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Made in us
Focused Fire Warrior





Huntsville, Al

So I have been trying to use Kaya more because she is one of my more favorite models. So this is a list I'm going to try work with since it not only builds around the War Pack box, but I hall almost all the models painted(except the Bloodtrackers).

Kaya the Wildborn
Warpwolf
Gnarlhorn Satyr
Argus
Argus
Tharn Bloodtrackers (10)
Shifting Stones (3)

Idea is to run a light and a heavy in pairs on both flanks. The Warpwolf has a MAT of 6 so it hits most warbeast and jacks. If it gets it's chain-attack it causes Knockdown. Add a Doppler Bark from an Argus to stop the jack/beast from doing anything on the following turn. Same thing can be done with the Gnarlhorn. Kay can cast and up-keep Rager on the Satyr, it then can use a head-butt for free while still getting it's 2 P+S 15 attacks. The second Argus will act as bait. Keeping a Gnarlhorn next to an Argus will trigger Counter Slam if they charge the Argus.

It seems pretty sound. The Stones are just a personal favorite. I've use them in almost every game I've played since I bought them. I use them to block up charge lanes, and heal my beasts instead of having my warlock spend the fury to do so. It comes in handy sometimes too since most of my games in up having everyone stuck in the middle trying to get a caster/lock kill. Being able to teleport 8" over everything can help a beast with a caster/lock kill.

I still need to play-test it, but the idea is pretty solid. Anyway have any advice when playing Kaya. Lists that have worked for you fellow Dakites

Sometimes you just have to let em' go... 
   
Made in us
[MOD]
Madrak Ironhide







Probably a really obvious move is to use the Stones to teleport Kaya, who then uses
Spirit Door to teleport a Warpwolf on top of your face.

What do you do if no one takes the Argus bait?

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Focused Fire Warrior





Huntsville, Al

I haven't played a game with this list yet, so the theory is sound, but the actual games could go completly different then what I expect... But it would be something(hopefully) like this..

I can deal with 2 Jacks/Beasts at once and possibly(if a knockdown occurs, and the Argus doesn't roll double 1's) render them useless the next turn since all they can do is stand up. My Argus is just bait. It's SPD7 so it moves up faster. The Gnarlhorn will never stand near it. Hopefully I can posititon it 4-5" behind the Argus and to one of it's flanks. This means you would have to be within 4" or more (depending on the SPD of the Jack/Beast) to get a charge off on a Gnarlhorn.. Same goes for my Warpwolf. I can deal with close threats, it's the ones that can hit me from a great distance that I'll have to change up to engage.

But you're right with the stones. Most of the time though it's a Warpwolf being teleported, and if the Wolf doesn't do the job in his activation, Kaya Spirits him back to keep him safe.

Sometimes you just have to let em' go... 
   
Made in us
[MOD]
Madrak Ironhide







How do you deal with infantry?

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Focused Fire Warrior





Huntsville, Al

The Tharn Bloodtrackers are really the only thing that helps with Infantry. They have Stealth, and Advanced Deployment. They get to choose a Prey, and have Ambuscade. On the first turn, I usually run them 14" to a flank and keep them outside of charge range..

Stealth helps alot too since they are hard to hit, but have very low ARM. They gain +2 when they Ambuscade with boosted damage rolls, and they move 10" and have a 7" RNG. Add in another +2 to attack and damage rolls if it's against their prey can make them RAT9, POW 11 on 3D6 for damage.

If I play against mass infantry though I've pretty much lost. I dont see alot of infantry though where I game unless it's a 750pt game. In most 500pt games, it'll be at most 2 full units and the rest will be the solid block of the Caster/Lock and their basic Jacks/Beasts....

Sometimes you just have to let em' go... 
   
Made in us
[MOD]
Madrak Ironhide







Duh. I forgot the Bloodtrackers. Don't mind me.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Mechanithrall



San Antonio, Texas

Why not two Warpwolfs? Points? Or do you love the satyr that much?

"Those who will not follow are doomed to lead."
~Anarchist 
   
Made in us
Focused Fire Warrior





Huntsville, Al

I could make it 2 Warpwolves, but the Satyr works really well with Kaya. Rager allows him to Head-butt for free, where he's STR13, the Warpwolf would only be 10, 12 if he warps for +2 STR. He charges and slams at SPD +5", the Wolf would have to warp for +2 movement to get that, and he's ARM18. So basically he's a Warpwolf with all the warps, except his claws are only 15, where the wolf would be 16. His DEF is 12, but the animus more then makes up for it.

I really like Ram. Being able to slam and move up to the distence slammed is really good for just 2 fury. Slamming at 11", causing knock-down, and then forcing to have 2 claws hit for free can be brutal. You wont be able to transfer on him if you want Kaya to Yo-Yo. But if Kaya casts the animus, he can dish out 4 free shots, which should more then cripple any jack/beast, if not destroy/kill it in a single turn.

Counter-Slam doesn't happen much, but it really limits the movement when they know it could happen. Even if a player is smart and makes it through a charge lane without the Gnarlhorn being able to draw LOS for the slam, that's still causing him to give up that side of the board to do it.

Sometimes you just have to let em' go... 
   
Made in gb
Fixture of Dakka






Sheffield, UK

I'd drop one of the Argus for a WoldWyrd. It can be used as anti infantry shooting and it's animus is extremely potent against upkeep spell users even if all it does is scares them off using upkeep spells.

Spain in Flames: Flames of War (Spanish Civil War 1936-39) Flames of War: Czechs and Slovaks (WWI & WWII) Sheffield & Rotherham Wargames Club

"I'm cancelling you, I'm cancelling you out of shame like my subscription to White Dwarf." - Mark Corrigan: Peep Show
 
   
Made in us
Master of the Hunt





Angmar

Here's a Kaya list I've been trying out lately.

Kaya
Warpwolf
Gnarlhorn
Woldwyrd
Bloodtrackers (8)
Wolves of Orboros (8) + UA

Kaya casts Cloak on the Wolves unit each turn after they run/charge.

The only problem I've come across is the low DEF on the Gnarlhorn combined with the two stealthed units means I've basically invited my opponent to shoot the Gnarlhorn to death.
I've kept the Gnarlhorn in there because I like diversity and I've simply wanted to use him, but I think this will work better with a second Warpwolf instead.

Basically, the infantry is there to tackle enemy infantry, solos, and light jacks/beasts early on. This allows Kaya to get her beasts into position and go for the kill. Enemy infantry has always been Kaya's weak point (in my experience anyway) so I've started using her with the two units instead of my usual one unit.

"It is by caffeine alone I set my mind in motion.
It is by the seed of Arabica that thoughts acquire speed, the teeth acquire stains, the stains become a warning.
It is by caffeine alone I set my mind in motion."
 
   
 
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