Monday, May 11, 2015

MacBain! ADR List Change Equation

So...yeah....this has 97% become my random Batrep thread, but that opening post about avoiding cynical posts is true. Hence, the following nonsense brought to you by PP Forum threads "How to be sexist regarding war dollies" and "Waaaah why no Sacral Vault in Skorne I want it I want it I want I want it I'll-hold-my-breath-until-I-get-an-explanation-straight-from-PP".

So I've made a change to my MacBain! ADR list.
Here is the torturous process that led to that event:


First monologue: Damn, didn't kill Skarre. Assuming I don't derp and do activate Eiryss first, I'm still a little short on range and other means to lower her defensive stats.


Second brain wobble: Gastonne has Firegroup and can control a Jack. Merc Jacks are on the short bus for the most part, especially when it comes to heavy hitters; that pretty much means using a Colossal. MacBain also loves a Galleon.

Double Galleon MacBain/Gastonne?! Front one with Fail Safe/Spiny, back one with Artillerist pew pewing?

I started making this list, decided it was dumb and stopped. It's functionally an inferior Bart, limits the ADR in inefficient ways and makes me fear Satyxis Raiders as much as the Witches, Cryx lists with both units will present to many targets I need to kill for me to have an effective game plan that doesn't rely on dice.


Third discordant symphony: Fail Safe and Fortune are friendly faction, so having the Galleon on Gastonne means I only lose Jackhammer. A pair of Buccaneers on Machiabainy gives a boostable long range Knockdown while Gastonne fuels a Galleon for the excellence award.

Buccaneer Knock Down Threat is:

3 [Energiser] + 9 [Assault Move] + 8 [Base Range] + 2 [Double Powder] = 22 inches

In the Skarre circumstance, this means (Would not have needed Energiser I think) I get two boosted Knockdowns (62.5% each), an Eiryss bolt with ease if that succeeds or I can Fortune her after the Buccaneers activate and miss. Then fully loaded Galleon shots.

Drake MacBain 6
Buccaneer 3
Buccaneer 3
Lady Aiyana & Master Holt 4
Press Gangers (Leader and 9 Grunts) 6
Press Gangers (Leader and 9 Grunts) 6
Tactical Arcanist Corps 4
Bosun Grogspar 2
Eiryss, Angel of Retribution 3
Gastone Crosse 3
Galleon 18
Master Gunner Dougal MacNaile 2
Orin Midwinter, Rogue Inquisitor 2
Drops Sylyss, eAlexia and the Eliminators, same sideboard as usual.



Water splash in my face:

1) Massive list changes like this are bad without more practice games
2) Jackhammer is amazing. Game winning amazing a lot of the time. It is the spell that allows MacBain! to leverage the Merc Colossal so well.
3) I'm basing these changes on a niche circumstance from one game. There might be some useful junk in those musings, but this list is a poor result.
4) The Galleon can't be ADRed out without losing all armour cracking, Kayazy and Press Gangers are not a great mix with my current play style.
5) The Raiders as important to kill as the Hag still crops up

The sole positive I get out of this drek is that a Buccaneer may do well for knocking down key targets from a long way away, can be a good Slam Target against small models and gives a toolbox use for Energizer.

I dropped the eliminators, more there as a convenient slot for the situation Bokur than any list use reason and put in the light Jack.

Drake MacBain +6
Buccaneer 3
Galleon 18
Sylys Wyshnalyrr, the Seeker 2
Lady Aiyana & Master Holt 4
Press Gangers (Leader and 9 Grunts) 6
Press Gangers (Leader and 9 Grunts) 6
Tactical Arcanist Corps 4
Alexia, Mistress of the Witchfire 4
Bosun Grogspar 2
Eiryss, Angel of Retribution 3
Master Gunner Dougal MacNaile 2
Orin Midwinter, Rogue Inquisitor 2

Specialist:
Kayazy Assassins (Leader and 9 Grunts) 8
Kayazy Assassin Underboss 2
Goblin Tinker 1
Kell Bailoch 2
Lord Rockbottom 2
Ogrun Bokur 3
Saxon Orrik 2