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  1. #1

    Default Having a hard time with Pirates

    I play Shae tier and have for a little while now on and off.
    I am have read all of the articles here which were massively helpful but I feel like I am still missing something in positioning my Pirates and solos.

    For example, 7" from Doc is not far and getting him into position is a pain without getting him killed outright. Same goes for the rest of them. Hawk is even worse due to her having to go first and if everything goes down the toilet she is out high and dry.

    The other thing I just can't seem to figure out is when to use payday or the tough one, my memory is shot at the moment. I am getting better at that though.

    The other side is the positioning of sea dogs and pressgangers. Which goes in the first wave, or are they side by side brothers in arms. I feel the skornagy where if you send the press gangers in first you don't get the free sea dogs. If you send in the sea dogs they kill everything before the press gangers get there.

    Finally the jacks. I am used to screening them in Khador to get max benefit to them but am I wring to do this here. Should they be up close and personal for the alpha strike?

    I hear that Shae is top tier but I am only winning about 30-40% of my games with him and usually though a lucky slam from the commadore cannon

  2. #2
    Conqueror canadianone's Avatar
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    Default

    Well, actually, i never use the tough buff, but basically if you are going to be charging an infantry unit, use pay day, especially on the sea dogs, because they can use the inch move to engage another model and use their second attack. It is also important to realize that after the alpha strike, you will probably not be able to get all your models in the tough bubble. I try to keep Doc and Bosun very central during the advance, and then after the big strike, i try to move him so he is as close to as many of the tough models as possible, and then just accept losses with the knowledge that you have more models to replace them with.

    For jacks, use the infantry to screen the jacks, as they will have the best chance of damaging the jacks and heavy armor is shae weakest point. Can you post your list? that might be a problem.
    Freebooter VS Nomad
    This is assuming charging, and against a knocked down target with armor 20 (average d6 roll is a 3.5)
    Freebooter: 14+14=28 14+10.5=25 for a total damage of 13
    Nomad : 17+10.5=28 14+7=21 for a total damage of 9

  3. #3
    Destroyer of Worlds Ger's Avatar
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    Default

    I find Doc out of position very often. Just make sure he covers a number of sea dogs and more importantly your other solos.

    Part of why you hear Shae is top tier is because as a Warcaster he's amazing. Sadly the lump sum of what "A Pirate's Life" can accomplish is lacking in many key areas. Notably high armor non-warrior models.

    I just played Shae yesterday against a list with a Stormwall. I decided not to attempt to do damage to the Stormwall and went around. The major reason I lost was because Stryker realized he should fall back! I could not manage to reach Stryker with sufficient elements to kill him. However, I came super close and was well on his side of the board with a crazy amount of army. (Then some auto-hitting lightning nonsense zapped Shae to death)

    In previous games I've choked out before. Just taking too much damage and losing too many guys to really finish the job or being unable to handle some meaty thing.


    With that said I do have some additional tips. Even stuff I'm trying to do better myself.

    The first thing is that using God Speed to get off a charge AKA alpha strike is usually a trap. God Speed's greatest strength is the fact the 3" advance ignores free strikes. Whether it's a jack, a few sea dogs, or whatever. After lines tangle you can use that feat to slip through and go for the head. You cannot do this and lose the threat of doing this once God Speed is used!

    Sea Dog Crew shooting...is pretty good! Apply money shot and you are firing RaT 6 shots off. You have a 14" threat range. Notably the pow is a 12 with money shot. This is actually more threat range then a charge with just coup! (11 1/2") It's 0.5" more then No Quarter and Coup! (13 1/2"). Positioning of both armies can lead to moments where you can shoot into an enemy unit and take less damage in return then if you charged in. So basically, try to keep in mind the option.

    If you go too fast you burn out. Shae can propel an army so fast that the support elements can fall behind in a big way. It's weird to think, but Shae can actually play a slower paced more methodical game! It's something I haven't been doing and need to force myself to try!

    Some other thoughts - Phantasm on a solo or Shae can really protect vs shooting threats. Veil of Mists is a lovely cloud to hide behind.

    Oh and if you are facing a Stormwall with Shae just charge two heavies with P+S 17s into with full focus and keep your army away from his army until you got the thing at least crippled. (Actually the Thunderhead was the bigger threat)


    PS: God Speed trick. 3" advance is almost always going to be enough to charge something you where previously in combat with!
    Optimistic theory crafting pirate loving merc player.

  4. #4

    Default

    Maybe I am just doing it wrong then. I will keep playing and see how it goes. Galleon will be a boon for Pirates me thinks. A Pirates life that can take down Heavies will just be awesome.

    Where do press gangers play in relation to sea dogs? As I mentioned in my first post
    Which goes in the first wave, or are they side by side brothers in arms. I feel the skornagy where if you send the press gangers in first you don't get the free sea dogs. If you send in the sea dogs they kill everything before the press gangers get there.
    I am still struggling with this. It is driving me crazy

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