Believe it or not, this rush did one point of damage that turn |
Readers of my last
Scourge related post may remember the struggles I have been having
with the wibbly jelly men. The change over from Shaltari has been
choppy and a little hard to swallow at times (much like swimming with
an open mouth in the Thames).
It is good news this
time around though, as I am finally getting the hang of them! I have
made a few tweaks to list the list, one of which is dropping in a
Despoiler (I'll talk about this bad boy of violence in a bit), and
the army as a whole plays much more smoothly. When I say smoothly, I
mean as smooth as a hammer to the face- it packs punch in abundance.
I have embedded the
list I am currently using. As you can see, I have kept my minimum
number of sixteen
Prowlers, but have added a ton more AT. The six
Hunters and two Reavers kick serious booty, and the Prowlers and
Intruders mop up anything that remains. A cheeky tactic with the
Prowlers that I have found to work, is that if you can surround a
unit it can't walk/drive/scuttle away and also the Hot LZ rule restricts
the adjoining dropship whisking the unit away. Doing this also
restricts blast weapons, as a template cannot be originally placed so
that it touches a friendly model. I have split them into four squads
due to unit coherency, and the issues which turn up if only one dropship is shot down in a squad of two.
To explain a little more thoroughly, if you have a unit of eight
Prowlers in two Intruders and one Intruder is shot down, leaving
between one and four Prowlers on the floor, the other Intruder
containing the remaining half of the squad cannot leave coherency
with those on the floor. This rules has screwed me over a few times
after losing one dropship, and the whole unit being stuck in no-mans
land until a Call For Extraction is drawn. Although having four
squads means cards like Aggression are less optimised, it really
opens up the manoeuvrability of the army.
Taking a Despoiler has
changed the way the whole army deploys, and although I am normally
against the bigger dropships this beast is certainly worth taking.
It can be a tad vulnerable at A5 and 5DP, but it makes up for this with its move of 18”. This
means on turn two you can have your Hunters up to 34” into the
table. Scary, right? It also has a two-shot E11 gun with Demolisher 2. So far in two games with PHR, my Despoiler has destroyed an Ares, an
Odin, two Phobos and a Helios.
Although it is pricey, in this particular list it works a treat.
The one unit that
continues to let me down though is sadly the only auto-include in the
army; the Desolator. It's just pants. I'm not sure if it is simply
bad dice or not, but whenever I get it into a useful position it just
seems to do nothing. The best it has ever done is finish of a
half-wounded Jaguar. As it is so unreliable I have no idea where it
will be best used half the time; do I fly it into the midsts of my
opponents army where it could do serious damage (but probably won't)
and then suffer it being destroyed by mass AA fire, or do I leave it
on the outskirts, doing mad damage to buildings? The Ion Storm weapon is a little lost on this army, as I have so many ground units I am as likely to destroy myself as the enemy! As an HQ choice I find it as weak as it is unreliable (all the other HQ choices have a focussed
mission statement, and a solid way to use them), and also that in all
bar one mission it can't take focal points which is huge! All in all,
roll on February for the new commanders.
As
well as enjoying the list I am having much more luck with results
too! However...
Sometimes
rolling for objectives makes me want to cheat on my dice with other
dice right in front of their faces (all six of them), and afterwards
when they are feeling depressed use them once more to re-kindle hope,
and then give them to a dirty junkie somewhere to use for weird drug
induced sex games.
To
give reference to this, over the first couple of games with this list it took me 14
attempts to find one objective. Now you understand? Excellent, moving
on...
I
have had a couple of good results against PHR, as once their AA is
down there is little to halt my advance. I am able to get the jump on
units like the Odin with my Prowlers, and with 16 E11 attacks you are
pretty odds on to get your kills. I haven't played Scourge yet (which
is going to be really tricky due to my lack of AA) or UCM (I play
Hawk Simon on Tuesday, so we will see how that goes! My army should
be pretty efficient at killing his standard tanks though), so I look
forward to testing it's mettle against them.
Need more crabs! |
The
Shaltari and Resistance are going to be my boogey armies I believe.
The Shaltari have a lot of AA as standard (due to Jags), and it is
super efficient at taking down flying units with A5 (which happens to
be more or less everything). Also breaking the Shaltari brick is
normally difficult, so doing it without your full compliment of
Prowlers (as Intruders, being A5,
become porous on the way in and become reliably
un-aerodynamic) and having to get first activation or face
losing all your Hunters, is, well, tricky and partially impossible to
plan for. The Resistance are crack shots, so whatever they shoot at
explodes in the air. On the ground less so, but the amount of Hunters
I have lost to Skullswords E9 Kraken shots... (They hit on 5+, and he
destroyed four Hunters out of four shots in our first game) In
fairness this is an anomaly, but they still have an abundance of low
energy shots, perfect for taking out (you guessed it) Prowlers.
On the infantry side of things, I have a little bit of an issue with taking out Exotics. I needed
ten more points to squeeze in another squad of Destroyers, but sadly the points just aren't there to use.
Although Aged Ones provide a handful of dice in the first round of CQB, they die like Warriors,
which is to say, fighting them is like stamping on Ants in a playground. This is
something I will get around though, through the trained arts of cheating, lying, and
deceitfulness. Or maybe I'll just try the more broadly accepted
initiative, tactics and card shenanigans.
Not
long until Invasion now anyway, so I better get the games in with
Mega Mike and Skullsword, even if it does mean I whine like little bitch about losing for the entirety of January. But at the end of the day, why do we
fall Bruce...
Why not use the Annihilator instead of the Desolator (I don't have my book with me-so no idea if it fits point-wise) It breaks up blocks nicely, hits stuff behind buildings, shoots from behind cover, is a great area denial tool and generally a lot of fun and since you have tons of scouts - it should work well with a commander.
ReplyDeleteProbably not the best choice against Simon (cause he knows it in and out) but still better that the Desolator...
The Annihilator isn't a command choice. Only the Desolater is. At Clash level you have to have 1 (no more, no less) command choice. Also the Annihilator doesn't play so well with Prowlers.
Delete