Are they worth the points outside of assassination in a mangled metal game? Do you need to get use out of flak field to make them worth it? It seems like they'd be good for throws, but they can only throw things 3" (or is it 4"?).
Are they worth the points outside of assassination in a mangled metal game? Do you need to get use out of flak field to make them worth it? It seems like they'd be good for throws, but they can only throw things 3" (or is it 4"?).
I like them for several things. They are gold against Skorne or PoM where they can jump the line and use flak field to destroy the choir/paingivers.
With eStryker they are a great positive charge target that can jump over and engage high arm targets from behind, allowing your infantry to pile in on the charge and reap the benefits.
But by far the best use of them I've seen is jumping over heavy jacks and weapon locking them from behind. If they don't have something else in the near vicinity to knock down or kill your minuteman, then you've just completely removed that heavy from the game for the low cost of 1 focus per turn. Just make sure to lock the ranged weapon on ranged jacks.
Kraye and eNemo make them very cool, the first with the extra mobility and the accuracy boost, the second for the feat turn.
KEEP CALM & AXE TO FACE
My Models # : Cygnar 95, Khador 88, Legion of Everblight 40, Mercs 20, Minions 3
W:60 - T:3 - L:20
I originally mis-read the rule of flak field, thinking i had to roll to hit. But knowing that the dmg is auto hit, they pay for themselves by solo hunting. Eyriss is usually a high priority, and removing her from the field is so worth a 5pt jack. Plus since she stays clear of enemy jacks, retaliation is usually pretty light, giving him a 2nd round. Plus, don't forget he still gets his other attacks, even ranged shots as long as he's not engaged.
Other than that use though, my 2nd fav thing is the leap-lock, though i don't understand locking the range weapon 1st since engaged models cannot use ranged atks. And it the MM is destroyed then there is no more lock. As opposed to locking the melee weapon.
The lock i overlooked orignally was shield lock, as it removes the shield bonus. So useful now that i've got some practice.
And Kraye is the most fun ever. 12" move under Full Tilt, 14" Flak threat, plus jump distance if you need to get that model out of conventional range. Or save the jump for the retreat after the Flak. And then add another 5" light cav move! Kraye makes them fun.
Last edited by jking_3rd; 07-13-2012 at 01:49 PM.
I was considering rolling something like 3x minuteman 1x hunter for a mangled metal list with kraye. My only concern is if the minutemen pack the punch to deal with heavies.And Kraye is the most fun ever. 12" move under Full Tilt, 14" Flak threat, plus jump distance if you need to get that model out of conventional range. Or save the jump for the retreat after the Flak. And then add another 5" light cav move! Kraye makes them fun.
Does the MM throw 3" or 4" on a small base warcaster since they're str 7?
Is that measured from the thrown model, or the throwing model?3.5 since you dont round distances
if you're trying to assassinate, probably. But WM only, as Hordes would just roll it onto a beast. But if you're trying to tie up a model, they can be ideal.
Hunters are still more ideal for taking out heavies, and in Mangles Metal, or Tooth & Claw, you might as well upgrade to a heavy yourself.
Also, I think the extra throw distance applies to Large throwing Small.
I have two myself, I use it for clearing out clumps of infantry and jump locking heavies. Just as many have said before. Solo hunting is a good idea though, and using him with Kraye would just be sick with the maneuverability.
Like others have said ^
I mostly use them or shenanigans, and primarily with kraye.
pNemo likes minutemen to fire off as overloaded missiles. Load it up with five focus, an have the old man pay to move it up if needed, then move the minuteman 6, hop 5 and unload 2 fully boosted pow 14 shots from up to 4". That's 15 to 18 inch threat with options to ignore intervening models. It's a pretty versatile assassination option.
They're great heavy-harassers with Kraye too. I like to hop behind them and hit em with the slug guns and then use the after-action 5 inch move to make the heavy think about getting revenge and leaving himself open for my heavies. If he doesn't take the bait, then I'm in his back arc with boostable pow 14s.
Overall I really enjoy the versatility they bring to the table. I plan to bring a pair with Kraye and a Stormwall. Guided Fire will be up most of the time, giving them the ability to go after a greater variety of targets with confidence and hopefully give the big guns more rounds of shooting.