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Thread: eStryker 35

  1. #1
    Dark Fledgling
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    Default eStryker 35

    eStryker -6
    -Thunderhead 12
    -Squire 2
    Strangewayes 2
    Junior 3
    Stormblades 5
    -Unit Attachment 3
    -Stormclad 10
    Black 13th 4
    -----------------------
    35 pts, 17 models

    Fairly straight forward. Positive Charge on the Stormclad surrounded by Arcane shielded Stormblades advance down the center under Deflection.
    Put the Black 13th near any available hills of sorts or just give covering fire to the blades with sniped shots.
    Likewise, Thunderhead, Junior, Stryker and the Squire all move down the opposite flank shooting at things as needed.

    Game plan it to get the assault off with the blades accompanied by the 'clad.
    Use Lightning Storm, Mage Storm, Black Penny, e-Pulse, assault, and all sorts of general debauchery to clear a lane for Stryker. Velocity feat charge combo with reach for a nice 20" range. Against a warlock this wont work simply cause it will take more then 1 attack, but against any caster with less then ARM 18 one hit will do it. Against all others, save feat turn to wreck some havoc and then got for the kill when your a bit closer.

    And for the record, I chose the Thunderhead over old rowdy for more anti infantry capabilities and the ability to more easily create a lane for Stryker.

    -DF

  2. #2
    Dark Fledgling
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    Played this list today against a friends Searforge army led by Madhammer.

    it went very well and worked pretty much exactly how I had planned it too. n my second turn I epulse'd several highshields and then had a very successful assault from the blades and a charge from the 'clad. But to my dismay (have'nt played estryker enough) I forgot to use his feat.

    Had I remembered to use it, I would have wiped out the rest of the highshields, as well as the remainder of his unit of forge guard. With some luck rolls, there would also have been a hefty amount of damage on a pair of gun bunnies.

    Instead the next turn was filled with pain as I lost all but 2 blades, the black 13th, took a serious dent into the stormclad as well as the thunderhead, and took a few points of damage on stryker.

    Somehow though, I was able to pull it out. used the clad to slam a gun bunny out of the way, the junior to shoot a forge guard, and my blades to clear out some high shields. Then I velocity'd stryker past the last forge guard (6 damage from free strike) and charged the bokur blocking madhammer. After some unlucky hit rolls (and buying 2 extra attacks) he went down with 2 focus left on stryker and madhammer just out of range.

    FINALLY I got to use my feat. moved stryker up three inches in range of madhammer, overboosted for 2 dice (5 for a POW 20) and took 4 damage doing so. Boosted hit, boosted damage at dice +3 for damage. Rolled a 14, +3 is 17, which is exactly how much life madhammer has.

    Was a bloody and fun battle and this list worked very well. The thunderhead was actually underwhelming for once but that was because ARM 19 shieldwall'd highshields and ARM 18 forge guard dont make the best pulse targets.

    Im working on expanding the list to 50 pts though for later in the week so I will add another post when I deicide on what to add.

    -DF

  3. #3
    sanj
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    Quote Originally Posted by Dark Fledgling View Post

    FINALLY I got to use my feat. moved stryker up three inches in range of madhammer, overboosted for 2 dice (5 for a POW 20) and took 4 damage doing so. Boosted hit, boosted damage at dice +3 for damage. Rolled a 14, +3 is 17, which is exactly how much life madhammer has.

    -DF
    Unfortunately you can't overboost during stryker's feat in MK2.
    You can only overboost during his activation and his feat kicks in after his activation has ended.
    Overboost also expires after his activation so he doesn't get the strength bonus during his feat

    I was playing eStryker in the field test and as5as5inating casters from 20" away thinking "this is too good to be true"...and it was.

    He still has 20" treat range, but only 17" with overboosting damage.


    As for your list, I can understand why you've taken the Thunderhead but have you tried clearing charge lanes with rowdy's tremor?
    Everything gets knocked down when you use positive charge and tremor at MAT 10!

  4. #4
    Dark Fledgling
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    Quote Originally Posted by sanj View Post
    Overboost also expires after his activation so he doesn't get the strength bonus during his feat

    As for your list, I can understand why you've taken the Thunderhead but have you tried clearing charge lanes with rowdy's tremor?
    Everything gets knocked down when you use positive charge and tremor at MAT 10!
    First of all, that is so sad about overboost. While I did boost during his activation that fact that it ends before the feat makes me cry a little bit

    On the note of rowdy and tremor, when I said clear charge lanes I didnt mean killing people who would take free strike (which knockiing down would also do and for less points) but litterally killing models whose bases were where I needed to go, IE, the straight line from Stryker to the enemy.

    -DF

  5. #5
    phreaker187
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    I never noticed that about eStrykers overboost either. With lots of high ARM infantry on the board (trolls and such) I usually don't worry about the pulse until I can tag their caster with it, the POW 14 shots can take out shield walled infantry easily enough.

    That's the basic Stryker strat though, kill a bunch of stuff, get counter attacked and watch a bunch of stuff die, counter attack again and kill the caster. Same rule applies to eCaine.

  6. #6
    Calmorian
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    I'm an avid supporter of Rowdy with eStryker as well. The benefits of marching up together are pretty great, not to mention the Warjack Bond with Rowdy's first boosted attack being at 4d6 to hit and that's ~70% chance of the knockdown for his other three hits to come in on. The pair really means business, and it gives you three more points to play around with, which I tend to run as a Bokur, to make Stryker that much more likely to make it to the assassination point without incident.

  7. #7
    admanb
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    Quote Originally Posted by Calmorian View Post
    I'm an avid supporter of Rowdy with eStryker as well. The benefits of marching up together are pretty great, not to mention the Warjack Bond with Rowdy's first boosted attack being at 4d6 to hit and that's ~70% chance of the knockdown for his other three hits to come in on. The pair really means business, and it gives you three more points to play around with, which I tend to run as a Bokur, to make Stryker that much more likely to make it to the assassination point without incident.
    Character 'jacks can't be bonded. :/

  8. #8
    raincaller
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    Quote Originally Posted by admanb View Post
    Character 'jacks can't be bonded. :/
    They can't unless they have an affinity for said warcaster. page.82 MK2 prerelease rule pdf.

    Rowdy can bond to estryker t-head thorn cant.

  9. #9
    admanb
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    Quote Originally Posted by raincaller View Post
    They can't unless they have an affinity for said warcaster. page.82 MK2 prerelease rule pdf.

    Rowdy can bond to estryker t-head thorn cant.
    That little poophead lied to me... or more likely was just mistaken, but I couldn't justify overdone rage if that was it. Not that I've ever actually remembered the bond ability.

  10. #10
    raincaller
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    Lol, cheers it mostly just makes rowdy mean as hell. Rowdy says lay down, you must obey.

  11. #11
    Calmorian
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    You're darn right!

  12. #12
    Dark Fledgling
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    Ok, realizing the bond can work with rowdy is, well, disgusting.
    I may have to play around with my lists a bit...
    Drop the T-head and throw in rowdy and eiryss?
    but my e-pulse! its so good!

    this will give me fits...

    -DF

  13. #13
    raincaller
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    lol, or you could play massively larger games... I feel for you, a friend is offering me a fully painted T-head for 30 bucks off regular price. I want it but it will end up being a paperweight till I figure out a list for him.

    decisions!

    ~rain

  14. #14
    admanb
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    Quote Originally Posted by raincaller View Post
    lol, or you could play massively larger games... I feel for you, a friend is offering me a fully painted T-head for 30 bucks off regular price. I want it but it will end up being a paperweight till I figure out a list for him.

    decisions!

    ~rain
    $20 for a t-head? Dude, buy that. Run him with Nemo. :P

  15. #15
    raincaller
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    come to think of it my half painted eNemo could use a friend..

  16. #16
    dukeandfrank
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    the stryker bonding rowdy rule is amazing. I really wish I had known that earlier. Just another reason Rowdy should always be in Stryker's lists.

  17. #17
    Destroyer of Worlds Griffin839's Avatar
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    Ive been running this for my 35 pts list.

    eStryker
    -Lancer
    -Ol' Rowdy (bonded)

    Stormblades
    -UA
    -Stormclad

    ATGM
    -UA

    Simple, but brutally effective if used correctly.

  18. #18
    admanb
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    Is a couple of rebukes a game really worth 6 points?

  19. #19
    Destroyer of Worlds Griffin839's Avatar
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    Quote Originally Posted by admanb View Post
    Is a couple of rebukes a game really worth 6 points?
    in my experience, yes.

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