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Autumn King

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Autumn King last won the day on August 28 2022

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  1. I am quite excited about The Fae Queen. Hopefully I will be able to order her soon. I can't wait to see your completed miniature.
  2. No, you are not missing anything. I am... clear oversight on my part.
  3. If your group is willing to play into the DMH, she has a lot of synergy with Nicodem. List has lots of Decay. Additionally, Nicodem's Corpse Conductor rule is horrifying with the Grave Golem, and all the mindless Zombies give the Golem many moving places to unbury with. Plus any mindless zombie summoned may be turned into an even better zombie through Nicodem himself. I see every summon Asura makes as a decrease in the action economy of the opponent. All of Nicodem's Gravediggers and his totem also have ways to interact with corpse markers/ mindless zombies.
  4. In general, when I run my Ramos list, my beaters and a few schemers are all I have left at the end. Most my spider are suicided by Ramos for all the un resisted damage they do. Then more models are made by Ramos for more suicides and stone production. My opponents typically have found they don't like wasting to many actions on what I am choosing to kill anyway. I personally feel that the Ramos crew's primary weakness lies in will based attacks (Lure, Obey and the like). Most his crew has mediocre will at best. And due to his masochistic self-killing nature, he also relies on his ability to build more constructs. Attacking his scrap markers with marker removal can also decrease his efficiency to some extent. Anything that can decrease his stone or card economy are also useful. These are possibly his greatest strengths with lots of un resisted pulse damage.
  5. I agree. I generally play them in bottle necks on the battlefield where I can really slow down and manipulate the enemy's movements and placement. I will also place them anywhere I know the "fight" is going to be, generally around the centerline.
  6. He is like a super Rougarou. They share many rules (Ferocious claws and Roar). I thought about taking him as a second master with Titania 2, and doubling up his mutations with her Champion upgrades...
  7. Very true, but having access to multiple ways to run a master should be able to keep an opponent guessing. Forcing them to occasionally over tech or under tech based on the circumstance. Plus giving yourself more variety to avoid allowing your teams to go stale. Don't think I am arguing this is better then the classic Elite Heavy Titania list, but it is new and emphasises in a different aspect of her game play.
  8. I wasn't to concerned about his armor, as my goal was to avoid any major fights with the denial. And his low speed, outside of Hunters worked against him. He definitely did not anticipate what level of underbrush I was bringing. He did use Bulldoze to clear his path, but I was able to get in and underbrush behind Hoff. Hoff found himself isolated, I then jumped on him. In the end, Hoff is one model with marker removal, nearly my whole team could place underbrush. He poorly teched for what I brought. He expected monsters, and got lots of underbrush instead. Langston and riders would have been very useful for him, but he did not take him.
  9. I can't speak to its effectiveness in Vassal, as I don't play it. It does not surprise me that it would be more difficult. I tend to stagger additional underbrush, also in a secondary line to assist my front line of underbrush. Even with models that bypass both layers of underbrush, they will find themselves in a position where I can still throw them back into the underbrush with "Into thorns" and other attacks. I can often even use a chain of "Into Thorns" to move them back multiple underbrush markers, if my bottlenecks are set up properly. When models have fully punched through and are not at any risk of being "Into Thorns'd," they will often find themselves isolated from the rest of their team. I will usually jump on those models and kill them while they have no support. Rougarou are good for this, as they are fast and can react to new threats quickly. Additionally, when Championed they can really hit like a truck.
  10. Like I said, I have had quite a bit of success so far with the area denial. Truely, it will be difficult with some teams, but have found it overpowering against others. I played A Hoff 2 list not too far back, and he only got one model out of his starting quarter. I denied him the ability to even play the game. Hoff 2 could not "bulldoze" enough underbrush to escape the constant "Into Thorns" triggers I was throwing at him. He was forced to waste action after action, never getting to a place where he could score effectively. He could not use his large beaters, because I would not let him. I would say, I am finding greater success right now in the denial, not the area control, even though they go hand in hand. Points are made by where your models are, and it is so easy to throw models out of place with underbrush and "Into Thorns." Big enemy beaters have proven to be wasted stones for my opponents at this point. The control and denial both play so well into each other.
  11. I agree with knowing the team you are playing, as teams with lots of incorporeal, flight, and unimpeded will surely limit the success of the area denial,
  12. Usually, when we watch Titania get played, she is often accompanied by a random cadre of big monsters (Mysterious Emissary, Malisaurus Rex, Marcus, or even sometimes Nekima). Which is great fun, but I have been trying to branch out. Well, recently I have been trying to move away from the more typical "Big Monster Melee list." I began wondering if she even needs to run heavy defense and combat to win. I began to try running Titania 2 almost entirely built around Area control and Denial, and I have even been seeing a good amount of sucess. Area Denial: I spend most my offensive actions with the sole intent to deny my opponents positioning or the opportunity to engage me. I treat the damage as an incidental benefit to the movement. The team really bogs down enemy movement, and then makes them waste actions on retaking ground that you moved them from. Ideally, you keep them constantly out of position making it nearly impossible for them to score. -I Spam Underbrush markers, more the better. Gums up enemy movement and creates bottle necks. Is essential for "Into Thorns." -The whole team has lots of "Into Thorns" for bonus damage, but more importantly Enemy placement to an Underbrush marker within 2 inches (can be a 4+ inch move). Aeslin and Titania's Champion upgrade gives great easy access to this trigger. -"Intimidating Roar" on the Rougarou has an 8" range and pushes the model 6" and gives minions slow. This is done preferable on a model that will end up in Underbrush and get stuck there with slow. Additionally, early game my Rougarou can roar my own models giving them a free 6" move per action for better early positioning. -The Autumn Queen has "The Third Law," which gives her a 10" attack that causes stunned and injured which can be targeted from Titania or one of her Champions. The attack then has two triggers, "Into thorns" as discussed above and "Beckon" which pushes the model 4" toward the Autumn Queen or one of her champions. -Aeslin's "Decay" attack has an 8" range with a built in "Into Thorns" trigger. Probably the teams most powerful area denial. I use her to screen enemy beaters and deny them any access to the game. -The team also has a spattering of enemy movement from their attacks. Rougarou have a built in 2" movement from their melee. Autumn Queen has a built in 2" push into her 6" "Bloody Command " attack (which can even be targeted from her champions). Waldgeists have "Heave" a 3 inch place on their Melee. Additionally, almost every model in the list has "Into Thorns" on some attack. Area Control: Waldgeist and the Mysterious Emissary both have "Planted Roots," meaning they cannot be moved by enemy effects, like you are moving the enemy models. Autumn Knights are tough, they are great hosts for the champion upgrade, and good at holding forward positions for any models who do make it through the underbrush. Rougarou are used for your early game positioning, used for mid game enemy area denial, and usually late game scheming. Erymanthian Boar tends to be my primary schemer, and occasional surprise beater. Both Titania and Aeslin tend to be pretty stationary once they get to a position where they can area control large areas of the battlefield. Autumn Queen also assists with overall movemant and positioning with her "Royal Escort." Any thoughts? Has anybody else tried anything similar? What are your successes and failures with this kind of idea? Thoughts on the Kurgan.
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