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Making a Burning List


CRC

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I've been trying to build an Arcanist burning based list, and I'm not doing very well. The problem is, while there are a reasonable number of ways to put burning on enemy models, there aren't a lot of models that can take advantage of it.

 

Here's the list of everything I could find that cares about burning:

  • Kaeris, she cares lots, and is the reason I'm making this list.
  • Mei Feng, gets a :+fate on her claws.
  • Mei Feng's Totem, a 2" aura of burning doesn't go out.
  • Gunsmiths, get :+fate:+fate on their attacks.
  • Rail Workers, have a :ranged 5" attack that does damage equal to burning.

 

With two masters and a totem on the list, it's even shorter than it looks. Especially when you realise that the Gunsmiths are happy enough using their other (0), and that attack on the Rail Workers is kind of garbage.

 

Worse, only the Emberling should be lighting its own fires. The master AP are too valuable, and the minions can't do it, so you need separate light-them-up and burn-them-down modules.

 

Has anyone made the burning thing work? If so, what list did you bring?

 

 

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Actually Mei Feng + Rail Golem + Arcane Effigy is on paper, a nasty combo.  I've not tried it yet but I think it could work well for strategies like Turf War and possibly the Reckoning

 

Essentially take the Vapormancy upgrade for Mei Feng and use scalding breath on the Rail Golem. With the Arcane Effigy this adds +2 burning to the RG and everything under the blast markers for each scalding breath AP. This does do 1-2 damage to the RG depending on the number of blast markers you want but you can even run her as Ten Thunders and take the Tengu to regen the RG.  Then add in the Emberling and Rail Workers for extra amusement. The Fire Starter is also an option for this.

 

So basically with Vapormancy, your run of the mill Rail Crew and the Arcane Effigy, you can run a nasty burning crew, especially against crew's that like to stick together. 

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Yeah, but the thing about the Rail Golem is that you really don't need as much Burning on him as you think you do. If you take, say The Captain, who is a wonderful model in his own right, you can jumpstart the Golem with 2-4 burning over the furst two turns, while pushing him upfield, and then his own powers will usually keep him running. Meanwhile you have the Captain to run around doing stuff and you don't have to use Master AP on it. Plus it deals no damage to the already high-target golem. 

 

Not that Mei Feng is bad with this sort of crew, she's great, but you have better things to do with your Master than babysit the golem and better ways to put Burning on him than to damage him. 

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The Firestarter had some interactions with Burning aside from just making it happen, I think.  It's still three days until that's official, but the FS can definitely make enemies regret being on fire via some gas can twirling.  Also, the Firestarter can score kills for strategies like Reckoning by Burning damage, so that's a pretty big plus.

 

The Eternal Flame can also strip Burning immunities and apply a model's Burning condition as immediate damage.

 

Also, if you're going with a heavy Burning list, that's kind of a reward in itself.  Burning is nasty, especially if you're dishing out a lot of it.

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Did you forget Rail Golem? Yes, Mei can't Utilize it very well any more, but it looks like Kaeris will be able to.

No, I ignored the Rail Golem. Kaeris can easily load it up with a combination of Flare and Flaming Halo, and if she's busy turn 1, the Firestarter can pick up her slack.

 

But that's not a "Burning List", that's just pre-loading the Rail Golem. A burning list would be (closest I can make it), loading up enemies, then using things like Shovel Faster and Accelerant to take advantage of it.

 

Or maybe it would be based around things like Flare and Purifying Fire, so that all my models would be on fire, but with healing flames, giving massive regeneration.

 

Or likely something else that actually seems worth the effort necessary to get it going.

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Yeah, but the thing about the Rail Golem is that you really don't need as much Burning on him as you think you do. If you take, say The Captain, who is a wonderful model in his own right, you can jumpstart the Golem with 2-4 burning over the furst two turns, while pushing him upfield, and then his own powers will usually keep him running. Meanwhile you have the Captain to run around doing stuff and you don't have to use Master AP on it. Plus it deals no damage to the already high-target golem. 

 

Not that Mei Feng is bad with this sort of crew, she's great, but you have better things to do with your Master than babysit the golem and better ways to put Burning on him than to damage him. 

 

That's a fair point, but the idea of using vapormancy is that you can load up the RG, put upto +4 burning + damage down on multiple targets with virtually guaranteed success and all for a couple of AP. This leaves the third AP for seismic claws at a +flip against all targets in range and you can even finish off with vent steam. Yes the RG doesn't need much burning for Locomotion, but if you stick enough on him, Vent Boiler becomes a seriously useful option.

 

Of course this is all assuming your opponent is kind enough to bunch up for you, but's nice to know it's in your locker.

 

And yup, got to agree, The Captain is a nice piece.

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No, I ignored the Rail Golem. Kaeris can easily load it up with a combination of Flare and Flaming Halo, and if she's busy turn 1, the Firestarter can pick up her slack.

 

But that's not a "Burning List", that's just pre-loading the Rail Golem. A burning list would be (closest I can make it), loading up enemies, then using things like Shovel Faster and Accelerant to take advantage of it.

 

Or maybe it would be based around things like Flare and Purifying Fire, so that all my models would be on fire, but with healing flames, giving massive regeneration.

 

Or likely something else that actually seems worth the effort necessary to get it going.

I don't see how putting burning on your models so Kaeris can heal them is any different than putting burning on the RG so it can deal massive damage with a vent boiler, or get 2–3 extra actions.

 

Burning makes the rail golem better, so I don't see a reason not to include it in a crew built around putting burning on your own models(which is a lot of Kaeris' M.O.)

 

However, I can see your point, I just don't agree with it. I certainly don't agree it isn't worth the AP, expecially early game.

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Let me rephrase: Adding a rail golem to a burning list is probably a very good idea because it takes advantage of the abilities already there in a turn where they don't have many other uses. Almost every burning list would be made stronger by adding in a rail golem.

 

However, by himself, he doesn't make a burning list. He's "part of this complete breakfast."

 

What's the rest?

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Last time I used a burning focused list I went with Kaeris and kept my crew very "in house". It was something along these lines...

 

Kaeris - Purifying Fire, Born of Fire & Arcane Reservoir

Eternal Flame

Firestarter - Imbued Energies

2x Gunsmiths

2x Fire Gamin

1x Freikorps Specialist

 

My general plan was to light up as much as possible using the Burning then activating either the Gunsmiths, Kaeris or Eternal Flame later on to resolve burning or just smash face. Kaeris was also able to heal her crew via Burning and summon new Gamin. It was a struggle though but that was purely due to facing Hamelin + Nix who can just ignore conditions such as Burning but it worked very well as a whole and could cause lots of trouble. 

 

Other models to consider would be Union Miners for their Burning application and the False Claim action, Rail Golem for it's interactions with Burning, The Captain can also be a very nice choice for Kaeris for overall support and Burning. Lastly Oxfordian Mages, these guys can really pump out Burning if taken in multiples. 

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Hmm, that does look solid.

 

How did the Eternal Flame work out for you? I'm not convinced it's worth the stones...

 

I think I'd rather bring the Rail Golem than the Specialist, partly for the melee threat, and partly because I don't really like the Freikorps.

Also, by my counting, your list is 4SS short, which not only pays for the delta, but lets me afford Powered By Fire for him, which will help him join in the burning games.

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If I'm perfectly honest and blunt, it was arse. A total waste of time. All it did that was useful was take up an activation and rarely drop a heal onto Kaeris. He's dirt cheap though so you can't expect much. Not saying I wouldn't ever take it again, I can certainly see it having some uses but it's not really something I'll take every day. 

 

Doesn't suprise me it is 4ss short, the game was a while back now but you get the general idea of where I was going with my Burning list. Your sugestion seems to be a pretty good idea, I'd be tempted to give it a bash myself. The reason I took the Specialist was because I had some scheme marker bases schemes to worry about. 

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Well, 2SS of damage prevention gets you two 1/2/3 flips, as long as it can heal twice it was worth it...

 

That's a different way of looking at it, but probably a good one.

 

I'm still experimenting, so I'll probably keep fielding it for a while.

 

Thanks for your help.

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FYI, I took the Eternal Flame again yesterday, and it might have brought me the victory.

 

First, it flew next to the enemy master using wings of fire, dropping a scheme marker and scoring Spring the Trap.

 

Second, it healed Kaeris twice, and she ended the game at 11/12 damage, when my opponent was trying to score Assassinate.

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