coganaut wrote:Hey everyone! I just got a bunch of Khador stuff from a friend, couldnt pass up a good deal, and was wondering if someone could help me build a list. I want to build like a 15-20 point team to just try the game. If I like it I will go out and buy the books. I just need help on deciding the list so I can start painting it.
Could you guys help me build a list, or just give me some pointers and some info to look into? I have yet to buy the Rule book or the Khador book, only because I want to try the game before buying more stuff.
Got it all for 150$ so hopefully I didnt waste my money
Hey man, welcome to warmachine. Don't forget your complimentary goggles and juggernaut plushie!
You managed to pick up all of that for $150 - that's a pretty good deal right there. You have a huge selection to choose from with regard to list choice and list design. I won't help you design 'a' list - warmachine is a very modular game, and trying to define it by a single build will only be disappointing. Frankly the best thing about it is how you can swap out so much stuff and still have legitimate variety. first up though is to pick up war room - it is an extremely useful gaming aid. Now, looking at your stuff, you have a very solid starting roster.
coganaut wrote:
Kommander Harkevich, The Iron Wolf
Vladimir Tzepesci, The Dark Prince
The Butcher of Khaadov
Forward Kommander Sorscha Kratikoff (no card)
Kommander Sorscha (no card)
Your stable of warcasters is quite solid. Harkevich is about the only one I would consider middling (not because he's 'bad', but because right now, he doesn't have the utility pieces to really shine-he will get a boost with the soon to be released colossal- the victor.)
Vlad is a very solid support caster. My only complaint with him is he is kind of boring, but as a starter caster, you. Ant really go wrong. He either goes about spamming either of two spells - signs and portents, or blood of kings. The latter beefs him up with stat boosts across the board, the former boosts the accuracy and damage output of all his dudes in his control area. Either approach is obscene. You end up with everything hitting, and everything hitting hard. Or else vlad goes in and hits everything and hits everything hard. Essentially, he is solid whether he is being selfish, or supporting his army.
The butcher is again, a very solid support caster and is a very tough nut to crack - ideal for a starter caster. He is arguably the metric by which melee combat is measured in this game. Stupidly high weapon skill (mat) and obscene damage output with Lola. He is a one man wrecking crew. His abilities buff damage output to catastrophic levels as well as his spell iron flesh which is a very useful defensive spell (especially with kayazy). He is my favourite character is the lore by a long margin. Play style is very direct, and straight forward. It's not about the other guy spotting your hidden hand or sneaky tricks. He knows exactly what's coming - Lola to the face. It's a question of can he stop the hurt train before it lands.
The two sorscha models are again, very useful casters. Kommander sorscha is in the starter box, and is a pretty straight forward, but blindingly fast assassination caster with a brutal control feat and some nasty spells. She doesn't have the damage output of butcher though, and is rather selfish in terms of how she plays. Everything is a pawn designed to open up a charge lane for her to get up close to the opponents warnoun to chop them up. Forward kommander sorscha is probably more versatile. She is more of a support caster than an out and out assassin. She has a very good ability to buff damage output, as well as ranged buffs and the iron flesh defensive spell. Which is again, her gold. She works especially well with winter guard. She is generally regarded as a very solid all rounder and plays well into a lot of match ups.
coganaut wrote:
Demolisher
Black Ivan
Spriggan
Destroyer (no card)
Decimator (no card)
Your jacks are quite typical of khador. The demolisher is a brilliant scenario holder. It clams up and sits there, and dares anyone to try and take it out with its obnoxiously high armour. The Spriggan is our general all rounder. Everyone likes the spriggan. Good damage output, it's got a shield, it's accurate, it has two guns and solid utility. You're generally never making a bad call if you take one. I'm not so fond of the other jacks. Destroyers and decimators are overpriced and while they have ok abilities, generally fall short of the mark. If they were a Point cheaper, or had higher accuracy - it would be a different story, but they cost a bit too much for what they do. That said, nothing is irredeemable in warmachine. Twin destroyers are nasty with sorscha's feat. The decimator is great with malakov. Black Ivan is a solid choice as well. Generally, khador is not a warjacks faction. Our casters typically run only one, maybe two jacks as a general rule. Our infantry is our real strength.
coganaut wrote:
Winter Guard Rifle Crew
6 Kayazy Assassins (not sure how many you need for a unit)
Winter Guard Field Gun Crew
Winter Guard Moartaa Crew
Winter Guard infanty Rocketeer
Doom Reavers (no card)
Greylord Escort (no card)
Kayazy Assassin Underboss
War Dog
Man Hunter (no card)
Khadors backbone is its infantry. This is how it has always been. the winter guard are our basic utility unit. You have 'infantry' and 'riflemen' variety. Infantry are a toolbox unit. They can take extra rocketeers, and With the officer, they have shotgun sprays and a defensive ability, but are short ranged. Their damage output is quite staggering. Buffed up with iron flesh they are notoriously tricky to deal with. The riflemen trade this in for extremely long ranged rifles. With both, you really should be running the solo 'kovnik joe' alongside them. He has a variety of buffs that put them through the stratosphere. Mortar crews are in accurate but with the right buffs (joe, or epic Irusk) they are one of the premier artillery units in the fame.
Doom reaver sand the greylord escort are very solid as well. They're glass cannons. The amount of damage even a single doom reaver can do is astounding. Massive damage potential, high accuracy, they can deploy ahead of the rest of the army. And yes, they wear shirts for armour. But thryre my favourite unit in the game.
Kayazy and the underboss are a solid high
def 'dirty tricks' unit. They're fast and unbelievably fragile, but their defence in melee is astonishingly high and they have an ability to simply charge through enemy models to get at the juicy support models behind.
The war dog is an auto include if you ask me. Our glorious komrade barkevich (the iron woof, to give him his proper title) is an attachment for your warcasters. He buffs Their defense in melee and stops sneaky free strikes. He is a very useful addition.
The man hunter is an ICBM. Point, click, go. He charges in, stuff dies. Simple and straight forward. Accurate, massive damage output, multiple attacks. Solid stats. Well worth running him.
In terms of example lists, I would suggest a warcasters plus war dog, spriggan, and infantry of your choice. Winter guard and kayazy was a staple for a long time, and doom readers offer a solid alpha strike or second wave assault on top of that.
Experiment, and have fun!