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  1. #1
    Conqueror Irchris5000's Avatar
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    Default I am not good at making lists. Stryker 1 75pts

    Pick this one apart guys, I'm bad at listing

    Stryker 1
    Squire
    Hurricane
    Centurion
    Centurion
    Trenchers max
    Trenchers ua
    Strangeways
    Gobber tinker
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  2. #2

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    Looks like you can capitalize on AS, snipe, earthquake, and feat. Have you considered taking Jr. and giving him/her one of the centurions? 2 Acrane Shields is twice as nice.

    All the knockdown available in this list is great. And feat turn will make you borderline indestructible. When you play. Watch out for people trying to throw your centurions out of zones, because they may have no other choice with them having armor up to 29.

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

    Quote Originally Posted by Irchris5000 View Post
    Pick this one apart guys, I'm bad at listing

    Stryker 1
    Squire
    Hurricane
    Centurion
    Centurion
    Trenchers max
    Trenchers ua
    Strangeways
    Gobber tinker
    I'm really questioning this list. It has a real "Win more" approach which I find difficult to justify. Why take Centurions when Stryker makes Ironclads Centurions?

    Let's start with the Attachment. Reinholdt gives Stryker a Stealth out or two disruption shots. The latter of which is super powerful when you're grinding out a game. Taking away the ability for jacks to hurt your colossal on non-feat turns is not nothing. Sylyss gives +2 Range on an Earthquake and a free upkeep, both Stryker wants. The Squire is Stryker's least favored attachment.

    The Centurions are such a weird for me. Yes, they are unkillable on feat turn. But they are unkillable every turn. And without Arlan, and after upkeeps, and after inprints and running, Stryker will have 2 focus. That's...not good. You have Arlan, so that's helpful.

    Blur on the Trenchers is pretty good. But what are they protecting? Your non-chargeable Centurions? The colossal your opponent will see through the clouds? The inclusion of the Hurricane and Trenchers both is a bizarre choice.

    This is exactly the kind of list I dislike. It's kitted to just be unkillable but doesn't really offer a ton of tricks, tricks Stryker wants. The Earthquake + Guns remains a popular end game for Stryker but I fear you lack the quantity of guns to make that happen.
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  4. #4
    Conqueror Irchris5000's Avatar
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    Default

    Thanks for the comments guys. I told you I'm not good at listing. My overall plan was to use the centurians to block the hurricane from being charged by standing in front with p.shield. Then once they get in the zone they will need less focus as they won't need to run. The trenchers are there to mainly help deal with infantry or jam if necessary.
    Snarly- could you elaborate a bit more. How is a list tuned to win "more" bad? What do you mean? What would better just replace the centurians with ironclads?
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  5. #5
    Destroyer of Worlds SnarlyYow's Avatar
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    Quote Originally Posted by Irchris5000 View Post
    Snarly- could you elaborate a bit more. How is a list tuned to win "more" bad? What do you mean? What would better just replace the centurians with ironclads?
    What I mean is, if the list is designed to win in a certain way, and already does that, doing it more doesn't help. Arm 24. Arm 29. What's the difference? In most matchups? Nothing. They don't come in if they're smart and wait a turn or the come in and die either way. The outcome is identical. You want to win harder by winning more when you're winning. That's not how it works. This game has a lot of options but the outcomes are binary: you win or lose. There aren't really points for winning more (there are, but relatively inconsequential.)

    The Hurricane is cool and at ARM27 what do you think it needs to not be charged by? Speaking of not being charged, why have Trenchers that can't block line of sight to the Hurricane?

    I think I'd run the Hurricane, a Journeyman with a Firefly, Arlan, two units of Stormlances, Lady K, and Rhupert, Ragman, and the Stormblade Captain. Options. Shove a bunch of ARM 25 Stormlances in the middle of the table and let your opponent choke on that for a turn all the while this big, indestructable thing chucking slam guns down the table and throwing out Earthquakes makes life hell.
    The game is good.
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  6. #6

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    In my experience, Centurions with Stryker 1 is less about being ARM 29 and more about Polarity Field and being ARM 24 turn-in, turn-out, it's like a feat turn that never ends, while you're fishing around with earthquakes and Sniped guns to eliminate key targets. Feat then becomes more about creating an absolutely crushing counter-attack, smashing whatever specialist tools came in on the Centurions and then being immune to further retaliation rather than delivery/blunting the alpha.

    I agree about sneaking Junior into the list, putting Arcane Shield on a Centurion is fun, and doing it twice is almost definitely more than 2x better than doing it once. Stryker is just one of several 'casters able to do it, and I've actually had fun using Sturgis of all people to do similar, but that's neither here nor there.

    I'd counsel against putting a Centurion on Jr. though, those jacks really want focus to pop Polarity Field and run, which means Junior is right up near the action where your opponent can put 21 pts. AND one of your Arcane Shields out of commission. Removing the Tinker and downgrading the Trenchers to just a min. unit would give you points for a Charger and Junior, or a Firefly and a dangling point if you wanted to make those Hurricane guns absolutely horrific.
    This post comes with the proviso that I am not the most competitive player ever.
    The Surgeon General recommends one (1) grain of salt be taken when consuming this post.

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  7. #7
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    Quote Originally Posted by elmagnifico View Post
    In my experience, Centurions with Stryker 1 is less about being ARM 29 and more about Polarity Field and being ARM 24 turn-in, turn-out, it's like a feat turn that never ends, while you're fishing around with earthquakes and Sniped guns to eliminate key targets. Feat then becomes more about creating an absolutely crushing counter-attack, smashing whatever specialist tools came in on the Centurions and then being immune to further retaliation rather than delivery/blunting the alpha.

    I agree about sneaking Junior into the list, putting Arcane Shield on a Centurion is fun, and doing it twice is almost definitely more than 2x better than doing it once. Stryker is just one of several 'casters able to do it, and I've actually had fun using Sturgis of all people to do similar, but that's neither here nor there.

    I'd counsel against putting a Centurion on Jr. though, those jacks really want focus to pop Polarity Field and run, which means Junior is right up near the action where your opponent can put 21 pts. AND one of your Arcane Shields out of commission. Removing the Tinker and downgrading the Trenchers to just a min. unit would give you points for a Charger and Junior, or a Firefly and a dangling point if you wanted to make those Hurricane guns absolutely horrific.
    I couldn't agree more with everything you've said. In general I think that's actually a very solid list - DEF 20 to shooting trenchers backed up by ARM 24 Centurions backed up by a super long range high value weapon platform. I do think it's necessary to find the points for Junior. Maybe something like this?

    http://conflictchamber.com/#bh1b7Cf69B9Banaj9g9T9V

    Cygnar Army - 75 / 75 points

    !!! Your army must include a Steamroller objective.
    !!! Your army contains a pre-release entry.

    (Stryker 1) Commander Coleman Stryker [+30]
    - Hurricane [39]
    - Centurion [17]
    - Centurion [17]
    Captain Arlan Strangewayes [4]
    Journeyman Warcaster [4]
    - Grenadier [9]
    Trencher Infantry (min) [10]
    - Trencher Infantry Officer & Sniper [5]

    I don't think you'll need the extra control area from the Squire, and for 4 points I think Arlan is better than Sylys because he can contribute not just focus efficiency, but also repair and magical weapons. The Grenadier is a viable snipe target, and can pump out a ton of pain. It's painful shrinking the Trenchers, but getting a second AS is critical. You could also very easily change the Grenadier to a sentinel or a Charger and it'll be easier to keep Junior safe and it's a bit more plug and play. Grenadier can do more damage at range than a Stormwall to anything but super high armor though.
    Any opinions are mine, take them with a big chunk of Himalayan sea salt.

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  8. #8
    Destroyer of Worlds Stormpuppy_Infantry's Avatar
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    Snipe is more better on Trencher Infantry, for they rarely needs an anti ranged buff but needs something for make up their moderate RNG 10.

    I think that Sylys is far better than Strangewayes. Arlan cannot upkeep Arcane Shield for free, and you rarely needs to cease to upkeep it.unlike Blur and Snipe. He needs both of them because he is starve for focus, though.
    You create your own destiny, and your lot in life is not fixed at birth.
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  9. #9
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    Quote Originally Posted by Stormpuppy_Infantry View Post
    Snipe is more better on Trencher Infantry, for they rarely needs an anti ranged buff but needs something for make up their moderate RNG 10.

    I think that Sylys is far better than Strangewayes. Arlan cannot upkeep Arcane Shield for free, and you rarely needs to cease to upkeep it.unlike Blur and Snipe. He needs both of them because he is starve for focus, though.
    Arlan can give a focus to the Hurricane every turn, however, which is equivalent. Except if you need other things Arlan can do them - he can be absolutely clutch with his repair or his magical weapon granting. Sylys is only ever 1 focus for Stryker, S&P on a 5" no damage pieplate is pretty worthless.

    I like Blur better on Trenchers because it puts them from difficult to hit to ludricous to hit. All of a sudden even things like Deadeye aren't enough to generate hits. Snipe is better on the colossal or the grenadier, where you can get some truly ludicrous threat ranges or give some flexibility with positioning.
    Any opinions are mine, take them with a big chunk of Himalayan sea salt.

    The objective is to win, the point is to have fun.

  10. #10
    Destroyer of Worlds Stormpuppy_Infantry's Avatar
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    True, if you can expect some accuracy buff of the enemy, or the enemy unit with Hunter. But otherwise still Snipe seems better - even RAT 7 is struggle to hit DEF 17 without a buff or boosted attack roll, and Trencher needs to avoid the engagement.
    You create your own destiny, and your lot in life is not fixed at birth.
    Truth is truth, regardless how bitter it is.
    Anti armor ranged damage per point cost for Haley1
    Stormblade Infantry, fragile but versatile infantry.
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  11. #11
    Conqueror Irchris5000's Avatar
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    This is interesting, because it seems as there are two schools of thought on this list. Snarlyow's suggestion seem strong, but I don't own two units of stormlances lances so that's out. But the concept behind it seems sound. But I think you hit it right on the head, elmagnifico. The centurians were there mainly for polarity shield. I also think trenchers are an outstanding offensive unit when they have access to snipe. I never much understood the line of reasoning that you just take them for their clouds. Honestly they are a unit I play a lot and I almost never use that part of this card.
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  12. #12

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    The idea with the double cent feat turn where they are 29 is to not worry about imprinting on that turn. You can if you have the focus, but you don't need to. On the previous turn you hopefully position the Cents so that you can run them to engage heavies. Now you have jammed his heavies with things he can't kill. You have nullified their alpha.

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