Another Lock and
Load fades back into memories. Some great times were had. I'll get
into more of that at a later date.
It has been a while.
Not necessarily by intention. I work full-time, I'm a full-time
student, and I recently took up the mantle of Press Ganger. (Recent
in terms of months from posting.) Perhaps some re-establishment is
in order. Drink your grog and ready yourself, the press gangers are
calling.
Nearly half the year
is through, and I'm still rocking my Paradox Plunge 2013 pledge.
Outside of demo games, I have only played Fiona the Black and Captain
Phinneas Shae without the Commodore. The Commodore will soon be
taken aboard, but I have some Sea Dogs to finish first.
Let's break down my
Fiona list.
- Fiona the Black
- Rocinante
- Sylys Wyshnyalyr
- Full Nyss Hunters
- Full Forgeguard
- Minimum Boomhowlers
- Full Long-gunners
- eEiryss the Angel of Retribution
- Gorman di Wulf
- Ragman
- Dougal MacNaille
In the
post-Colossals meta ( or the local meta with all the Khador players),
being able to put a serious amount of damage is a concern. This is
where Fiona can shine. By making Eiryss an Arc-Node via Telgesh
Mark. Arcing Affliction on a heavy target is a necessity. Once
Afflicted, the target can be shot down by double shooting
Long-gunners and other ranged elements.
Putting Nonokrion
Brand on the Long-gunners can be helpful in keeping them alive. By
hiding behind the trolls, your opponent has difficulty has difficulty
getting them out of the fight. They can still shoot at anything on
the other side of the trolls with the upkeep on. Guaging where their
14” range will hit is very important.
The Nyss and the
Forgeguard are sweep and clear units. Someone has pushed something
in their charge range without back up, then they can charge in and
take it off the board. The Nyss can also serve as a back up for
Telgesh Mark in the instance that Eiryss is killed, which a lot of
players like to make a reality as soon as possible.
In the age of timed
turns, it takes a lot of time to do its thing. Twenty plus ranged
attacks on a target with a life-spiral or grid takes time. Talking
with your opponent about how you might be rolling a column die with
the to-hit roll may help reduce this. (Thank you for that bit of
tech, Josh.)
Fiona's feat is
pretty amazing. With a 14 inch control range, making everything in
that range lose one die for attack and damage can be another turn of
survival. Even better, if she feats when your ranged units are
engaged, then you can often walk your troops out of melee with little
fear of a free strike. It also helps keep them in the fight when
your opponent retaliates on their turn.
Well, off to
practice some unpacking, an issue with such a high model count army.
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