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Made in fi
Andy Chambers






Tampere

EKreoss +6

Fire of Salvation 9

Knights Exemplar 5

Knights Exemplar 5

Knights Exemplar 5

Knights Exemplar 5

Knights Exemplar Senechal 0

Knights Exemplar Senechal 3

Knights Exemplar Senechal 3

High Exemplar Gravus 5

Wrack 1

= 35

Everything gets buffed in some way by stuff dying, the knights become more powerful, kreoss and the senechals regain wounds and become more powerful, gravus becomes more powerful etc. The knights move up quickly thanks to being able to to advance before the game starts, and gravus keeps them from being knocked down or made stationary. When kreoss uses strength at arms everything hits insanely hard, with the knights autohitting twice and the senechals autohitting 4 times and knocking their enemy back.

C&C appreciated.

"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"

EUROCHEESE - You can smell it.

 
   
Made in us
Manhunter




Eastern PA

are you heartset on the tier, because when i played Menoth i found the daughters to be golden with him.

There ain't nearly enough Salvage in this thread!

DS:80+S++G+M++++B++I++pwmhd05+D++A++/fWD88R+++T(S)DM+

Catyrpelius wrote:War Machine is broken to the point of being balanced.

sourclams wrote:I play Warmahordes. It's simply a better game.


 
   
Made in fi
Andy Chambers






Tampere

Daughters would probably work well here, as they would easily wipe out 1wound units and could possibly even take down a warcaster in 1 round during Kreoss' feat turn. Ty for the input

"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"

EUROCHEESE - You can smell it.

 
   
Made in us
Doc Brown






Jabbdo wrote:EKreoss +6

Fire of Salvation 9

Knights Exemplar 5

Knights Exemplar 5

Knights Exemplar 5

Knights Exemplar 5

Knights Exemplar Senechal 0

Knights Exemplar Senechal 3

Knights Exemplar Senechal 3

High Exemplar Gravus 5

Wrack 1

= 35

Everything gets buffed in some way by stuff dying, the knights become more powerful, kreoss and the senechals regain wounds and become more powerful, gravus becomes more powerful etc. The knights move up quickly thanks to being able to to advance before the game starts, and gravus keeps them from being knocked down or made stationary. When kreoss uses strength at arms everything hits insanely hard, with the knights autohitting twice and the senechals autohitting 4 times and knocking their enemy back.

C&C appreciated.


This army really doesn't have any legs. The only model with real speed is Gravus and he's not difficult to single out because of that whole large base thing. It's nice to have the extra move at the beginning of the game, but it doesn't change the fact that the army is laden with SPD5 with no reach and no ranged attacks. I'd highly reccomend swapping out some of this for errants. They get AD, so they'll be just as far up, generally still hit really hard on the feat turn, and have a ranged attack, so you at least have some non-melee threat.

Gravus just doesn't seem to do enough. Ingoring KD is only truly useful with Tough units, other units generally die to anything that wil knock them down and Stationary is painful, but really rare. He hits and has some speed, but 5 points is a lot, like another whole unit a lot. Before you pay that much for a solo, you should always take a really good look at other investments.

In it's current incarnation, a ranged army would have a field day. Drop Gravus first, use light stuff to kill the first 3-4 models from each errant, get Eiryss to kill IR or Sacrosanct, save some shots at the end of the turn for the Senechal and call it a day because after all is said and done, you'll probably still be another round of shooting away from being able to fight things.

Other melee armies just throw waves at you, the generally low DEF of everything here means even pretty mediocre melee units will still hit and with the charge damage will still kill. If the waves are stepped properly, you'll never get a really good turn to use the feat because you'll be fighting at most a unit at a time. Without ranged assets or any real speed you also can't respond to the real kill units until they're already on top of you.

 
   
 
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