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Made in us
Dakka Veteran




CT

List is Karchev the Terrible - +5WJ bonus
-War Dog
-Behemoth
-Marauder
-Berserker

Man O War Kovnik
-Zerker

Kovnik Markov

35pts total

I like the way Karchev works with his jacks and that you can have more than 2 jacks with him in a duel. He would have tow and sidearms on always giving him a DEF stat of 16/18 with the war dog, and granting each member of his battlegroup +4 defense Plus his screening bonus. Anything within 20" on the first turn would be eating boosted mortar shots from the behemoth while the whole group stays well defended. The kovnik, zerker, and markov would all flank one side. I like that zerkers can run for free now, since they jacked up the cost of kodiaks.

What do you guys think? I am going to test it against my Friend's cygnar army and my other friend's protectorate army tomorrow hopefully.

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in us
Widowmaker






Chicago

You can't have two friendly upkeeps on the same model. So you have to choose between Tow and Sidearms.

War Dogs aren't part of the battlegroup anymore, so they have no affect on or interaction with Sidearms.

Sidearms works differently than you think it does. If your 3 jacks in Karchev's battlegroup are in base contact with Karchev, then he gains +3 DEF. But if you want to see how much DEF the Behemoth gets, then you have to see what models in Karchev's battlegroup are in base contact with the Behemoth. If it's only one model, then the Behemoth gains just +1 DEF, regardless of how much DEF Karchev has gained from the same spell.

This message was edited 2 times. Last update was at 2009/04/24 13:27:04


DS:80S++G+++M----B--I--Pwmhd03/f#+D++A++++/sWD250R++T(S)DM+++

Elvis needs boats. 
   
Made in us
Widowmaker






Syracuse, NY

The karchev module seems fine to me, though I greatly prefer beast-09 in there - but he's pricey.

I don't see the manowar + berserker + kovnik doing much off on their own. Perhaps some more support in the actual battlegroup for Karchev? The koldun lord is great for helping with his limited focus and gorman can provide a nice def boost to the Karchev module and follow up with blind bombs on important threats late game.

Beyond that, sniper modules are great for picking apart key threats, and the Khador sniper module of Kell, Eirysss and Widowmakers only runs 9 pts. Mechanics never let me down either with Karchev. Usually they are just bodies blocking lanes, but the right repair at the right time can be awesome.

   
Made in us
Dakka Veteran




CT

Yeah some snipers would be nice to have, although I have played with eyriss and some other solos and they just seem to get picked off too easily. I had a battle against cygnar and my opponent's apprentice caster just tossed a pop shot at eyriss and dropped with that one shot. Same player also picked off my manhunters easily. I guess I am stuck since my most common opponents play cygnar, which are pretty adept at outshooting pretty much anything khador has to offer.

I suppose the war dog isnt as useful as it used to be then. I thought that since it is attached to the warcaster it would count towards his battlegroup. I will look into taking gorman for that concealment on advancing.

So for the upkeep spells; I thought you could not upkeep more than one spell on the same guy. If this were so, couldnt you upkeep TOW and recast sidearms each round? or could you cast tow and then sidearms every round (thus blowing most of karchev's focus). I am trying to think about how to get karchev and his battlegroup across a battlefield without being shot to pieces before they can get there, which is what usually happens to me against cygnar.

On a side note, How far apart is a battle normally played? We have been playing with a 28in gap and on a pretty open field with only a couple pieces of cover. This is mainly due to us not having a whole lot of terrain that can be used.

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in us
Widowmaker






Syracuse, NY

Upkeep tow and keep karchev protected and moving forward. On a turn in which he runs, karchev can deliver a jack with 3 focus further than any gun shoot.

28" between is normal, and cover hinders your with the big guy more than it helps really.

   
Made in us
Dakka Veteran




CT

Heh well cygnar has guns that fire at 20+inches with the snipe ability, and he always seems to be able to dish out ALOT of damage to my jacks long before I can reach them. 2 combined rng 20 shots from a longgunner squad hurts, add in the boosted pwr 15 shot from a defender and they can rip jacks apart pretty quickly. I modified the list a bit...

Karchev
Behemoth - 13
Marauder - 7
zerker - 6

Kell bailoch - 2
master gunner dougale - 3
Gorman - 2
Widowmakers - 4

Looked over the mercs that ive never bothered with before. The master gunner guy stood out to me as being able to really crank up the output of my behemoth by granting further attack roll bonuses and allowing to reroll deviation rolls. thought he would work well since I would be using the behemoth to soften up the enemy as I advance. Not only does he do wonders for the jack but he also seems to be able to lay down some impressive firepower both at long range with his quad iron and closer range with the grandes. Behemoth would be looking at RAT 8 while being towed. Bailoch is in there as another widowmaker who can take apart solos and light jacks while staying well hidden amongst the cloud effects from gorman who OFC provides the nice concealment on the advance.

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in us
Widowmaker






Syracuse, NY

MkII Karchev upkeeps tow, gives 3 focus to beast-09, uses arkanatrik turbine for +2 spd, runs 12", turns around to have Beast-09 placed facing target (gain 2"), beast-09 spends 1 focus to charge 7", 2" reach.

12+2+7+2 = 23" threat
or 21.5" from a non-reach jack. It's plenty: if someone can shoot you, you can feed them a charging khador heavy or 3.

So the mode against sniped (14" + the new 4" snipe range) long-gunners in MkII is to park your line at 18.5 - 21" away. If they advance they'll get one CRA shot and then die promptly next turn. If they don't advance they'll die promptly next turn, and if they retreat - you do it again.

Unfortunately, master gunner dougan macneille only works on merc jacks. Otherwise yeah the behemoth would be truly awesome with him.

This message was edited 1 time. Last update was at 2009/04/26 05:36:26


   
Made in us
Dakka Veteran




CT

he only works of merc jacks!? The abilities read:
"-Choose a friendly faction model." for his artillerist ability. I didnt think that applied only to merc jacks. I suppose beast would prolly be better than the other jacks in the list, but he is very expensive at 11 points, whereas the others on the list are only 7. Plus he misses out on some nice abilities by not having sorscha.

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in us
Dakka Veteran




CT

I will redesign the list with more powerful jacks and less support. 350pt armies hopefully wont have a whole lot of models ill have to deal with. Thanks for the help fellas.

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in fi
Paingiver






Southern Finland

KingKodo wrote:he only works of merc jacks!? The abilities read:
"-Choose a friendly faction model." for his artillerist ability. I didnt think that applied only to merc jacks. .


Well it says right there friendly faction, so it effects models that are friendly and belong to the same faction (mercs) as him.

   
Made in us
[MOD]
Madrak Ironhide







Same goes for the doc's healing ability.

It's why Harbinger godmode types are sad.

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 
   
 
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