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Made in bg
Cosmic Joe





Bulgaria

So our gaming group decided to move to Warmachine/Hordes recently and a bunch of us got starters/battleboxes.
Some time passed and we now had enough to try different stuff at 30 pts.
So me in my love for brute force started khador (split the starter) and got a bunch of other stuff, today i played three games against a friends Convergence army and he was completely powerless.
I had a look through his book and couldn't come up with anything either since i'm new to the game also.
Here's our lists:
Me – Karchev, Behemoth, Decimator, five Manowar Shock Troopers and a small engineer unit with the sergant attachment.
He – Forge Master Syntherion, two Inverters, two Modiulators, a big unit of obstructors and three Accretion servitors.

Both games went the same way i'd Tow up my two jacks and have Sideram active, and when his shooting couldn't penetrate my armor (unlike mine his) things would end up in melee where my armor and sidearm would still keep me safe until the time came to use Unholy Rage and completely prevent his crazy sustain by oneshoting stuff. I'd love some help from more experienced players and i'm willing to let him proxy anything.

Edit:Checked the names of his units Online.

This message was edited 3 times. Last update was at 2014/07/06 18:38:28



Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in gb
Insect-Infested Nurgle Chaos Lord






Put simply, the guy is using them wrong. To put it blunt, CoC are a little oddball for a new player, but I'm a little lost with a few things.

Why are the Modulators shooting the jacks? They should be utterly obliterating those battle mekanicks.

Accretion Servitors should be used to plink away any of the damage the Inverters should be doing quite heavily. He has two P+S 20 (and two P+S17 chain weapon) attacks with auto knockdown (though with sidearms up this part is moot) how are they not smacking the ever loving gak out of Big B, Karchev or the Decimator?

Your most dangerous unit is Big B. Ganging up both Inverters on it will be doing an average of 26 damage to it. Use the Accretion Servitors to strip off 3 more damage boxes, leaving him with just 7 boxes after average rolls. It won't kill it, but it will put a massive dent in it, which the Mekanicks will repair. This is what the Modulators should be going after. Their shots are only POW 10 (He's at dice -11 against Behemoth and dice -10 against a Decimator not to even mention Shieldwalled MOWs. Are you SURE he's using Modulators?) Why on earth is he even trying to dent a Khador Warjack with them?

With Synterion himself he should be making the most of all those lovely upkeeps he has. 4 of his 5 spells are upkeeps and he has Resourceful, so are upkept on models in his Battlegroup (i.e. everything apart from the Obstructors and Servitors) for free. Magnetic hold will put a massive damper on Karchev's towing shenanigans. Hope you like having SPD2 Karchev. No charging for you. If he wants to not expose Synterion too much for this, then some Optifex solos might be a good investment.
Reconstruct can make him have some shenanigans of his own. You've a destroyed one of the my Inverters? Nope. It's back.
Synergy can be incredibly useful. It can be a little difficult to pull off if he wants to pick on 1 jack with them all being jammed up next to one another. But theoretically the Modulators can just slap Behemoth twice each (don't really care about damage, as its not important for Synergy) to charge up the next attack from an Inverter, who is now, assuming all 4 previous attacks hit from the Modulators is now at +2 to hit and +2 damage. The fourth Inverter will be at +3 on both.
Hot Shot is not exactly useful in this specific situation due to the only shooting being POW 10 and even with boosted rolls you're not doing a lot.

So, With what he has he can easily give you a good run for your money with his stuff.

This message was edited 3 times. Last update was at 2014/07/06 20:47:05



Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
Made in ie
Battleship Captain





Pretty much what he said. Your opponent also doesn't have great units.

Modulators aren't great and the worst of the floaty jacks, if he can he should change one to an Assimilator and an Inveeter to a Cipher.

Obstructors aren't great on their own and really need an Enigma Foundry to work.

Accreation servitors are pretty much worthless, unfortunatly. Attunement servitors are pretty much auto-include however.

Syntherion also loves Algorthmic Dispertion Optifexes. If he were to cast Magnetic Hold through him onto Karchev that knocks him to 2 SPD, then plant a Cipher rough terrain template on him, Karchev can only slowly inch his way towards him as he has no way to get Pathfinder aside from his Feat.

I wrote a post in a different thread summing up basically all the units quickly:

http://www.dakkadakka.com/dakkaforum/posts/list/0/602113.page


This message was edited 2 times. Last update was at 2014/07/06 22:57:48



 
   
Made in gb
Insect-Infested Nurgle Chaos Lord






Karchev can get pathfinder from his arcantrik turbine just FYI.


Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
Made in ie
Battleship Captain





 Grimtuff wrote:
Karchev can get pathfinder from his arcantrik turbine just FYI.


Can he? Never paid him much attention cuz hes arguably Khadors worst caster.


 
   
Made in gb
Insect-Infested Nurgle Chaos Lord






Sim-Life wrote:
 Grimtuff wrote:
Karchev can get pathfinder from his arcantrik turbine just FYI.


Can he? Never paid him much attention cuz hes arguably Khadors worst caster.


Yup. He can either get an extra focus or 2 inches extra movement and pathfinder every turn.


Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
Made in ie
Battleship Captain





Still doesn't really help him against Magnetic Hold.

Especially screws his feat up as it means he can't charge either.


 
   
Made in us
Wraith






Salem, MA

Two Inverters with a Synergy chain going should easily wreck almost anything you point them at.


No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in bg
Cosmic Joe





Bulgaria

Thanks guys that's exactly what i was looking for.
As for the Modulators and Mekaniks i was doing what comes naturaly and standing them Behind my other stuff, and manowars with shieldwall are like a small behemoth durability wise.

PS: Wouldn't using Magnetic Hold on the behemoth be better for him, that thing seemed to be more dangerous when it charges.

This message was edited 1 time. Last update was at 2014/07/07 05:55:52



Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in sg
Longtime Dakkanaut




It's got no reach and magnetic hold on karchev really screws up any potential tow-assassinations

This message was edited 1 time. Last update was at 2014/07/07 06:46:40


My warmachine batrep & other misc stuff blog
http://sining83.blogspot.com/ 
   
Made in gb
Insect-Infested Nurgle Chaos Lord






 HoverBoy wrote:
Thanks guys that's exactly what i was looking for.
As for the Modulators and Mekaniks i was doing what comes naturaly and standing them Behind my other stuff, and manowars with shieldwall are like a small behemoth durability wise.


I know it might be asking a lot of them, but the Inverters will cause a lot of trouble for the MOWs with their meteor hammers with make short work of them due to them being chain weapons and thus ignoring any benefit from shield wall. Same goes for the Obstructors. That or the Modulators could do a simple bit of outmanoeuvring. A single model with pathfinder will eventually inevitably find a good angle to shoot those Mekaniks over the MOWs who presumably will be a tight shield wall formation.


PS: Wouldn't using Magnetic Hold on the behemoth be better for him, that thing seemed to be more dangerous when it charges.


Magnetic hold is good on anything.


Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
Made in ie
Battleship Captain





 HoverBoy wrote:
Thanks guys that's exactly what i was looking for.
As for the Modulators and Mekaniks i was doing what comes naturaly and standing them Behind my other stuff, and manowars with shieldwall are like a small behemoth durability wise.

PS: Wouldn't using Magnetic Hold on the behemoth be better for him, that thing seemed to be more dangerous when it charges.


Magnetic Holding Karchev basically stops your whole battle group down. It makes Tow useless and forces you to slow everything down if you want to use Side Arm.

As stated, he can't charge either and can only move 3" if he does that Arkantrik thing. If he runs, that ends his activation.

Behemoth IS a threat, but he can be easily outmaneuvered due to his lack of Reach.


Automatically Appended Next Post:
Okay, I wrote a big post which the Internet saw fit to eat.

Basically, Magnetic Hold on Karchev either slows down your whole battlegroup or seperates them.

If Big B runs ahead of Karchev, it makes hin easy for the Inverters to deal with, under synergy with Cyriss's induction mechanic and only 3 focus allocated from Synthy, both should manage fully loaded focus charges with the first hit knocking down Behemoth, and the final attack from the two doing Damage+1

It would be a good time to ask if your opponent is using his focus efficiantly?

This message was edited 2 times. Last update was at 2014/07/07 11:28:40



 
   
Made in ca
Three Color Minimum





Canada

Just a random thought based off your initial post: you can't have two upkeeps on the same model, so Karchev cannot have both Tow and Sidewarms on himself at the same time. You can cast/upkeep Tow, move and pull your jacks, then cast Sidearms (overwriting Tow) however. Dunno if you were doing that or not, but it's something that can be easy to miss.

As far as tactics, he should be able to use the Obstructors as a screen for his jacks, which would let his Inverters get a charge off. I'll echo that the Modulators aren't going to do a ton of damage to the Khador jacks, but they can still slam, and if you can slam the jacks away from each other, they won't benefit from Sidearms anymore. Likewise, they're still heavy warjacks and can be used to get in the way of the Khador heavies.

Current games: X-Wing, Blood Bowl 
   
Made in us
Cosmic Joe





Make sure the COC players is using his focus properly. Order of activation, a vector using a focus point and sending one to a nearby ally vector for one powerful turn that can hopefully cripple a jack. Against khador I'd bring a Cipher or at least a Conservator. The Cipher's close combat can crack a khador jack and its flair will help.

This message was edited 1 time. Last update was at 2014/07/08 18:20:11




Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in bg
Cosmic Joe





Bulgaria

Yea i can the second just removes the first right.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in pt
Tea-Kettle of Blood




 HoverBoy wrote:
Yea i can the second just removes the first right.


Yes, when you cast the second the first upkeep is removed.
   
 
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