Pop n Drop!

I’m thinking about heading to NoVA Open this year (contingent on a number of factors and probably not going to happen, but I’m staying positive), and if I do I need to start practicing now. I’m starting with the basics, back to my start in Warmachine. I’m starting with one of my favorite casters, Kreoss1.

Pop-n-Drop 2017
High Exemplar Kreoss – WJ: +29
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Crusader – PC: 10 (Battlegroup Points Used: 7)
Gorman Di Wulfe, Rogue Alchemist – PC: 4
Allegiant of the Order of the Fist – PC: 3
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Temple Flameguard – Leader & 9 Grunts: 11
Choir of Menoth – Leader & 3 Grunts: 4
35 / 35

Nothing like a classic! For the uninitiated, this list is based around aggressively winning the attrition to leave the opponent without an army to play the game. It has one “big turn” where Kreoss1 POPs his feat and then the rest of the army DROPs all the enemies (hence the name). There are roughly 3 pods at work within this list, the anti-armor pod, the anti-infantry pod and the scenario pod.

Anti-Armor Pod
This pod consists of Redeemers, Gorman, and the Choir. Gorman and the Choir represent a potential 4 ARM swing while each Redeemer can put 3 boosted POW12’s into heavy targets.

Anti-Infantry Pod
The only official presence here are the Sunbursts. While POW15 can threaten hard targets, the continuous fire and large AoE is much scarier to throw at clusters of infantry. I wish these had a bit more game or mechanics, something area-denial or scather template-y but they do work almost every turn without any support.

Scenario Pod
This is the domain of the lonesome Punch Monk and the TFG. The TFG pull double duty, screening the army from fast vanguard assaults and enemy screening units while also acting as a jamming force (14” run to engage range, 15/15 with Defender’s Ward, it’s not bad). The Punch Monk is purely for camping flags and zones. DEF18 unassisted (pushed to 20 with Defender’s Ward after enough of the TFG have died), he’s something that the opponent can’t ignore but is also tremendously difficult to remove from the table. He’ll buy me at least a turn of scenario to give the rest of the list time to kill the opponent.

I’ve already put this list on the table and it was…gross. My opponent was aware of what Kreoss1’s only game plan and she disrespected the threat. I loaded the Redeemers, walked Kreoss into feat range of almost the entirety of her army (I missed the warcaster + 2 models) and destroyed roughly 80% of her army (her warcaster, a heavy and a light were the only models left on her side of the table). While 35 point games are not really representative of 75pt games, the follow up I had (TFG ran to engage everything that was remaining alive) felt sufficient to fight another 20-30 points without any changes.

There are two 50 points versions of this list that I’m planning on taking to my next game night, one serious and one more tongue-in-cheek.

Pop n Drop 2017 v2
High Exemplar Kreoss – WJ: +29
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Crusader – PC: 10 (Battlegroup Points Used: 7)
Gorman Di Wulfe, Rogue Alchemist – PC: 4
Allegiant of the Order of the Fist – PC: 3
Kell Bailoch – PC: 5
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Temple Flameguard – Leader & 9 Grunts: 11
Choir of Menoth – Leader & 3 Grunts: 4
Daughters of the Flame – Leader & 5 Grunts: 10
50 / 50 Army

With only 15 more points to play with, I settled on adding a unit of Daughters and Kell Bailoch. The Daughters bring several useful tools to this list. They don’t need buffs to survive while the armies close. They’re fast. They can threaten and kill high armor infantry (which is one of the issues this list has, blast damage resistance or immunity). One of the special aspects about Kreoss1 is that non-faction models still benefit from his feat. Kell is a fantastic sniper model that I’ve had success with in the past. He can soften or neuter entire heavies all by his lonesome and threatens 6 damage at 14”.

I had a couple other thoughts for how to spend the 15 points. One consideration was upgrade the Crusader under Kreoss to a Redeemer and spend the 14 points on something else but I’m not comfortable running without a heavy in the list yet. Another thought was to run a junior with a light or two (be it Durant1 with another Redeemer or Gastone with Buccaneers). Each of these serve to either upgrade firepower of the list or enable the firepower currently in the list. I settled with the Daughters + Kell because it addresses something the list doesn’t handle well.

The troll version of this list is just stuffing it full of Redeemers.

Pop n Drop v2.b
High Exemplar Kreoss
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Redeemer – PC: 11 (Battlegroup Points Used: 7)
Gorman Di Wulfe, Rogue Alchemist – PC: 4
Initiate Tristan Durant – PC: 4
–    Redeemer – PC: 11
–    Redeemer – PC: 11
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Choir of Menoth – Leader & 5 Grunts: 6
50 / 50 Army

This list has…issues and I probably won’t be putting it on the table.

Hopefully I’ll have enough free time to actually make it to game night and get a game or two with the new version!

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s