tag:blogger.com,1999:blog-5291345143901958469.post7627426184939416403..comments2023-04-11T08:26:22.389-05:00Comments on Gone To Ground: Am I Crazy? A Different Look at pKreoss' FeatDavehttp://www.blogger.com/profile/05097285990193421472noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-5291345143901958469.post-71198855694156090942012-08-02T14:25:13.583-05:002012-08-02T14:25:13.583-05:00I have definitely used his feat this way before. ...I have definitely used his feat this way before. I never liked Deliverers, and I only picked up Redeemer arm bits at the end of Mk.I because I had gotten a bunch of the Revenger and Repenter chassis from a friend. "Drop and Pop" for me was always more of "Drop and Pound." You can use the feat the way you did, or you can go for all out defense with a "get out of jail free" card in the form of a tactical withdrawal.<br /><br />If you just want to slow your opponent down by forcing them to sacrifice movement/action or spending resources to shake and get things working at 100% again, try to make sure you activate Kreoss early in your turn (if not first) so you can get the stalling/resource effect AND get to make attacks that auto-hit (or have severely reduced DF) because the models are knocked down. <br /><br />If you want/need to go fully defensive, get Kreoss into a position where he can knockdown enemy models engaging your models without putting himself at risk for a charge or other damage. (His 14" control range should make this easy enough.) Pop his feat and whatever else he needs to do, then start moving models out of danger. Knocked down models don't make free strikes, so you can just run backwards however far you need to go to get out of threat range or just far enough to force your opponent to spend Fury/Focus to get off the charge. You choose your facing after you move, so you don't even have to worry about attacks coming from your back arc. This is really useful if you ended up getting charged by something you thought was out of range, got a ranged unit engaged in melee or were simply in a bad match up (e.g. a Seneschal vs. Mulg).AoMhttps://www.blogger.com/profile/07834413388942295553noreply@blogger.comtag:blogger.com,1999:blog-5291345143901958469.post-62264794982511455882012-07-19T04:38:30.898-05:002012-07-19T04:38:30.898-05:00It has a deal of use in scenario play too, if you ...It has a deal of use in scenario play too, if you can knock units down before they contest an area - they'll be walking into the area but they won't be doing much else, which tends to leave you with more resources to eradicate them.Vonhttps://www.blogger.com/profile/12583821960347555993noreply@blogger.comtag:blogger.com,1999:blog-5291345143901958469.post-3201082396802885562012-07-18T22:29:07.948-05:002012-07-18T22:29:07.948-05:00It certainly had more defensive potential in mk I ...It certainly had more defensive potential in mk I before "shake effect" was around. I used it repeatedly to drop the advancing line and run my jacks into attack position (just out of melee.) Even a full retreat the "stand up" turn wouldn't escape my charge range most of the time. <br /><br />I've still used it in mk II like that, but more against units or solos. In a larger game with lots of jacks/beasts to need to shake I can see it having a lot more effect. In the small games I play, not quite as crippling to knock down jacks when you only have two of them on the board.Mike Howellhttps://www.blogger.com/profile/00119045198858883590noreply@blogger.com