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![[Post New]](/s/i/i.gif) 2008/07/18 16:50:15
Subject: Brutal Khador list 750
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Longtime Dakkanaut
Brotherhood of Blood
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This is for my brother's of the motherland. I have been brutalizing opponents with this list and I think it will do well in tournaments.
I use the same list but swap out casters. The two caster I use are Vlad and Scorscha. Most of the time I run Vlad but use Sorcha against certain casters. Butcher would also be an option in the list. Tactics on how to use the list to follow.
1 Behemoth
2 Mortar crew
2 units of doom reavers
1 Tiernion Greylords
1 Fenris
Yuri the axe
2 Manhunters
1 unit widow makers
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![[Post New]](/s/i/i.gif) 2008/07/18 16:58:13
Subject: Brutal Khador list 750
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Longtime Dakkanaut
Brotherhood of Blood
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Tactics: Vlad Basic concept is to keep up your S&P and soften up your opponent before you charge in. Works great against infantry Hordes. Thats usually 4 AOE's a round which hit hard and even at half strength with S&P heavy armor is in trouble. I have 6 AD units I most often choose to go second if I win the roll to react to were my opponent sets up with my own AD. Any other questions please post and I will respond to how the list plays against it i.e. Cygnar gunline and specific casters.
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This message was edited 1 time. Last update was at 2008/07/18 17:02:42
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![[Post New]](/s/i/i.gif) 2008/07/18 20:05:04
Subject: Re:Brutal Khador list 750
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Regular Dakkanaut
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Might I make a couple suggestions
1 Behemoth
2 Mortar crew
2 units of doom reavers
1 Tiernion Greylords
1 Fenris
Yuri the axe
2 Manhunters
1 unit widow makers
Honestly the Behemoth is big, bad, mean, and a huge target thats not really all that much tougher than your average kahdor jack. its 170 some points, I think a two 5 man units of demo corp would fit better and they cost exactly the same number of points as the Behemoth.
as you said scorcha works well with this list as will Prime vlad. I think Epic Vlad would work even better, as would the epic butcher, though you might have to lose the mortar to take the epics it would be worth it. If you included the epic butcher in it, i would say swap the behemoth for a kodiak and one unit of demo corp , that way you get the full use out of the epic butchers rage drives and bond. The Old witch might also be an option also she runs troops well.
I do have a few questions for you, do you play against cryx alot? if so are they playing host of Skarre, or dirty D's dozen. While playing POM have you run up against a temple flame guard heavy list, or zelot spam. With cygnar do you find you have issues with a traditional haley turtle, or sieges tower of power. Legion is well legion there really is no helping the fact they ignore half the rules haha. Are you worried about the new spy solo since she will basicly force you to put all your AD troops in your deployment area. How has this list faired against Madhammer/spray-gun bunnies/ pirates?
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fellblade wrote:Always buy ugly dice. Pretty dice think it's enough that they look good; ugly dice put out. |
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![[Post New]](/s/i/i.gif) 2008/07/18 20:45:47
Subject: Brutal Khador list 750
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Longtime Dakkanaut
Brotherhood of Blood
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Against Denny I usually put Fenris at Vlads side and surround the rest of him with Doom reavers and then cast wind wall. His bodygaurd of sorts=no ranged attacks and no magic attacks at once. Keep the second D-reavers in reserve to sorround him again after the first unit charge off with Fenris. When they do charge off make sure you get blood of kings up along with S&P also. Doomreavers with S&G wrecks arc nodes btw. The massive amounts of bombards into bile thralls clears them out. Pistol wraiths hate this tactic also. Once thier within 10' razor wind them or use the Tiernion to pop them. The 4 bombards does it's job against zealot spam also and with Widows shield wall means nothing and with signs and portends it's usually 4 dead a round. With 16 weapon masters gun bunnies are not to bad to deal with with the same Vlad tactic move up until you are in range then release the Doom Reavers. Try to stay behind the woods with Yuri and your manhunters then charge thru the woods when you get close enough. Against Haley turtle bombard them until dead. Move the Behemoth in range with Vlad behind for wind wall Smoke Screen him and two manhunters to keep your own bombards LOS blocked from long gunners ect with the tiernion. Behemoth cannot be slammed except by large jacks so use your tiernions to Ice cage any large jacks that come in range. (with S&G they rarely miss a already low def Jack). Have not played pirates yet as no one here runs them.
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This message was edited 2 times. Last update was at 2008/07/18 21:02:57
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![[Post New]](/s/i/i.gif) 2008/07/18 20:50:37
Subject: Brutal Khador list 750
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Longtime Dakkanaut
Brotherhood of Blood
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BTW Sorcha usually works better against E-Nemo, E-Stryker, E-caine. I have played against Denegra more than other Cryx caster so I would have to speculate against the others. Fenris is also an absolute beast against Cryx as he cant be targeted by magic and can charge over rough terrain. He can impact attack over the light stuff and with S&P or Sorcha's feat can usually get straight to a caster or other valuable target.
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This message was edited 3 times. Last update was at 2008/07/18 20:56:34
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![[Post New]](/s/i/i.gif) 2008/07/21 01:23:01
Subject: Brutal Khador list 750
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Grovelin' Grot
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The behemoth is the jack that has won more games than anything else for me. The ability to shoot two bombards after running and while being in melee is gold. On the weekend I killed Caine on turn 2 with bombards alone.
Although I don't believe the mortar crew is really worth the time and effort. If you want to add more AOEs just add in Herne and Jonne.
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![[Post New]](/s/i/i.gif) 2008/07/21 13:37:22
Subject: Brutal Khador list 750
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Clousseau
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Supergeek wrote:The behemoth is the jack that has won more games than anything else for me. The ability to shoot two bombards after running and while being in melee is gold. On the weekend I killed Caine on turn 2 with bombards alone.
Although I don't believe the mortar crew is really worth the time and effort. If you want to add more AOEs just add in Herne and Jonne.
Bwuh? Mortar crews gain any benefits that only effect khador figs (feats & spells) and have a way better range. No they don't get the funky multiple AOE shot, but they do get a bigger AOE. I mean, I like H&J, but mortars are way better bang for buck, at least in a Khador army.
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Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.
I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil |
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![[Post New]](/s/i/i.gif) 2008/07/21 16:41:31
Subject: Re:Brutal Khador list 750
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Regular Dakkanaut
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This army would have a hard time against Protectorate armies...especially with Feora. I think any Protectorate army with 2 Chiors would be a challenge for you (and not in a good way). Any army good at decapitation tactics will neuter your force with targeted attacks.
I like it thouugh, and as a Khador player like everything about it but it's size going up against other 750 armies. I'm not sure you need both the Yuri/manhunters AND the widowmakers at the same time. If you're going with the sideboard method, those are good choices to swap in and out.
I've started playing with mortars in my games and like them in theory, but find the other side has some unit or spell that renders them inconsequential. They're also just so easy to kill...I need more practice with them before I swap them out. Every Khador player I talk to says they're a must-have. They just haven't impressed me much yet.
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This message was edited 2 times. Last update was at 2008/07/21 16:54:26
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![[Post New]](/s/i/i.gif) 2008/07/21 21:18:01
Subject: Brutal Khador list 750
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Regular Dakkanaut
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Lemartes wrote:Against Denny I usually put Fenris at Vlads side and surround the rest of him with Doom reavers and then cast wind wall. His bodygaurd of sorts=no ranged attacks and no magic attacks at once. Keep the second D-reavers in reserve to sorround him again after the first unit charge off with Fenris. When they do charge off make sure you get blood of kings up along with S&P also. Doomreavers with S&G wrecks arc nodes btw. The massive amounts of bombards into bile thralls clears them out. Pistol wraiths hate this tactic also. Once thier within 10' razor wind them or use the Tiernion to pop them. The 4 bombards does it's job against zealot spam also and with Widows shield wall means nothing and with signs and portends it's usually 4 dead a round. With 16 weapon masters gun bunnies are not to bad to deal with with the same Vlad tactic move up until you are in range then release the Doom Reavers. Try to stay behind the woods with Yuri and your manhunters then charge thru the woods when you get close enough. Against Haley turtle bombard them until dead. Move the Behemoth in range with Vlad behind for wind wall Smoke Screen him and two manhunters to keep your own bombards LOS blocked from long gunners ect with the tiernion. Behemoth cannot be slammed except by large jacks so use your tiernions to Ice cage any large jacks that come in range. (with S&G they rarely miss a already low def Jack). Have not played pirates yet as no one here runs them.
I will be honest I have yet to see the whole doomreaver/windwall thing work, I use to run Denny assassin often at tourny level, and it never once gave me an issue. Greylords are good for popping pistol wraiths no doubt. The host of Skarre will honestly not care how much they can't magic or shoot you, or really if you charge, tradeing doomreavers for baneknights is what they want you to do. Its going to walk forward slowly, throw back lash on the behemoth throw a unit of banes on it and start to scratch its paint, which means vlads getting ate alive 6 damage follwed by shadow shift hits followed by next turns ect. the knights just eat doomreavers and solos. like i said the list you have is pretty good but there is room for improvements
I would like to see how 4 widowmakers handle 22 to 32 infantry in shield wall with the forward unit at def 18+ even widowmakers with s&p only hit that on average rolls.
once agian 4 bombards will on average kill 3 zealots a turn assuming at least 2 hit directly. and the primary unit will be invunarable the turn they are out in the open. A well designed/played POM army is just nasty .
OK so your going to out shoot a haley turtle? I mean trencher smoke single handedly handles all your shooting, yes yes I know there are a number of way to handle trencher smoke but your list is pretty light on it. The seige list 90% of it will be immune to blast damage and at def 20+ so shooting that is not an option. Remember you have to have a target to shoot the aoe's at period, can't just shoot at open ground. 3 smoke templetes will not screen (on average) a large base model from 10 to 12 long gunners.
Don't get me wrong like i said its a pretty strong list and will fair pretty well agianst most things, but i think your way to reliant upon pow 7 blast damage, and the fact that doomreavers are "immune" to magic ( trust me venom is death to doomreavers and makes nightwretches shiny) Remember spells can hit them and do damage they just can't be the target. The same can go for windwall they can't be the target but they sure can take blast damage ( which can be boosted) and be knocked down by a sourge templete.
The big thing i see is a lack of staying power, which i think demo corp would add, the jack is fake staying power as way to many things screw with jacks , and can hurt jacks, I mean a destroyer gets a critical on row 4 , your out both cortexes , and movement, from one lucky 6 damage point shot, thats 3 systems by the way thanks to the crit. now thats very rare but it can happen. the point is one eyriss, or haley casts scramble, or a rust or black oil from gorman, or some greylords, or a pistol wraith, or a stormsmith, ect ect ect. Not saying anything bad just that i think people put alot of faith into the behemoth with out really seeing the fact its just a normal kahdor jack with 4 extra hit boxes and a facy set of guns.
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fellblade wrote:Always buy ugly dice. Pretty dice think it's enough that they look good; ugly dice put out. |
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![[Post New]](/s/i/i.gif) 2008/07/22 17:14:00
Subject: Brutal Khador list 750
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Longtime Dakkanaut
Brotherhood of Blood
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7-8 blast damage under S&P usually averages 14-15 damage. Choirs unit leader once dead renders the choir usless and with widows and 4 Aoe's happens fairly early in the game. Smoked trenchers usually get ran at by Fenris or Doom reavers and have to terror check. When they do stay they are usually tied up along the whole line with reach. As far as the behemoth he stays with the rest of my army supported so if something gets within range to target him they are targetable to. Even my Yuri and hunters are held back to support exposed flanks. I have poped Denny numorous times with S&P bombards from Mortors and the Behemoth with boosts on damage. Yuri and manhunters behind a forest are great Node killers with S&P. If they can't charge then run them into base as Cryx sometimes over extend thier arc nodes to set up assasination runs. Widow's Usually cripple 1 Node per turn also with S&P. BTW I always take Bane Knights down at range also. You never charge banes unless your Skorne with Death marched Praetorians. Then I will gladly trade model for model with you. Widows and Mortors usually make short work of theses also. I am starting to sound like a broken record.
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![[Post New]](/s/i/i.gif) 2008/07/22 17:23:48
Subject: Brutal Khador list 750
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Longtime Dakkanaut
Brotherhood of Blood
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Against flamegaurd Feora lists I haven't played anyone competant enough to make a valid argument against. I would probably have to rely more on Vlad himself to get within range to caster kill and throw one unit at a time at her to try and force her to use her feat ASAP.
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![[Post New]](/s/i/i.gif) 2008/07/23 14:03:08
Subject: Brutal Khador list 750
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Lone Wolf Sentinel Pilot
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If its 750 use eVlad, his feat is disgusting, its BoK with boosted attack rolls and an extra attack on d3+3 models. Granted it won't work on fenris or yuri but boosted mortars at rat 5 is nice. And Doom Reavers with 2 base melee swings (boosted) is never nice. And to be 100% honest 2 Doom reaver units is 1 too many, take one out and use MoWDC, they may be slower however they can take a hit better than the reavers and still have excellent melee punch.
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"Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas."
-Joseph Stalin
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