5. #5
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    You're missing out on one of Garryth's best abilities: Death Sentence. I'd ditch an Aspis or two and get a Chimera in there.

    What is your plan with the double Aspis? Garryth has stealth and reasonable defence. If you're worried about eyeless sight or true sight ranged attacks killing him then a cheaper option would be to add an Artificer who makes Garryth def 18 against ranged attacks and immune to blasts. I don't think that the Aspis beatback will work particularly well with Garryth, but you might want to look into p.Vyros if you're interested in using two Aspis. p.Vyros will actually run your current list better than Garryth will.

    So personally I'd remove an Aspis and add a Chimera.
    Last edited by MMMMK; 07-31-2012 at 12:13 PM.

  6. #6

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    I would run a Phoenix for the arcnode. the 4 extra points for combust is and an AOE on the gun I think make up for it. Don't forget Stormfalls have 3 options, Brutal shot(more damage), Snipe(16" range) and star strike (set things on fire) all with a 3" aoe.

  7. #7
    Conqueror Der Tod's Avatar
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    I thought it might be a good idea to get the Aspis as some shields for my units (against trample or to block charge lanes because their are more durable than everything else I field) and for some beat back shenanigans. Applied correctly with speed 6 I could have both marshalled by the Sentinels or a 1/1-split with Garryth and with Pronto and free charge orders that would give me some nice threat ranges.

    I can't really tell how their beat back shines in real matches instead on paper only but I like to charge in with my Magister every game to beat something out of the way to apply Garryth to it.

    I don't really fear shooting because I can shield Garryth with units and camp focus regularly because I sometimes tend to underestimate how much my opponents can really do with movement enhancers in one round ... therefore I play Garryth hanging behind some models, ready to move with Madelyn's extra move.
    I cannot wait 'til this girl is another man's problem.

  8. #8
    Annihilator Ralphus's Avatar
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    Here, I'll show you what I consider my Garryth "Prime" list. It's mainly been dojo'd, I don't have too much playtesting with the list, but having played Ravyn, Vyros, and Ossy, I think it's sound.

    Garryth
    Aspis (yes for the beatback and protect Garryth from stray attacks)
    2x Phoenix (mainly for arc node and unit clearing)

    2x Arcanist (Phoenix Helpers)
    10x Dawnguard Sentinals w/ UA (This is your core. Don't lose this unit. They cost more than you do.)
    Lanyssa Ryssyl (charge bonuses)
    2x Mage Hunter Assassin (Opponents hate x2)
    10x Mage Hunter Strike Force w/ UA (Our opponents hate them more)
    1x House Shyeel Magister (whip snap)

    I think you get the idea.

  9. #9
    Conqueror Der Tod's Avatar
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    Quote Originally Posted by Ralphus View Post
    I think you get the idea.
    Indeed ... basic problem is that I play with 15 pts less ...

    So far I see this general stuff to be Garryth "I want all that"-start

    Garryth himself
    Madelyn
    Sylys
    2* MHA
    Full Sentinels and UA

    Without any JP spend so far this are 19/35 pts which would come up to 24 when including a Phoenix. To be fair I never used Gallows or DS to a great success I can't really tell that I need an arcnode and that Banshee was quite nice the first game I used it by KDing stuff. But that's fair game ... both are 10 points so I have roughly 11 pts to play with.

    I do like Narn because he opens up lanes and he is Garryth light when it comes to hit and damage things.
    Mage Hunter Strike Force was also a good include so far as they can shoot support quite reliable.

    I just wanted to try some Aspis beat back opening lane fun but that's just on my mind so far and I did not try it yet.
    I cannot wait 'til this girl is another man's problem.

  10. #10
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    Well, I don't think that Madelyn is vital to the list or anything. Protecting her can be a liability against some armies and if all she is doing is aiding Garryth in a melee assassination, I don't know that she is worth her points. However, if you're using her to advance other scary melee threats (Narn, MHA, Fane Knight) around throughout the game then I'd consider taking her. In order to play this way at 35 points, though, you'll need to run pretty 'jack light as you've seen. Aspis' beatback might not be as useful as you think and there are comparable ways to move things out of the way (Battle Mages, Artificer ect.) that also have other useful functions. I think that the Aspis is good but shield guard isn't as useful in Garryth's case as an artificer's force barrier.

    Here's a list that I usually run with Garryth, playing him more as a support (Death Sentence)/Gunslinger caster against Warmachine with a bit more melee against Hordes.

    Garryth -5
    *Chimera 1
    *Sylys 2

    Full Sentinels 9
    *UA 2
    Battle Mages 5
    Aiyana & Holt 4

    2x MHA 4
    Fane Knight 5
    Artificer 3

    This list is a bit less focused than normal but lets me threaten a wide variety of armies in both Warmachine and Hordes. A&H are there mainly because Harm synergizes well with anything, but particularly with the MHAs and Garryth himself. Holt and Garryth's pistols provide some decent grunt removal and the Sentinels are ok at taking on other units too with Vengeance. Battle Mages can be used to tie up a ranged unit, punch through a cheap horde unit with 2 attacks each, or push and pull heavies around the field (usually pulling them in to be safely charged). The Artificer provides a ton of utility.

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