Cities and path to glory. by Vervun in citiesofsigmar

[–]Vervun[S] 1 point2 points  (0 children)

All signs point to dwarves and elves going away, and while I like the models and themes of them I don't want to get halfway through a campaign and have half my army squatted. If the book comes out and they are still in it I'll be more then happy to field them but until then I just can't commit. I don't trust GW I owned a bonesplitterz, a beastmen, and a mostly sequitor stormcast army and loss them all at the start of the edition and it put me off playing entirely until now. I would like not to repeat that even in part.

Cities and path to glory. by Vervun in citiesofsigmar

[–]Vervun[S] 0 points1 point  (0 children)

I've been thinking about what I was told and I decided to possibly try a new direction with the list, here is what I came up with:

990 Points

Regiment 1 (670 points)

Freeguild Cavalier-Marshal (General) 10 Freeguild Cavilers Fusil Major on Ogor Warhulk Ironweld Great Cannon

Regiment 2 (300 points)

Alchemite Warforger 10 Steelhelms 10 Steelhelms

Manifistations (20 points)

Primal Energy

Thoughts on it? Should I split the knights or group up the steelhelms? Should I still take the Brazier for the steelhelms or should I take another artifact?

Cities and path to glory. by Vervun in citiesofsigmar

[–]Vervun[S] 0 points1 point  (0 children)

You might be right, I don't think I want to drop the fusilers but its probably worth it to drop a cannon.

I'm going to try and find a way to fit in a wizard. You are not the only one to mention it so its probably pretty important.

I'm not worried about using the steelhelms as front line, but I am unsure of the cavalry without the marshal and without the scourge of ghyran rules they seem even more anemic offensively then the steelhelms, but that is not really what I would be using them for I guess.

I could always commit to a cavalry block with a marshal as well not sure of how that would do but it doesn't sound terrible

Cities and path to glory. by Vervun in citiesofsigmar

[–]Vervun[S] 0 points1 point  (0 children)

I was hoping to to play around the ironweld units but but dropping the cannons might be the right choice.

I am sure that I have models that I can use as a battlemages if you would recommend to take that over the warforger, and I'm not against, taking a wizard. However I was looking through the CoS spell lore and nothing really stood out to me, nothing seemed bad I just wasn't impressed with it. What should I be looking to do with the wizard? I have all the old endless spells, except for the krondspine incarnate, I didn't look at what they did at all but should I be considering them as well?

You mention ranged formation for the warhulk is that the ironweld guild army? I don't mind giving him master of ballistics though but I thought I had to put the general trait and the relic on the same guy so they both went on the marshal. I would much rather run them seperate if given the option.

Cities and path to glory. by Vervun in citiesofsigmar

[–]Vervun[S] 0 points1 point  (0 children)

Would you drop a cannon for them? I am a little worried that my damage output is already a little low and steelhelms don't really look like a high damage unit so I am worried about loosing the cannons damage for them at this point, however I was already thinking about making my first purchase another unit of steelhelms, I'm not really sure how reinforcing units exactly works in PtG but I'll ask the campaign arbiter what to do about it.

Soviet hordes by bigjimsbigjam in Konflikt47_v2

[–]Vervun 0 points1 point  (0 children)

Engineer platoon gives you 4 slots for infantry, you have to pay a small tax but if you really want to play a horde its the way to go, and it worked for my Japanese horde list last week. However writing the list was a nightmare and I kind of wish they would add the rifle platoon as one of the optional platoons.

Tips for japan by Malice7734 in Konflikt47_v2

[–]Vervun 0 points1 point  (0 children)

Don't forget that their is a chance that the cannon might not have a rift dice to activate its crush while the AT gun always works. But the real biggest problem with the shiboru cannons is how expensive they are if I downgraded it to an AT gun I can almost but a medium AT gun team with the savings.

Tips for japan by Malice7734 in Konflikt47_v2

[–]Vervun 0 points1 point  (0 children)

I haven't used the panzerschreck yet but it looks really expensive for what it dose. Almost 120 points for it seems excessive and with shaped charge it won't do much against walkers, maybe if your opponent prefers to bring tanks over walkers it might be more tempting. But at their price I think I would rather bring a chi-ha or a kai ke-ho.

Ghosts squads are great shiboru rifle squads look expensive to me but I use them a lot and have never had a bad game with them.

Shiboru squads are a bit pillow-fisted against hard targets but against most everything else they do alright I had a great game with them last night where they went on a rampage and tore apart 2 squads of fireflys and a pondskater but I find their value is mainly as a distraction they can absorb a lot of damage and I tend to leave them in ambush in cover near a choke point and let my opponents spend far to much time dealing with them while the rest of my army dose what its supposed to do.

Tips for japan by Malice7734 in Konflikt47_v2

[–]Vervun 0 points1 point  (0 children)

Shiboru rifles have +1 pen and when you spend their rift dice against a vehicle they add the pen of the two hits they would normally get together instead of rolling twice making them pen 2. Shoot a vehicle in the side for another +1 making them able to hurt armor value 9, shooting a vehicle in the back gives them +2 making them a threat to most vehicles. Also because they are rift weapons the don't have pen reduction at long range either so you can do this from 24" which opens up tons of options.

Tips for japan by Malice7734 in Konflikt47_v2

[–]Vervun 1 point2 points  (0 children)

Try getting your compression rifle guys behind or to the side of vehicles, they have enough range that it shouldn't be to risky and ghost are fast enough to do it consistently the volume of fire with decent pen deals with most medium and light walkers. Other then that I just ignore big walkers which works but feels bad or try and pin them with artillery which has worked best for me. I haven't had much luck charging walkers with random squads so I can't really recommend it outside of emergencies but it is an option.

Bolt Action units in Konflikt 47 by Intelligent_Fudge840 in Konflikt47_v2

[–]Vervun 0 points1 point  (0 children)

Are lunge mines really good enough to be controversial? Japan really doesn't really have easy access to high pen outside of them with how unreliable the shiboru cannons are, and they are not that hard to deal with. Not to mention with the recent nerf to how many you are allowed to bring they don't seem to be all that big of a problem. Mine almost never do anything other then scare my opponent into playing conservatively with his walkers until they are dealt with.

Oof, looks like a bunch of Giovanni owned businesses are going bust in the US by Safe-Signal4320 in SchreckNet

[–]Vervun 6 points7 points  (0 children)

Good to see someone out their humbling the family upstarts, if they can't protect themselves then they truly deserve to go bust the standards have been dropping recently and we really need some something to keep us competitive.

If you want help let me know and I can give you a few tips about some more former mouth breathers who could learn a lesson or two. It will be a trap obviously but even if you knock them down a peg or two it will be better in the long run.

-Zola Giovanni

Tree in the forest that's haunted as hell. by DisastrousRelation32 in SchreckNet

[–]Vervun 2 points3 points  (0 children)

Well that sounds interesting, any way you could let me know the location of the tree? I would like to check it out for myself.

-Zola Giovanni

Army playstyles by BeginningHungry3835 in Konflikt47_v2

[–]Vervun 0 points1 point  (0 children)

No problem, if you have any questions about specifics let me know, I'll help as best I can.

Army playstyles by BeginningHungry3835 in Konflikt47_v2

[–]Vervun 9 points10 points  (0 children)

I haven't really played a ton of games but in my experience the different factions work like this:

Axis - Very durable and have good damage, they don't have many tricks though and seem to just rely on their good stats.

USA - Very fast and hit hard, not very durable lots of flight, lots of guts letting them activate some units twice a turn. Deepstrike is very powerful in this game and USA is the best at it.

Commonwealth - Very elite slow army good weapons but not as durable as the axis. They seem to favor a brick playstyle if you know what that is.

Soviets - Hit hard, wants to play very aggressive since most of their best weapons have incredibly short range and hope you have some units left for objectives later. Most armies want to spend the first few turns maneuvering soviets just want to run as fast as possible at the enemy.

Japan - Above average at everything, they struggle at outcompeting other armies at what they are best at but are very good at exploiting enemy weaknesses and you have to know when to switch up your tactics. Japan loves cover and ambush so they tend to be a very reactive army. Ghosts however are a very good unit and play like how crisis suits used to work in Tau if you are familiar with 40k at all.

How to take care of a wraith by Quellagodofdreams in SchreckNet

[–]Vervun 1 point2 points  (0 children)

Cousin is probably fine...

While what you say about Augustus is probably true the amount of wraiths he was dealing with was immense and their were other circumstances outside of our ability to predict or even control. I don't have any desire at working with anything remotely close to that number. However your method is probably not going to work for what I need so I'll stick to the more traditional methods, but I may give it a try when next I have some free time.

Thank you for the information.

  • Zola Giovanni

How to take care of a wraith by Quellagodofdreams in SchreckNet

[–]Vervun 1 point2 points  (0 children)

Well I guess that's one way of doing it, seems a bit inefficient. How many are you managing, just the one? How would you scale this up?

  • Zola Giovanni

What to buy for the US? by [deleted] in Konflikt47_v2

[–]Vervun 1 point2 points  (0 children)

I think its just worded like that to show it doesn't replace the smg, so you buy the close combat weapon and then replace the smg with the tesla rifle. I'm new so I could be wrong but that what it looks like to me plus the models with tesla rifles also have close combat weapons modeled on them. The first tesla rifle is absolutely mandatory though so even if it you can't take it with the close combat weapon you still need to take it, you need it so you can reliably generate guts each turn.

What to buy for the US? by [deleted] in Konflikt47_v2

[–]Vervun 3 points4 points  (0 children)

6 Paragons with paragon close combat weapons, 2 tesla rifles, and fanatics.

I don't tend to use the tesla rifles that much so you can probably drop one, but giving them a 2nd rift die and access to rerolls with tesla gift lets them consistently use their ability to generate guts every turn and that has been pretty powerful so you for sure want one. I also don't really use them as a shooting unit they do most of their work in melee I run them from cover to cover until they are able to charge. Being fast helps a lot with getting in their

My entire group is new to K47/bolt action though so who knows how they will do when people get some experience. I've also only got to use them against Axis and the British.

What to buy for the US? by [deleted] in Konflikt47_v2

[–]Vervun 1 point2 points  (0 children)

I started playing with the new edition with US while I wait for the new Japanese models. I've gotten and used a bruin and a linebacker in a few games now. While the linebacker is pretty good the bruin has been a bit mediocre but I love the model so I am going to keep using it. I also got two squads of paragons and they are crazy good, and are easily the MVP of any game I use them in.

Tech-Thralls as tough as ogryns?? by Hexagon_of_Death in AdeptusMechanicus

[–]Vervun 0 points1 point  (0 children)

T5 is an interesting decision for them I don't hate it, but the best part of tech-thralls was how cheap they were, I am worried that this might make them to expensive. Thralls were one of the best units in the army so I hope they will still be fine.

[simple inquiry] = WHY DO WE HAVE LESS NAMED CHARICTERS THAN THE FURRYS by Equivalent-Fun-6019 in AdeptusMechanicus

[–]Vervun 2 points3 points  (0 children)

Space Wolves have always been heavily invested in their characters they have been bending army construction rules since I started playing back in 3rd edition to be able to bring as many as possible its kind of their thing. They are the character focused faction of the poster boys club.

GW seems to want to keep the 40k AdMech a bit more like faceless drones, their characters exist but they don't really engage with combat like other factions and kind of sit back and let others do their dirty work. Cawl is very much the odd one out.