An epiphany is the sudden realization of the essence or meaning of something. The term is used in either a philosophical or literal sense to signify that the claimant has "found the last piece of the puzzle and now sees the whole picture," or has new information or experience. Usually an epiphany is followed by the equally sudden realization of ones own stupidity, when one realizes how long it took to spot such an obvious solution to a problem.
I've been racking my brain trying to figure out what I could add to my Mortenebra list, to help me clear a drop zone for the Scavengers. So far my opponents have all opened up their caster at some point, but relying on the opposition making mistakes is a sure way to loose the important games, so I've been building lists, crunching numbers on mercenaries, and until now the solution eluded me.
The wall of Warjacks/Warbeasts isn't really a problem, as so many points tied up in one place means I can pick the rest of the army apart, or simply slam them out of the way if I need a drop zone. The issue I've been having is clearing out massed infantry, shielded by a wall of heavies, in a castle formation. I've thought about Bloat Thralls with Arcing fire, Mercenaries, Warwitch Sirens, Cephalyx Overlords, and pretty much every unit/model I could imagine, and of course I've had the answer in my list the whole time: The frigging Mortifier.
It's on the Harrower, and I've got two of them in every Mortenebra list. I've been so focused on the Harrowers as melee monsters, that I've totally ignored the ability to clear out a drop zone for the Scavengers. Mortenebras Recalibration feat is not restricted to melee attacks, so landing at least one of the blasts should be quite easy against most targets, and I've got the points available to add a couple of Warwitch Sirens to ensure available Focus for a boost.
So now I'm left with solving the issue with true brick casters, surrounded by highly armored multiple-wound models, but I guess the answer will come to me at some point. Either way, another piece of the puzzle is in place, and Mortenebra is one step closer to world domination.
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Tuesday, June 7, 2011
Monday, June 6, 2011
Pirate Queen Mortenebra; Part 2
I got my game in, against a Farrow army led by Arkadius. I know I read the card, and I even noticed the Crippling Grasp, but somehow that information leaked out of my brain, before I ran in the Satyxis Raiders to tie down a pile of ranged units. The result was the near annihilation of my squad, and one lesson learned. I can't really draw any sort of conclusions from this game, so I guess I'll have to try again next Monday.
In the end it didn't matter much, as he left an opening for a Scavenger, and Arkadius without Fury. I know he read the card, but he missed what flight actually does, and so Arkadius got beaked to death around thirty seconds after my turn two began. I know this game is supposed to be about knowing more than your opponent, and blocking his every angle of attack, but it still feels cheap, and I've been hit by Molik Karn enough times to know how wasted a game feels when you get taken down like that.
To make matters worse the Scavenger is even harder to stop, and most opponents have never even seen the model before, much less discovered the potential of the thing. Unfortunately I have to practice, so I can't just avoid playing with them. I promised my opponent that I'd go up against a Gunnbjorn list on Monday if possible, so he could rip me a new one. More diversity in matches means more experience, so I'll receive my lead enema and like it, if it means learning more about the game.
As always the Stalkers just never pull their weight, so I'll try cutting back to one of them. That means I free up some more points, and now I'll have to find out what I can bring. Maybe some Mercenaries could be fun, to add even more weirdness to the list.
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In the end it didn't matter much, as he left an opening for a Scavenger, and Arkadius without Fury. I know he read the card, but he missed what flight actually does, and so Arkadius got beaked to death around thirty seconds after my turn two began. I know this game is supposed to be about knowing more than your opponent, and blocking his every angle of attack, but it still feels cheap, and I've been hit by Molik Karn enough times to know how wasted a game feels when you get taken down like that.
To make matters worse the Scavenger is even harder to stop, and most opponents have never even seen the model before, much less discovered the potential of the thing. Unfortunately I have to practice, so I can't just avoid playing with them. I promised my opponent that I'd go up against a Gunnbjorn list on Monday if possible, so he could rip me a new one. More diversity in matches means more experience, so I'll receive my lead enema and like it, if it means learning more about the game.
As always the Stalkers just never pull their weight, so I'll try cutting back to one of them. That means I free up some more points, and now I'll have to find out what I can bring. Maybe some Mercenaries could be fun, to add even more weirdness to the list.
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Etiketter:
Mortenebra,
Satyxis Raiders,
Scavenger
Pirate Queen Mortenebra?
As you might have noticed, I've fallen in love with Bonejacks. This also means that our infamous Infernal Machines list, is less attractive, since I'll be bringing two Harrowers as my only heavies. After putting in two Helldivers, Scavengers, Stalkers, and Harrowers, I find myself with 12 points left over. I could add another 3-4 Bonejacks, but I got to thinking about units I could bring instead.
The Privateer Press forums had a few articles about this, but the ones I found all discussed Bane Thralls or The Withershadow Combine. I can see that Bane Thralls with recalibration would be devastating, and the WSC is always worth bringing, but neither of those choices really gave me synergy in a light jack assassination list. Suddenly I remembered I had quite a few Satyxis Raiders in my pile of random stuff, and sure enough I found a full raiders squad, with Sea Witch and Captain. Now why would I bring them?
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The Privateer Press forums had a few articles about this, but the ones I found all discussed Bane Thralls or The Withershadow Combine. I can see that Bane Thralls with recalibration would be devastating, and the WSC is always worth bringing, but neither of those choices really gave me synergy in a light jack assassination list. Suddenly I remembered I had quite a few Satyxis Raiders in my pile of random stuff, and sure enough I found a full raiders squad, with Sea Witch and Captain. Now why would I bring them?
- Gaining ground; Mortenebra lists are actually rather slow when it comes to a general advance. Sure we can slingshot individual jacks across the table, but the rest of the army is doing a lot of walking. Satyxis Raiders may advance deploy, engage from ridiculous distances, and are Pathfinders. In a normal game this means, that if your opponent advances more than ten inches in the first round, he's within Raider range. This could prove valuable in zone control games, or simply to push back an enemy army to deny them control of the table.
- Models.Actions.Focus; is the resource I work with on this blog, and a Mortenebra list is low on everything. It has low model count, low actions/round, and is strapped for Focus. This means that introducing a unit with a high amount of models (something like double the number of a tier list), a high number of actions (again due to numbers), that operates without spending Focus, is a great boon.
- Feedback; A point of damage on the Warcaster means Finisher on the Scavenger.
- Knockdown; This will really mess up an opponent if triggered on a free strike.
- Defense; Even more defense sixteen models, that care little about blast damage.
- Damage; Power swell and Recalibration, makes for a lot of damage that round.
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Etiketter:
Mortenebra,
Satyxis Raiders
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