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![[Post New]](/s/i/i.gif) 2010/01/17 20:13:22
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Khador
http://www.dakkadakka.com/wiki/en/Kommander_Sorscha
Strengths
* Freezing Everything She Sees: Icy Gaze freezes everything that she can see during her feat, but as she walks in she is upkeeping Fog of War to weaken ranged attacks against her army and targeting select units with Freezing Grip and boosting to hit to turn them stationary. As the armies close, she should be looking for opportunities to cast Tempest to knockdown groups of enemies and, hopefully, a warcaster.
* Mobile Feat Delivery: Sorscha's Feat Turn should look like her Wind Rushing to get her DEF up to 18 and to position for a charge, using Icy Gaze to make the 'caster or 'lock stationary, and charging in for the kill. Retaliation, assuming the target survives, should be minimal at DEF 18.
[Edit]
Weaknesses
* Low Warcaster Armor: Sorscha relies on her high DEF to keep her alive. She generally doesn't have the FOC to overboost her powerfield by much, so auto-hitting attacks can nickel and dime her to death.
* Not Enough Focus: Sorscha can only really follow through on one line of attack per turn. If she's casting Boundless Charge on models to get her heavies into combat, she has less focus to fuel them for attacks and boost. IF she's looking to knock enemies down with Tempest there should only be 2 focus remaining for anything. If she decides to Wind Rush for the safety of DEF 18, then that leaves 4 total for her to spend and/or allocate.
* Fog of War Affects Every Mode: Be sure to keep ranged targets outside of Sorscha's control area to keep them out of the spell's effects. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Forward_Kommander_Sorscha
Strengths
* Ranged Unit Buffs: Both Iron Flesh and Shatter Storm were made for Ranged Units to protect them from return fire and to generate additional attacks.
* Big Hits: Forward Kommander Sorscha's feat favors models and units that can put out big hits. Models that can Combine Melee or Combine Ranged attacks will deal two points of damage for every participants that brings the POW of the hit over the ARM.
* Winter Guard Special: Soscha's Elite Cadre can move faster, benefit the most from her buffs, and can reroll combined ranged attacks to generate exceptionally hard hits during Winter's Chill.
* Multiple Ranged and Melee Attacks: Get her out of jail free with Cyclone and then fire with her Quad Iron or move her into combat to Frostfang some fools. She can even stand still at the end of her Cyclone movement to aim with her Quad-Iron, or she can use normal movement to then charge another enemy model further away.
[Edit]
Weaknesses
* Angst Made Her command Go Lower: Her CMD radius is smaller in her epic form, and she has no way to keep fleeing models on the table. She might benefit from Officers in her army.
* Over eagerness: This might be more of a player weakness than a Sorscha weakness, but her abilities lead to situations where she might advance when it is better for her not to. Desperate Pace will push Winter Guard forward and if she wants to keep up she might be casting Cyclone to support them.
* Focus: Spend 2 to upkeep both Iron Flesh and Shatterstorm leaving you with a decision: Cyclone for movement/attacks, Freezing Grip (with no boosts) an enemy unit, or Boundless Charge her warjack?
* Odd Defenses: Sorscha relies on high DEF Winter Guard or other infantry, Shatter Storm threats, and a warjack that can take a hit to keep her safe. Anything that reaches her that can get past DEF 16 should have no problem with her ARM 15. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Orsus_Zoktavir%2C_the_Butcher_of_Khardov
Strengths
* Two Words: Beat. Stick. : The Butcher regularly rolls three dice on attacks, and can bring that up to five dice during his feat and on a charge. Add the spell Fury, and he is hitting at P+S 19. He should be able to trash anything aside from a fully functional Devastators or a Centurion with Arcane Shield.
* Warjack Efficiency: Full Throttle can make up for some of the Butcher's focus needs by giving all his warjacks initial hits that hit.
* Brutal Feat: Use the feat to give additional dice to both ranged and melee attack damage rolls. Clear infantry out with blast damage and sprays, and go heavy to heavy with Full Throttle to put heavy damage into a grid or damage spiral.
[Edit]
Weaknesses
* Medium Base: The Butcher is 7.5 feet tall and encased in modified warjack armor. While his presence might cause Terror, it also lines him up nicely for ranged attacks.
* Limited Spell Offense: Obliteration is a powerful spell that will clear out the infantry, but casting it prevents the casting of Full Throttle.
* Lower than Average Command: It's like the men don't want to follow his orders or something. Bolster your army with officers.
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This message was edited 2 times. Last update was at 2010/01/17 23:01:11
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![[Post New]](/s/i/i.gif) 2010/01/17 23:58:55
Subject: Khador Summaries Start
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Krielstone Bearer
Stoke On Trent/Cambridge/Northampton/England
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Nice write up on Butcher.
Absolutely spot on.
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dogma wrote:Is there any Chaos God who goes un-worshiped in Brazil?
Probably Nurgle, Africa has the lock on that.
metallifan wrote:
The Dark Eldar are, by fluff, sex-addicted, space-cocaine snorting, cross-dressing, slave-taking, soul stealing space pirates. They should fit the bill. No one is forcing you to buy minis with man-thongs.
Sharpasaspoon wrote:Rome, Greece and GW.... The Greeks invented Sex, the Romans thought about having it with women, then GW decided to screw us.
I use Zap Brannigan's art of war and try to jam enough wreckage in their main cannon so it won't work. |
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![[Post New]](/s/i/i.gif) 2010/01/18 01:14:54
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Kommander%20Orsus%20Zoktavir
Strengths
* Melee Combat: This is still Butcher's strength, except now he has melee tools for dealing with swarms rather than with just individual models. Cast Boundless Charge on himself to charge 10" and hit 12" with Reach. Kill. Everything. Move 1". Kill. Everything. Again.
* Melee 'Jacks as Crazy as Him: Depending on his Arcane Dementia roll, his spell casting should be straightforward. Boundless Charge on himself to try to trigger Conferred Rage. Ravager or Boundless Charge on a warjack. Upkeep Fury (if you have 3 or more focus) on a melee unit or warjack. After Zoktavir Kills, his warjacks will charge 9", 11" with Boundless Charge. A warjack ahead of him should get Ravager and a warjack behind him should get Boundless Charge.
* Guaranteed 7 Focus: That is, if you fulfill the prescription. Kill three models.
* Out of activation Melee Feat: Melee troops that can cover ground will help make this feat work. Also, units with high CMD will help keep your troops tied together and functioning.
[Edit]
Weaknesses
* Feel the Random: Always plan for two focus and be willing to drop the Fury upkeep if it means you can put Zoktavir into position to kill three models and gain 7 focus the following turn. Your warjacks charge for free, so charge them at models out of range if they can't reach anything with their normal charges, but try to keep them up with the Butcher.
* He's still Seven Feet Tall: He should be easy to target over the heads of your smaller based models and you're stuck with a decision. Keep his charge lane clear at all times or risk leaving him stuck behind a wall of Man-O-War?
* Knockdown is Very Bad: When dealing with random Focus, you will pay the 1 focus point to stand him up, but unless you killed three models previously, you'll be nervous and sweating when you roll for focus.
* Destruction Denial: Effects that allow other models to die in the target's stead, Tough Rolls and any other number of things prevent him.
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![[Post New]](/s/i/i.gif) 2010/01/18 15:37:35
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Vladimir_Tzepesci%2C_The_Dark_Prince Strengths * Melee Combat: Vladimir Tzepesci can cast Blood of Kings to become a melee powerhouse. He becomes difficult to hit/damage ( DEF 18/ ARM 19), can't be targeted by freestrikes due to Parry and charges 12", 14" if he uses extra focus to cast Boundless Charge. Fighting at an effective MAT 10, he hits with weapons that are buffed up to P+S 16 and 13. * Combined Arms: The Dark Prince's Feat is all about warjacks and using them to threaten for him while both he and the rest of his army approaches underneath the effects of Signs and Portents. While unboosted attacks are still uncertain even with dropping a lowest value, it's far more certain than without. An army that generates many attacks will see more Critical Hits land, and trigger more Chain Attacks. His warjacks threaten out to 8" simply moving on his feat turn, charge 11" and run 16" if all you want to do is tie up an enemy. * Hey Sniper! No Sniping!: As part of his approach, Vladimir can cast Wind Wall to keep himself and select models safe from ranged attacks. Protect models with enough ARM, and even blast damage will not scratch you. You might even want to run "soft" models near Vladimir to lure AOE attacks his way. * Booning the Blood: By casting Blood of Kings to fight in melee, Vladimir can plan around triggering Blood Boon to increase a warjack's charge, to attack another model with a free spell (and his average chance to hit), or to protect himself with a Wind Wall. Against a weak enough target, he could simply cast Signs and Portents, kill the model, and rely on Wind Wall to keep him safe from being exposed. [Edit] Weaknesses * Signs and Portents isn't really a Boost: No math on this, but dropping the lowest die isn't the same as rolling three dice. It helps. Plus, you can't choose to drop any die, it has to be the lowest. So if a lower dice roll will hit and give you a critical, you're stuck with the higher dice roll. * Must Choose Each Turn: With no upkeeps and expensive 4 FOC spells, the Dark Prince has to decide between enhancing his army and enhancing himself. In either case, that leaves him with focus to cast Boundless Charge, Wind Wall, or allocate to his warjacks. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Vladimir_Tzepesci%2C_the_Dark_Champion Strengths * Dark Champion of Melee: Cast Martial Paragon once you think you won't need Transference or if you need something dead and Blood Legacy simply can't get it done. If you're buying just one additional melee attack, you are breaking even on attack boosts, and gaining more for the spell's cost if it's upkept or if you buy at least two attacks. Here's the thing: he gets the additional die on Defensive Strike and when he makes normal attacks he can boost to hit on top of Martial Paragon to roll four attack dice. Very useful for dealing with "pretender Vlads". * I Think I Shall Call Them....Mini Vlad: Transference already favors melee troops, but add Blood Legacy and you're looking at 4-6 mini-Vlads that can hit most warcasters on average. After Vlad takes a few hits, he has even more focus for Transference, and with Hand of Fate his key melee unit will simply ruin the odds of ever missing and ever not rolling enough damage. * I Want You to Hit Me as Hard as You Can: You can't nickel and dime the Dark Champion to death. If someone tries, Vladimir's pushback will come in the form of extra focus for Transference boosts and a warcaster who is effectively MAT 9, DEF 17, ARM 18 who hits at P+S 16. Add Martial Paragon and your enemy will have a recipe for their doom. [Edit] Weaknesses * Make Your Choice: Like his previous incarnation, The Dark Champion has to choose between Martial Paragon and Transference due to their upkeep nature. * Run three upkeeps per turn: With all his upkeeps, Vladimir leaves himself four focus for Transference or for his warjacks. And if he has to cast Wind Blast to open a charge lane, that leaves him with two. * Vladimir Tzepesci's Last Stand: It is tempting to use Blood Trials focus, Might of Kings stats, and cast Martial Paragon to drive Dominion into the heart of the enemy, but after taking so much damage, the Dark Champion had better win on this drive because he will show up to the fight already hurt and possibly begging for a slam or knockdown to end the game.
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This message was edited 2 times. Last update was at 2010/01/18 18:00:02
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![[Post New]](/s/i/i.gif) 2010/01/19 21:15:01
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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Gurvaldt Irusk, go!
http://www.dakkadakka.com/wiki/en/Kommandant%20Irusk
Strengths
* Shaping the Battlefield: Casting Inhospitable Ground every turn gives Irusk's army an automatic advantage over any other non-Pathfinder army.
* One Jack, Two Spells, Superiority: The addition of Superiority for his warjack also gives his warjack over other warjacks. And once the enemy warjack loses one or two Movement systems from attack, he can then cast Grind once or twice to turn its gears to powder.
* To Halt Under Fire is Folly: Irusk drives the men forward with Battle Lust, one unit at a time made Fearless and unhittable from Iron Flesh. Once they get to where he wants them to be, they hold their ground with Undying Loyalty. His CMD 10 stat alone should keep the very nearest troops stand and move into Terror causing enemies or to stand up to attrition. As a result, he doesn't necessarily need the most elite troops to weather enemy attack.
[Edit]
Weaknesses
* Running out of Focus: Unless your enemy is fielding a shooty or all Pathfinder army, Irusk will be casting Inhospitable Ground to hinder their advance. He has one upkeep spell, Superiority, for his one warjack, and one for a unit of troops, Iron Flesh. Assuming he makes all these castings in a turn, there is no room to cast Battle Lust, Grind, Airburst, or to allocate focus for warjacks. When he wants his 'jack to do some massive beat downs with focus, Irusk will have to let something go.
* Infantry Must Move Forward to Close With the Enemy: With his average ARM and tendency to use up all of his focus, Irusk is going to be exposed without any extra focus to overboost his powerfield. On turns when he's going to be exposed or when Inhospitable Ground won't save him, either surround him with troops with Undying Loyalty and Iron Flesh. The other option is to push forward with his troops and shove Toughened bodies to choke the enemy's own advance.
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![[Post New]](/s/i/i.gif) 2010/01/20 16:13:41
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Supreme%20Kommandant%20Irusk
Strengths
* Tough as Trolls: The area around Irusk makes warriors Tough. Keep a warjack close to give him a moving screen of troops who don't necessarily want to die.
* Troop Mobility and Denial:Artifice of Deviation, Martial Discipline, and Tactical Supremacy all enhance the movement abilities of his army. Use his abilities for slow moving Man-O-War or fast moving cavalry or infantry. Plannig with this movement pattern mind, you should be able to win games by selectively placing models, denying enemies movement, and then gaining additional movement after charges to either push forward your threat or retreat closer to your lines (and Irusk's Total Obedience.
* Ranged Boosts for things that normally Can't: Fire for Effect can be casted on a ranged warjack for focus efficiency (two boosts for the price of one upkeep) or it can be cast on ranged elements that normally can't boost ranged attacks such as weapon crews.
[Edit]
Weaknesses
* Average Armor and those (un)lucky Tough Rolls: Relying on Tough troops to keep Irusk safe might be asking for a lot. Bad dice runs will open up his generally average ARM 15 to incoming fire and melee. In addition, Tough troops get knocked down and open up LOS to Irusk for sniping and Reach attacks.
* Shaping the Flow of Battle is Expensive: Upkeeping two spells leaves focus to cast Airburst, Artifice or Battle Lust with two left over for Energizer or allocations. His best bet is to commit to Artifice of Deviation and Tactical Supremacy every turn and rely on mobility gains to get the most out of Fire for Effect. Once your killers are in position, you'll have to give up on an upkeep or Artifice in order to cast Battle Lust on your melee killers.
* Battlegroup Spell and Defensive Warjack Bond: It's already expensive to support your troops. But if you're casting Energizer to mobilize your battlegroup you better have a good reason to move your battlegroup and a healthy focus supply to use when you get there.
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![[Post New]](/s/i/i.gif) 2010/01/21 06:33:52
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Karchev_the_Terrible
Strengths
* His Terrible Strength: Karchev hits as strong as a Juggernaut and can gain four boosted melee attack and damage rolls when he casts Unearthly Rage. This benefit extends to his battlegroup.
* Karchev Pinball: Knockdown enemy models in multiple ways. Use his spray attack, use his power attacks, grant free power attacks to his battlegroup.
* Warjack Delivery System: Use Tow to gain additional movement for his warjacks. If you turn his back to the enemy they can be placed to face the direction you want them to charge. After upkeeping Tow and casting Unearthly Rage you can have the battlegroup charge with Total War leaving 1 focus.
* The Best Defense: Present the enemy with a rock solid 'Jack Wall with Karchev at its center benefiting from Sidearm. If they try to swarm him, cast Ground Zero.
* You Call that a Damage Grid?: Now 34 boxes, THAT's a damage grid. Karchev is not easily assassinated without considerable anti-armor.
[Edit]
Weaknesses
* System Failure: Karchev's grid might be large, but once he starts losing systems he loses effectiveness. Lose columns 1 and 2? That's the Open Fist. Lose columns 2 and 3? No more movement.
* Tow, Total War and Unearthly Rage: These two effects are his big turn. Deliver the 'jacks and send them buffed and charging for free. These 'jacks rely on their initial attacks to get the job done as there won't be any focus leftover to help buy anything more than 1 attack.
* Fire in the Rear!: By launching the warjacks via Tow Karchev exposes his back arc to the enemy as they must be completely in his back arc. Though his DEF is rather low, it could be enough to open him up to opportunity fire.
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![[Post New]](/s/i/i.gif) 2010/01/22 05:42:30
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Zevanna_Agha%2C_the_Old_Witch_of_Khador
Strengths
* Control the Battlefield: Between Field of Talons and Murder of Crows, Light infantry will have trouble moving on her Feat Turn. Cast Gallows to pull individual models such as warjacks into charge range of her warjacks. She herself can sit inside a Murder of Crows to gain Stealth and protect her from lightly armored infantry.
* Fast Moving Granny: Zevanna can get herself and her army around the battlefield with Pathfinder, Weald Secrets, Avatar of Slaughter and Unseen Path. Run Scrapjack 12" into position and cast Unseen Path to bring the Old Witch with Avatar of Slaughter cast on her. With each melee attack she should be able to kill most models with P+S13, gain a soul token, and then move another inch to make an additional attack. Or charge Old Witch into combat and then cast Unseen Path to get away from reprisals.
* Upkeeps All Day Long: Great Power helps her maintain her upkeeps by essentially providing a free focus.
* Take a hit and then go Crazy: After she's been hit by an enemy attack, Scrapjack becomes buffed. Charge the Old Witch in with an upkept Avatar of Slaugter, killing everything she can and advancing to kill more. Then cast Unseen Path to bring Scrapjack up and cast Avatar of Slaughter on him.
[Edit]
Weaknesses
* She Really is just an Old Granny: DEF 15 is above average, but hittable with boosts. ARM 14 is squishable. 30 points of damage in a hit will kill her outright. Zevanna uses her army, Scrapjack, and Murder of Crows to stay out of harms way until she can use her Cull Soul Ability to charge up on focus.
* Great Power is a Necessity: Zevanna doesn't really save focus with Great Power. It should take her multiple turns to get all her upkeep spells casted: 9 Focus to cast all her upkeep spells. And most of the time she'll be re-positioning Murder of Crows anyway, turning her focus burden into 3 upkeeps per turn (2 focus with Great Power ) and 3 to cast Murder of Crows, leaving her 2 focus to cast Unseen Path or assign focus.
http://www.dakkadakka.com/wiki/en/Scrapjack%20Warjack
Strengths
* Unusual Damage Grid: Scrapjack has two melee weapons but no weapons systems to take off his damage grid. In addition, his movement system is spread out across his grid, as is his cortex. It's likely that Scrapjack that loses movement will still get a chance to fight in melee with Reach with no penalty to his actual rolls.
* Anchor the Witch: The Old Witch uses Scrapjack as a Get out of Jail free card after a Slaughter. Scrapjack runs somewhere safe, and she casts Unseen Path.
* Deliver the Witch: Scrapjack can also bring the Witch in to slaughter infantry. It runs up 12" (16" if Old Witch has been damaged) and then the Old Witch casts Unseen Path.
[Edit]
Weaknesses
* Bird Like Armor: Scrapjack has ARM 16 and 12 damage boxes. A POW 28 damage roll can immediately turn him into a wreck marker.
* Less than Stellar MAT until the Old Witch is hit: Enemies won't try to take pot shots at the Old Witch unless there's a chance of killing her outright.
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![[Post New]](/s/i/i.gif) 2010/01/23 03:43:57
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Koldun_Kommander_Aleksandra_Zerkova
Strengths
* Toolbox of Spells: Zerkova's spells run the gamut of enemy denial, enemy debuffs, enemy control/lockdown, out of turn activations and board control. Force Blast models that get too close to herself or her warjacks, Influence a target conveniently in melee range of something you absolutely need killed, cast Icy Grip to lockdown an entire enemy unit, and upkeep or recast Watcher and Banishing Ward to give your enemy a hard time.
* Spell UtilityUsing her spells with the right Arcane Artifact in the right order will be key in succeeding. Even more important, remember that you can combine the use of Arcane Artifacts to get some sick spell effects. If you really need to break an enemy unit, cast Icy Grip and increase its RNG out to 11" with the Lens of Tarvodh. If a model is in the way, use the Ghost Stone , especially if you want to cast Influence to try and get a backstrike bonus against an enemy warcaster. The Focus Sphere makes her an effective 8 focus warcaster unless she's only using her focus to boost and buy attacks. If you're upkeeping Watcher and Banishing Ward that leaves her five actual focus (six virtual focus with the Focus Sphere, for her to cast or allocate with.
* Spell Kill: Get within 10" of a 'caster and use the Lens of Tarvodh to hit the enemy 'caster with Icy Grip to drop their DEF and then cast Razor Wind to try to finish them off herself or Influence to get a nearby melee model to try to kill the enemy warcaster.
* Denial: Use Watcher to keep enemies from getting within 6" of Zerkova. With Pathfinder she can hide very well inside of terrain and leave her 'jack bodyguards out there to move around positioning for a big boosted hit during their Watcher movement. In addition, Banishing Ward denies enemies their offensive spells against her units, while Force Blast pushes enemies off her battlegroup.
* Watcher Madness: Watcher doesn't expire until one of the warjacks makes an attack, so keep using the movement until you have either the perfect placement or perfect attack lane.
[Edit]
Weaknesses
* Nothing to Spam: As a toolbox 'caster, Zerkova doesn't really have anything to do a lot of and to do it well. Instead, she has to be careful about her model placement, her focus allocation,
* Recasting Watcher: While Force Blasting and attacking with Watcher gives her some board control, recasting Watcher for 3 focus can become very cost prohibitive. In addition, Watcher prevents an opposing 'caster from simply blazing in for the kill, but it requires normal movement to trigger. Place Effects shouldn't trigger Watcher movement and attacks.
* Immunity: Cold negates Icy Grip, a key spell in helping her army kill warrior models. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Berserker%20Warjack
Strengths
* So Cheap, Why Not Bring Two?: Berserkers encourage multiples. Though they are Unstable they have two initial attacks with a decent chain attack that probably don't require boosts to hit against average heavies. Since they charge and run for free, there's no real reason to ever exert focus except for those times when you really really need to hit.
* Bullet: Berserkers can range ahead of your main force to draw fire without worrying about focus drain. Once they reach there, pump them with focus to trigger an Unstable roll to deal a POW 14 damage roll to models within the area of an 8" template. Pump a Berserker with three focus and boost every attack roll, including its head-butt. In its wake, it will not even leave you with a Wreck Marker to get in the way of your follow up attack.
[Edit]
Weaknesses
* Unstable Rolls Never Come When You Need Them: Berserkers explode on 1 when you want it to stay and stay on 3 when you want it to explode. Simply accept this and turn it into a bonus if it happens and a boon if not.
* Lower MAT and ARM: Its lower ARM 18 makes a Berserker more susceptible to taking damage, while its MAT 5 makes attacking even heavies a risky endeavor. Berserkers are there to tied down an enemy long enough for the reinforcements to arrive. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Destroyer%20Warjack
Strengths
* Armored Artillery: With Arcing Fire, Destroyers comfortably pound the enemy from behind army lines. Nothing can really snipe at it to eliminate it either, for at ARM 20 it will shrug off most incoming ranged attacks. With the ability to shoot through intervening models, a Destroyer can stand still to aim to become an effective RAT 6. And even if a model is 1" behind an intervening one, you can load a Destroyer up with 3 focus, hit the intervening model with a boosted attack roll, boost the damage against the intial target and then boost the POW 7 roll against the intended target.
* Second Wave Offense: A Destroyer is the first offense, it is also the backup. Should enemies break through your lines, the Destroyers can support any counter charge with its Executioner Axe and ARM 20.
[Edit]
Weaknesses
* Paid for Versatility: For a lower cost, Khador can select more melee centered warjacks or multiples of specialist ranged units. Include a Destroyer if you want to be able to boost attack/damage rolls.
http://www.dakkadakka.com/wiki/en/Devastator%20Warjack
Strengths
* Strange Khadoran Mobility and Herding: Bulldoze gives a kind of mobility to the SPD 4 'jack. Depending on model placement, pushing models in the way can get you to a model hiding behind a screen of models so long as they're not bunched up together already. Also use it to herd models closer together to get hit with Rain of Death or some other AOE in your army. Finally, Slam or charge a model that's too close to you to get the extra distance to benefit from a charge or slam.
* Auto hitting and Anti-Infantry: The Devastator can clear out high DEF/low ARM models with its Rain of Death attack. The area covered by the POW 9 effect of Rain of Death is roughly the size of an 8" template (3" in every direction, 2" to account for the base).
* Save Focus for Damage Rolls: The nature of Rain of Death means that a Devastator doesn't have to boost attack rolls and can generally save focus for boosting damage on important targets.
* Annoyingly high ARM: Even an armor piercing attack is hitting ARM 17, and ARM 25 and Bulldoze allows it to shrug off most freestrikes or simply negate an enemy's ability to take them.
* When in Doubt, throw it out: Though a Devastator does have the option of hitting high ARM models with two P+S 16 fists, it can also Double-Hand Throw an enemy pesky heavy for the benefit of models supporting him in melee.
[Edit]
Weaknesses
* Tricky Against Shield Walls: A Shield Wall might sound like the perfect target for Rain of Death, but for Rain of Death to work against them it has to be in base to base. Bulldoze pushes models directly away, so in the case of shield walls, it would only push a few models and gain base contact as they tend to stand bunched up.
* Attacking Makes it Vulnerable: This is probably more of a trade off than a weakness. When presented with a single target and the threat of counter attacks, opt to Bulldoze or take freestrikes rather than open up to enemy attacks.
* Hits ALL models: Rain of Death applies to your own models as well. Keep anything that can be killed by a POW 9 outside of its area of effect.
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This message was edited 2 times. Last update was at 2010/01/23 15:20:41
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![[Post New]](/s/i/i.gif) 2010/01/24 03:25:59
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Juggernaut_Warjack
Strengths
* Simple, Brutal, Effective: Juggernaut. When you field one, you know exactly what it needs to do, and you know exactly how to do it. Advance upon the enemy and attack them in melee. Its typically Khadoran armor keeps it humming along at ARM 20, and its weapons, even its fist, are high P+S. The only thing to really know is that boosting your attack roll gives you a chance to Critical: Freeze your target.
* Cost effectiveIts low points cost can justify multiple Juggernauts in an army, or a splurging on a more specialized heavy in addition to the Juggernaut.
[Edit]
Weaknesses
* Counting on a Critical Anything: Counting on your Juggernaut to hit a critical on the turn that you really need it to can be playing too much with the randomness of the dice gods. Hedge your bets and make your calculations on "standard" P+S 19 hits. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Kodiak%20Warjack
trengths
* Mobile Khadoran Heavy Warjack: Pathfinder and Heavy Boiler move the Kodiak through woods, water terrain features, and difficult terrain with ease.
* Smoke Infantry: Use Vent Steam to create and uncomfortable sauna for high DEF troops. The Vent Steam attack automatically hits and a Kodiak can even use it to set up for a charge the following turn to Vent Steam on a model in its back arc.
* Heavy Denial: Use the Smash and Grab Chain Attack to mess up a warjack/warbeast. If the Kodiak is far ahead, then finish with a double-hand throw power attack to send it to your waiting troops. If something else is waiting to pound on it, then settle for head-butt power attack.
[Edit]
Weaknesses
* Armored Fist is Not an Ice Axe: Though it's more powerful than a regular open fist, the Kodiak's armored fists do less damage than a Juggernaut overall. If you're going toe-to-toe with an opposing heavy, your best option may be to deliver the power attack so something meatier can finish the target.
* When you Vent Steam, You're Not Running: Stopping the Run, Kodiak, Run long enough to Vent Steam reduces the impact of the Kodiak's mobility. Look for places to hide him in terrain to reduce the number of incoming attackers.
http://www.dakkadakka.com/wiki/en/Juggernaut%20Warjack
Strengths
* Simple, Brutal, Effective: Juggernaut. When you field one, you know exactly what it needs to do, and you know exactly how to do it. Advance upon the enemy and attack them in melee. Its typically Khadoran armor keeps it humming along at ARM 20, and its weapons, even its fist, are high P+S. The only thing to really know is that boosting your attack roll gives you a chance to Critical: Freeze your target.
* Cost effectiveIts low points cost can justify multiple Juggernauts in an army, or a splurging on a more specialized heavy in addition to the Juggernaut.
[Edit]
Weaknesses
* Counting on a Critical Anything: Counting on your Juggernaut to hit a critical on the turn that you really need it to can be playing too much with the randomness of the dice gods. Hedge your bets and make your calculations on "standard" P+S 19 hits.
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This message was edited 1 time. Last update was at 2010/01/24 05:31:21
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![[Post New]](/s/i/i.gif) 2010/01/24 22:30:15
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Marauder_Warjack Strengths * Positional Slamming: You can use any 'jack to slam power attack, however, traditional slams require a straight line, 3" minimum, aimed at the center of the target, and the application of 1-2 focus points (one to power attack, one to boost). The Marauder can simply advance and determine the direction of the slam based on the position of its base. Use this to help clear the way or to slam two heavies into each other. Slam in the manner that suits you best for the cost of 1 focus to boost the attack roll. * Stronger than a normal Slam: A slam from a Marauder would be P+S 12, but the Combo Attack adds the POW of both its weapons to give it a P+S 20 slam that can be boosted. * Points Cost: You're paying for a specialized 'jack with two average fists (for Khador) at the same value as a Juggernaut. While you might never want more than one Marauder in the list, its point cost leaves you with points to buy more specialized or versatile 'jacks. [Edit] Weaknesses * Needs both arms to slam: Combo attacks need both initial attacks in order to trigger, so your opponent will look for ways to remove the threat of the smite. * Made for dealing with heavies: Infantry swarms can down a Marauder unless they leave you favorable conditions for a Trample Power Attack (hint: Good players never do). Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Spriggan%20Warjack
Strengths
* Multi-purpose 'Jack: The Spriggan serves multiple battlefield roles that are indicated below.
* Ranged Anti-Infantry: Deal with Light infantry by firing two arcing AOEs into their midst, and deal with Camouflage and Stealth models in cover with Targeting Flares either for itself (shoot one flare and fire with the second grenade launcher) or for other attackers (place two targeting flares).
* Durable: The Grenade Launchers have no weapon location and cannot be reduced in capacity on the battlefield. The shield takes it to ARM 21.
* Reach Heavy 'Jack: Threaten heavy targets by Bulldozing models in its way and using Powerful Charge to deliver an effective MAT 8 from up to 9" away on a charge due to Reach.
[Edit]
Weaknesses
* Bulldoze denial: Models bunched up will deny you the ability to Bulldoze through them. Also, Bulldoze doesn't allow you to target models with charges that the Spriggan cannot see. If nothing else, charge a nearby target with its assault shield, and use your second initial attack to hit a hiding model with the Reach War Lance.
* Paying for Versatility: Not only does the Spriggan pay in points, but it also pays in its Battlefield roles. Firing Grenade Launchers means you're not making the best use out of Bulldoze, and charging into combat or running to Bulldoze means you've foregone Targeting Flares.
http://www.dakkadakka.com/wiki/en/Beast%2009%20Warjack
Strengths
* Infantry Shredding: Use the Imprint, its high MAT, its Reach and its Thresher Attack to clear an entire area of anything outside of multi-wound shield wall models. Get a living warcaster in there and get a chance to Critical: Freeze it.
* Heavy Boiler Efficiency: Run Beast-09 for free every turn unless you need it to charge.
* Out of Turn Movement: If someone takes pot shots at heavies, they're just buying movement for the Beast. Sniper shots, artillery fire, all of it just guarantees that Beast-09 will be closer than they want it to be.
[Edit]
Weaknesses
* High Points Cost: If you just need an anti-heavy heavy, a Juggernaut is about 4 points less and allows you to fill your list with more anti-infantry options.
* Bait the Beast: An enemy could use Sniper or ranged attacks to draw Beast-09 into a position to get counter charged, or create an obvious counter charge to convince the Beast 09 to stay put and just take the damage.
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This message was edited 2 times. Last update was at 2010/01/25 00:44:09
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![[Post New]](/s/i/i.gif) 2010/01/26 04:25:47
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Behemoth_Warjack
Strengths
* Anti-Infantry: The Behemoth uses its Arcing Bombards to paste infantry from up to 14" away.
* Oh yeah, and Anti-Armor Too: Against an ARM 18 model, the Behemoth's armor piercing fists deal dice plus 3 damage immediately.
* And it can do both: Even while handling heavies, the Behemoth can fire bombards. Use it to Slam Power Attack a heavy, and then drop two bombards onto the knocked down model. While it might do less damage than its fists, the proximity of the model to an important target makes it tempting to bombard it.
* Clear for Trample: Fire two bombards before you decide on the trajectory of your Trample Power Attack. Depending on what they clear out, pick the most favorable trample for the Behemoth's advance.
[Edit]
Weaknesses
* Focus Behemoth: With the potential to be allocated up to 6 focus in a turn, it's hard to use the Behemoth to full effect in both roles simultaneously. Typically a Behemoth will tromp ahead to engage in melee or stay behind to fire bombards. If it boosts one, it will probably not get to boost the other.
* Columns 3 and 4: This is where the Sub Cortex is. Four boxes down. So 8 Sniper attacks should eliminate the Behemoth's ranged attack options. Of course, by that time, it might already be too late.
* Expensive: The Behemoth is even more expensive that Beast 09, and is not a no-brainer given its typical slow Khadoran characteristics and average MAT. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Drago_Warjack
Strengths
* Fast Flanking Warjack: Like Berserkers, Drago can save focus with runs and charges. Its higher MAT also helps keep it more focus efficient as it requires fewer boosts.
* Shred Combined Arms Forces: Enemy heavy surrounded by enemy infantry? It's Drago's time to shine. With Chain Attack: Bloodbath, Drago hits the the heavy twice, then goes after all the rest of the models in range. If nothing else, use it to hit a single heavy target three times in quick succession with the expenditure of focus.
* Run Riot into a 'Caster If an enemy 'caster or 'lock is hiding behind a model, Drago can use its Imprint to hit the hider model, kill it, then advance into the primary target.
* Double, Triple your Amputations: With two melee attacks and a Chain Attack, gaining some ability to roll extra dice or using boosts increases the chances that Drago will get to Amputate an enemy 'jack.
[Edit]
Weaknesses
* Bloodbath needs Convenient Set Ups: To get the most out of Drago's Chain Attack someone has to give Drago a choice heavy target that survive the initial two hits, followed by a semi-circle of models arranged to allow Bloodbath to hit more targets.
* Cost: The point of using Berserkers is that their limitations are offset by their lower cost. While Drago is cheaper than, say, the Behemoth or Beast 09, it is not quite the value purchase that a Juggernaut or regular Berserker is.
* Dangerous Imprint: With any warcaster other than Vlad, Drago risks an Unstable roll even when it uses its Imprint Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Iron_Fang_Pikemen_Unit
Strengths
* Anti-Infantry: Their P+S, SPD and Reach give them good melee capabilities against average infantry as their pikes kill with each hit. Bring up their MAT by making a combined melee attack and defend against reprisals with the Shield Wall Order.
* Anti-Heavies: Make combined melee attacks to create high P+S attacks (3s for P+S 16), or threaten heavies with a knockdown by making multiple attacks singularly. Any heavy warbeast or warjack should think twice before making a trample power attack through the Iron Fangs.
[Edit]
Weaknesses
* No Passive Defenses: Prevent orders or bait the Iron Fangs into a premature charge to remove their primary defensive strength, their Shield Wall Order. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Iron_Fang_Pikeman_Officer_and_Standard_Unit_Attachment
Strengths
* Then We'll Fight in the Terrain:Relentless Charge into or out of terrain features to maintain high mobility.
* Strike and Regroup: Use a Relentless Charge to deal with some pesky business using your blasting pikes, and then trigger Defensive Formation to regroup into a Shield Wall, or us it to threaten a further target or retreat to make room for another model. Remember that Defensive Formation doesn't ignore Freestrikes.
[Edit]
Weaknesses
* Relentless only when Charging: If there is LOS blocking terrain in your way, then there's probably nothing to declare a charge against, and therefore your precious infantry will get stuck in the woods on their way.
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This message was edited 4 times. Last update was at 2010/01/26 15:02:08
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![[Post New]](/s/i/i.gif) 2010/01/26 16:58:51
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Great_Bears_of_Gallowswood_Unit
Strengths
* Six solid Weapon Master Attacks: Backswing delivers 6 [[Weapon Master Ability|Weapon Master] attacks at P+S 12. Use this to clear out infantry.
* Six Precision Strike Attacks: Not only can you clear out the infantry, but you can use the Backswings to deliver six Weapon Master attacks that deal precise damage to warjacks and warbeasts. Eliminate any system or aspect your odn't want the enemy model to have.
* Mobility: The unit's small model count makes it compact and mobile enough to navigate the battlefield, while Relentless Charge gives them the option of navigating terrain to wreck stuff and Circular Vision gives them options as to which direction to charge.
* Really good Dice Rolls: Passing a Tough roll will not knock down the model so long as Kolsk is still alive.
[Edit]
Weaknesses
* Granted Abilities: The Great Bears are almost like warjacks in that as each model dies off, you lose ability after ability. First you lose access to perform a Defensive Line with that model, but also you lose their Granted Abilities. Protect Volkov on a heavy terrain table, Kolsk against Ironclads and Kreoss, and Yarovich against fast moving armies.
* Charging into a Defensive Line: The Great Bears cost too many points to lose them to a blast effect. By keeping them in Defensive Line they become sturdier against snipers. However charging and remaining in base-to-base combat is a tricky game of vectors. Use Reach to plan the charge. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Man-O-War_Demolition_Corps_Unit
Strengths
* Clear regular infantry or Warcasters with Backswing: By rolling for two attacks each, the unit should be able to generate more hits with Backswing attacks.
* Crack Armor with Icebreaker: Anything ARM 16 or more it's probably a good idea to just roll for the adiditional damage die.
* Run them Every turn: There's no need to be shy with Demo Corps. They run, and then they run some more until they become ready to charge.
[Edit]
Weaknesses
* Terrain: They're already naturally slow, why slow yourself down even more?
* Always Outmaneuvered: Being slower than most models in the game means that they've learned to cope. Usually they try to prevent the maneuvers with a charge or by engaging enemies with their Reach Ice Mauls.
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This message was edited 1 time. Last update was at 2010/01/27 02:18:55
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![[Post New]](/s/i/i.gif) 2010/01/27 13:52:09
Subject: Khador Summaries Start
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Bane Knight
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You are going strong malfred
This is just tyo encourage you to keep going, as I do not find anything I can really comment on right now...
I have read most of these and they do what I want them to do, tell me the strengths and weaknesses, without giving many stats away...
Only thing I miss a little bit is fluff related, as I would like a bit of fluff about the casters, then again I understand why this would be left out, as these articles try to explain strength and weaknesses of the units, not where they are coming from...
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![[Post New]](/s/i/i.gif) 2010/01/30 00:02:46
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Man-O-War_Shocktroopers_Unit
Strengths
* Strictly Tarpit: A man-o-war unit in shield wall is an ARM 21, 40 wound unit. Their base size helps cover models behind them (particularly when in shield wall), and their cannon gives them a deceptive 10" ranged threat for those times when a charge would only take them 9".
* Melee Specialist: Their MAT gives them good chance of hitting high armor targets, and Reach adds a bit of threat to the slow moving unit. When they really need to hit, use combined melee attack to up their odds. Attacking by twos yields an effective MAT 9, P+S 16 swing.
[Edit]
Weaknesses
* Inaccurate Ranged Attack: Its RAT is two less than its MAT, making hitting infantry with its Shield-Cannon difficult. However, anything the Shield-Cannon does hit, including small based infantry following a Shield Wall Order, is likely to die. Heavies are still a good target, surprising them with POW 14 guns.
* Slow and difficult to interpose: Their medium bases and low SPD makes it difficult to put a unit of Shocktroopers both in Shield Wall and in-between you and the enemy. Their low DEF makes them vulnerable to spell and ranged attacks, so expect to run them every turn except the one in which you need ARM 21.
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![[Post New]](/s/i/i.gif) 2010/01/30 00:26:57
Subject: Re:Khador Summaries Start
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Fresh-Faced New User
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Thanks for the writeups! Its really helpful for new players like me!
I can't wait to see the rest.
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![[Post New]](/s/i/i.gif) 2010/01/30 00:32:40
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Winter_Guard_Infantry_Unit
Strengths
* Cheap Infantry: Winter Guard Infantry occupies the inexpensive side of a Khadoran army. Field full units to get the most out of combined ranged attack for a single large volley of fire or multiple smaller volleys.
* Combined Fire: Though their RAT leaves much to be desired, they can use combined ranged attack to offset their inaccuracy and to hit targets when they need to most. By twos they become RAT 7, POW 14, accurate and heavy enough to deal with most infantry. By 3s and 4s they start to threaten warjacks.
[Edit]
Weaknesses
* Combined Ranged Attack needed to hit anything: Though it's their best ability, combined ranged attack is a crutch that prevents the unit from dealing with Perfect Balance.
* Short Range: Khadoran warjacks can almost Throw a model as far as the Winter Guard can shoot.
* Lower DEF: Winter Guard Infantry die in droves to accurate direct fire.
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![[Post New]](/s/i/i.gif) 2010/01/31 05:07:23
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Winter_Guard_Infantry_Officer_and_Standard_Unit_Attachment
Strengths
* Keeps the Winter Guard Alive: DEF 12 isn't very impressive for infantry whose main ranged attack is short ranged. However, the Bob and Weave Order ups the unit's survivability against both ranged and melee attacks long enough for them to get in close to hit with a combined ranged attack.
* Versatilizing the Unit: By adding a spray attack and combined melee attack, the unit suddenly can serve any number of possible roles on the battlefield.
* A Standard Bearer Who Can Shoot: Increase your Combined Ranged Attack power and accuracy by having two more models who can participate with the unit's combined fire.
[Edit]
Weaknesses
* Can't Run While You Bob and Weave: It's very tiring to Bob and Weave, so much so that you can't run and recieve the order at the same time. Expect to be exposed to attack on turns when you need your Winter Guard to run. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Winter_Guard_Infantry_Rocketeer_Weapon_Attachment
Strengths
* More Opportunities to Combine Fire: Even when a Rocketeer isn't firing its rocket, it can contribute to increase the POW of its units combined ranged attacks.
* Mobile AOEs: Rocketeers carry forward in their units, delivering rockets closer to the enemies to deal blast damage from angles that aren't necessarily like the rest of Khadoran AOEs- up close and personal.
[Edit]
Weaknesses
* It's Still a Winter Guardsmen: It's still RAT 5, so it's highly likely that the rocketeer will miss its primary targets- high DEF/low ARM models or low DEF/med ARM models.
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This message was edited 1 time. Last update was at 2010/01/31 05:40:56
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![[Post New]](/s/i/i.gif) 2010/02/01 01:49:36
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Winter_Guard_Field_Gun_Crew_Unit
Strengths
* Accurate Single Target Ranged Attack: With its Range Finder Ability the Field Gun can reliably hit DEF 12 heavies and DEF 13 lights with a POW 14 shot from quite a long distance away.
* Slow Down a Heavy: With a critical hit, the Field Gun can slow down a heavy, or force its controller to expend resources to stand it back up.
[Edit]
Weaknesses
* Unreliable Knockdown: Critical Hit rolls are unreliable on models with no boosting mechanism. Even with Range Finder, the Field Gun is going to have a hard time pulling off a knockdown. Take the knockdown as a bonus, and use the Field Gun to dish out single target damage.
* Direct Fire: Even worse than not critically hitting is not hitting at all. With no AOE, the Field Gun has zero damage potential if its one shot misses. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Winter_Guard_Mortar_Crew_Unit
Strengths
* Dealing with Light Armor: Ranged infantry and support models tend to be low ARM models that will suffer dearly against the mortar's POW 8 Medium Blast. The template's size allows it to catch multiple models, even if they are thinly dispersed.
* Cut out the Support Models: Support models also tend to be hidden out of sight, but there's very little space where a support model can advance that it couldn't be targeted due to the Mortar's long range and arcing fire.
* Buy Time for Khadoran Axes to Arrive: Khadoran melee can be (though not always) slow. Eliminate lightly armored speed bumps.
* Give Heavies a Black Eye: Between Inaccurate and Range Finder a mortar fires with an effective RAT 3. If there's no other pressing targets on the table, take a shot at a heavy for a 50/50 chance of dealing a POW 16 shot.
[Edit]
Weaknesses
* Wide deviations: The Mortar's deep range and medium sized AOE means that firing them haphazardly can prove detrimental to your own troops (the deep range fires allows a longer deviation).
* RAT 3: The Mortar is not an assassination tool in and of itself. It is used to soften the enemy. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Assault_Kommandos_Unit
Strengths
* Flanking Unit: Kommandos can operate independently by relying on their Shield Wll to protect themselves from ranged attacks and taking turns using their Strangle Gas and Carbines in succession to deal with living enemy models, or switching completely to the offensive with an Assault and Battery Order that has them firing Gas Canisters at the enemy to make it easier to hit with their two melee attacks.
* Elemental Protection: Immunity to both Corrosion and Fire makes the unit survive many infantry clearing abilities in the game.
* Living Warbeast Debuffer: The Unit will have an easier time hitting living warbeasts than things like infantry. Debuff the warbeasts to make it easier for friendly warjacks to hit without boosting.
[Edit]
Weaknesses
* Shoots like a Khadoran: If they're trying to stay at range, the unit needs to fire multiple gas canisters in order to guarantee that one might hit an intended target.
* Better in Melee: With a higher MAT than RAT, the unit has an odd mix of abilities that favors shooting only when the target has already been hit with a gas canister shot or sits inside of the gas effect of a previous shot.
* Limited Damage Potential: It's best use in direct damage will be against infantry.
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This message was edited 2 times. Last update was at 2010/02/01 03:14:41
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![[Post New]](/s/i/i.gif) 2010/02/06 04:48:26
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Battle_Mechaniks_Unit
Strengths
* Repair Things as a Team: Use Assist Repair (*Action) in groups to get both a better than average chance to successfully repair a 'jack and to increase the flat rate of repairs done to that 'jack. Repairing in threes gives you an 83% chance to remove 3-8 damage boxes.
* Repair Things Alone: Repair separately one at a time to receive multiple random rolls for damage removal. It's a base 58% chance to remove 1-6 damage boxes.
* Better than Average DEF: As former Winter Guard Infantry, Battle Mechaniks move more confidently while under fire, making them more difficult to hit than your average Winter Guard.
[Edit]
Weaknesses
* Limited 'Jack Marshal Potential: As single wound models, Battle Mechaniks are unlikely to 'Jack Marshal a warjack into battle for any reason other than to take control of a warjack that has lost its previous controller. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Doom_Reavers_Unit
Strengths
* Multi-Purpose Assault Troops: Advance Deployment brings these assault troops closer to the enemy on turn 1. Use Abomination to scare off low CMD enemy models, tear through multiple infantry models with Berserk and Reach, threaten warjacks on the charge with Weapon Master damage rolls, and go after Incorporeal models with their Magical Weapons.
* Protected from Spells: Spell Ward means they are safe from most forms of magic.
[Edit]
Weaknesses
* Careful Positioning Required: Berserk attacks can and will force you to attack your own Doom Reaver while in range.
* Lower CMD range: A Doom Reaver can only operate up to 7" away from its unit leader.
* Spell Ward and Abomination: Both abilities affect friendly abilities as well. You can't cast friendly buffs or keep non-Fearless troops too close to the unit. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Greylord_Ternion_Unit
Strengths
* Create a Moving Cloud Wall: Cast Blizzard three times from a Ternion and then activate the targets and space them accordingly to offer no LOS due to the three touching/overlapping cloud effects.
* Highly Accurate Spray: Based on its Magic Ability, a Greylord has a 72% chance to hit standard infantry ( DEF 13) and a 58% chance of killing a model in Shield Wall.
* Heavy Lockdown: Keep a heavy warjack or warbeast from contributing to a battle by casting three Ice Cages
[Edit]
Weaknesses
* Single Wound Models: Despite their relative strength magically, Greylords are easy to hit and kill due to their 1 wound nature and base limit of three models per unit.
* Expensive points cost to lose Greylords: They average 1.33 points/model, making it extra difficult to lose even one of the Greylords. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Kossite_Woodsmen_Unit
Strengths
* Terrain Tactics: Kossites use terrain to their advantage. They Ambush deep into the opponent's side of the table, move through any terrain with Pathfinder, and then hide inside terrain to benefit from their Camouflage.
* Threaten and Herd the Support Models: Rather than deploy at the start of the game, Kossites can threaten support models with their Ambush Ability. Models in the backfield can be forced to move toward the center rather than hide out on a flank as the Kossites can deploy 3" in from the edge and threaten 12.5" from either edge with a charge, or 19" with their ranged attacks.
* Hit and Run Tactics: Use Reform to strike from terrain and then retreat back into it.
[Edit]
Weaknesses
* Their Families Must Be Starving: Kossites have a ridiculously low RAT, a slightly higher MAT, and low a attack POW. They have no skills to mitigate this, and so are not models to be used as an assassination tool.
* Ambush Deployment Leaves Buffs Behind: Without any Arc Nodes, Khador 'casters can't cast buffs onto the unit early on if you use their Ambush Ability.
* Unruly Bunch of Woodsmen: Their low CMD stat means that this unit deploying into enemy lines is going to suffer from a limited area of movement and they will easily scare.
* Easily Ignored Threat: Low attack stats will have players just shrug off their approach, and their really low ARM means that casual AOEs will drop the unit.
http://www.dakkadakka.com/wiki/en/Widowmakers_Unit
Strengths
* High Accuracy, Long Range, Forward Deployment: A Widowmaker can start shooting as soon as enemy models move out of their deployment zone.
* Ignore Armor: Whether they're shooting at a unit in Shield Wall or a heavy warjack, Widowmakers can kill even the highest armored model outright from long range.
* Localize Damage: Widowmakers can use Sniper to finish off a warbeast's aspect or a warjack's system, provided that the target already has taken damage.
[Edit]
Weaknesses
* Low ARM: The primary means of dealing with the Widowmakers' threat and long range is to drop AOEs on them.
* Multi-wound models: If the Widowmaker uses their Sniper Ability instead of rolling damage, then the unit doesn't have enough guns to kill a five wound solo. To handle those models, the unit has to rely on high damage rolls.
Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/War_Dog_Solo
Strengths
* Warcaster's BFF: Eliminate incoming enemies with Counter Charge or tie up a model setting up to use its arc node. Khador's aggressive 'casters also appreciate the War Dog's ability to protect them from melee attacks.
* Threat Range: With a high SPD, the War Dog threatens 10.5" away, and can return to within 3.5" of its warcaster after the attack.
* Annoying Tough Rolls: Since one of Guard Dog's restrictions is that the War Dog is not stationary, a War Dog that makes its Tough Roll still benefits its warcaster with Guard Dog.
[Edit]
Weaknesses
* Counter Charge: It can be tricky trying to figure out how and where to place a War Dog as it will need a clear lane to makes its counter charge.
* Place the Dog First: Movement can be tricky as the 'caster has to be within 3" of the War Dog to benefit from Guard Dog. Run or charge the war dog into position near where you want your 'caster to move charge without taking a freestrike. Then activate your 'caster to move him into position.
* Modest MAT and P+S for a melee model: It hits infantry more than half the time, and only scratches at heavy warjacks most of the time.
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This message was edited 4 times. Last update was at 2010/02/06 14:03:21
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![[Post New]](/s/i/i.gif) 2010/02/06 17:33:53
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Koldun_Lord_Solo
Strengths
* Better than a Shield Guard: Where an ability such as Shield is only allowed once per turn, the Iron Wall can be used multiple times to protect a Koldun Lord and move the hit to a ARM 20 Khadoran warjack.
* 'Jack Support: Support a warjack by locking down targets with Ice Cages, giving it two boosts with Power Booster and 'Jack Marshal, or clear the way with Frostbite Spray Attack.
* Spray something Far: Eliminate enemy support models by charging something killable with the Koldun, 9.5", and then using its Frostbite Spray Attack that goes out up to 8" away from there.
* Power Boost: If tied down in melee, kill a model to use Power Booster on its warjack, and let it Trample Power Attack through the other models.
[Edit]
Weaknesses
* Battle Wizard not always reliable: Its average MAT and P+S makes it risky to use. Often it's better to simply spray attack models for a higher to-hit chance and damage roll.
* Expensive Khadoran warjacks: Even with Iron Wall, Khadoran warjacks are expensive pieces of property to tie down to a 'Jack Marshal Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Manhunter_Solo
Strengths
* Sticking to the Terrain: The Advance Deployment/ Pathfinder/ Camouflage combination encourages a player to put a manhunter in terrain and keep them there until it's time to strike. In concealment, their DEF shoots
* Melee Hitting Power: Though they're called hunters of men, Manhunters can do a lot of damage against a light warjack or warcaster with their twin Weapon Master attacks. Their high MAT makes them a threat against warlocks and warcasters.
* Good Armor against Blast Damage, Great DEF against Direct Fire: The Manhunter's ARM is high enough that Blast Damage holds no particular danger to them unless it's concentrated. In terrain they usually have DEF 18.
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Weaknesses
* Melee Bullets: Expect a Manhunter to die or get swarmed by light infantry the minute it emerges from cover. Tying it down with troops can be effective since it can only kill two models a turn. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Man-O-War_Drakhun_Solo
Strengths
* Heavy Hitter with Threat Range: The Drakhun can threaten targets from 12" away with their Weapon MAster Annihilator Blade, or they can advance and shoot (yes, they can shoot) at something from 13" away.
* Out of Activation Charge: When set up properly, the Drakhun delivers a P+S 14 Counter Charge that rolls four dice for damage at an effective MAT 10.
* Dangerous even Stuck in Combat: If a warjack or warbeast comes after it, be sure to kill it or risk a critical: knockdown from Combat Rider mount attack.
* Set Up the Super Slams: Run a Drakhun 14" and then use another model to slam power attack a model into the Drakhun. Most slams won't do much damage to the Drakhun's ARM 19. Even better, the Drakhun's steady ability keeps him standing up.
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Weaknesses
* Low DEF: Warjacks and Warbeast should be able to hit and kill a Drakhun without relying on boosts for attack rolls. Use his mounted threat range to prevent this. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Man-O-War_Kovnik_Solo
Strengths
* Powerful melee attack: P+S 15 Weapon Master attack.
* Drive Multi-Weapon 'Jacks: Help warjacks trigger their Chain Attack
* Hard to Kill: ARM 18 with 8 damage boxes.
* Slam Crowd Control: Slam Power Attack Light warjacks and warbeast and multi-wound armor.
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Weaknesses
* Slow Commander: They'll be mostly running to keep up with the front lines. At DEF 11 they will be shot on their way in to fight.
* Somewhat Risky to Drive: Their CMD 9 doesn't guarantee their Drive will work, and the best you can do is to have a CMD 10 commander nearby. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Fenris_Solo
Strengths
* Anti-Infantry: With his high MAT, Fenris can charge, reliably hit with his Impact Attacks, kill a model with his first weapon, and trigger Berserk attacks until he misses, and then continue swinging with his SECOND fellblade, swinging until he misses again. To up his damage potential, charge a heavy target with his first attack, and then direct his second attack at nearby infantry to trigger the Berserk Ability. If he kills all infantry in range, direct his last berserk attack again at the initial target.
* No Spell Lockdown: Magic cannot hope to slow down Fenris unless it is a control-area spell.
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Weaknesses
* Leadership applies to Models, not Units: Individual Doom Reavers might still be beyond range of his CMD and so will not be able to control their Berserk Ability.
* Average DEF, below average ARM for a large based model: He can and will be shot, and it can be problematic to cover his advance with slow moving Khadoran warjacks, or cavalry susceptible to CMD checks from abomination.
* No Spell Bonuses: You can't buff him without a control-area spell.
* Not Silent Himself: Though he can rein in the Doom Reavers, he himself cannot control his own attacks.
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This message was edited 4 times. Last update was at 2010/02/07 02:50:41
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![[Post New]](/s/i/i.gif) 2010/02/07 08:00:21
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Kovnik_Jozef_Grigorovich_Solo
Strengths
* Take Command of the Winterguard: Jozef's speeches can keep a beefed up unit of Winter Guard Infantry fighting, and he makes them even commendable in hand-to-hand when they charge with the Bear's Strength Speech.
* Protect the Kovnik: Keep him always near to a Winter Guard model to prevent him from being sniped at range. If he gives the Courage of the Forefathers the model sacrificed even has a chance to make its Tough roll.
* When All Else Fails: Give the Bear's Strength speech and charge into the enemy to make a charge attack at P+S 15.
[Edit]
Weaknesses
* Gets Beaten Down Like Winter Guard: His DEF/ ARM matches that of the lowly Winter Guard. If there are no models near enough for Sacrificial Pawn to absorb fire, then he goes down fast without the Courage of the Forefathers speech. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Kovnik_Markov_Solo
Strengths
* Bolster Advance Elements: As a mounted model, Kovnik Markov can lend his Command to models far ahead of the rest of the army or warcaster.
* Cripple a Heavy: Charge a damaged warjack to hit it with a Precision Strike that takes out the last remaining columns or circles of an aspect.
* Uhlan Mobility: Iron Fang Uhlans become exceptionally mobile and independent with Markov on the table as they become Fearless and gain Practiced Maneuvers.
* Clear out Infantry: The Warhead on the lance can clear an entire swathe of infantry or even knock it down.
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Weaknesses
* Charges Must Use the Warhead: Nevermind that you might be charging into a melee with your own light infantry. If you charge, you must use the Lance which leads to Warhead damage rolls on everything in the template.
* Raising the Cost of Uhlans: He is such an important support piece for Uhlans that he makes them virtually cost 15 points as you almost always factor in his price. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Yuri_the_Axe_Solo
Strengths
* Sweep through Infantry: Thresher Attack, Reach and Weapon Master all combine to clear a way through infantry. Starting at P+S 13, he even threatens a Shield Wall with his Great Axe.
* Just a Little Bit More than a Manhunter: Why pay four points for two manhunters when for five points you can get both Yuri and a manhunter? If you find yourself with one point short, consider upgrading a manhunter to Yuri.
* Maintain First Strike: A single forest template is all Yuri needs to take advantage of his Treewalker Ability. Stand him in forests to make him DEF 16 against melee attacks or hide him on the other side to charge him through.
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Weaknesses
* No One Loves a Kossite: Treewalker doesn't really improve the Kossites by much.
* Just as Easy to Kill as a regular Manhunter: Outside of the forest (and eventually he DOES have to leave them) Yuri is just as easy to kill as a manhunter. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Kayazy_Assassin_Underboss_Unit_Attachment
Strengths
* Solid Unit Command: Not only do they stay on the field longer, but their operational range extends just that much more.
* Two Attacks, No Waiting: Trigger two Gang attacks from this single model, hitting at an effective MAT 10.
* Assassin Delivery System: Kill Stroke means that the unit can only be tied up if the area around their target is bunched up with infantry. Otherwise, expect an assassin's blade that is difficult to stop due to the Duelist Ability.
[Edit]
Weaknesses
* Still No Answer for Terrain: A Kayazy Unit simply has to rely on warcaster abilities or other terrain mitigating effects to get them through forests and the like.
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This message was edited 3 times. Last update was at 2010/02/07 15:22:31
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![[Post New]](/s/i/i.gif) 2010/02/08 03:14:18
Subject: Khador Summaries Start
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[MOD]
Solahma
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wow you are really moving on these
thanks!
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![[Post New]](/s/i/i.gif) 2010/02/08 04:14:34
Subject: Khador Summaries Start
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[MOD]
Madrak Ironhide
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The most difficult part is getting the warcasters done, because they interact with
EVERY SINGLE MODEL.
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