Switch Theme:

Special K Khador list ideas  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

35 point Special K list:

Karchev the Terrible
-Beast 09
-Behemoth
-Destroyer
-Juggernaught


It's pretty straightforward, but I'm wondering about maybe doing two Juggies instead of the Destroyer, and bring a wardog and Reinholt instead. Reinholt allows a second Fissure each turn, which would be nice, and the dog allows karchev to move without triggering free strikes and ups his defense, which I like. My worry is whether the behemoth is enough firepower on its own, or if I would really need the Destroyer's gun to help out.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Dakka Veteran




CT

I havent played special K at those point levels, but it doesnt seem worthwhile running four jacks with him. Maybe I am wrong, he does get better and better with more jacks. He can run the behemoth and destroyer fully while upkeeping tow/sidearms. I think reinholdt would just get killed from collateral damage too easily. In a 15 point game, the behemoth can wreck the whole enemy team over the course of the match, but he prolly wont be as effective at 35pts.

What about a devastator? Auto hitting POW 18 with a HUGE aoe would stack up nicely with all the other AOE in the army. also, you get another double handed throw in the mix plus it bulldozes.

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



Perth, WA, australia

Devastator or well Beast-09 for caster kill , Uneartly rage beast-09= confirmed kill

So far
500 point of
750 point of
500 point


 
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

I rarely EVER see the Devastator, but reading over it, it seems like a really solid jack. Why don't we ever see it?

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Dakka Veteran




CT

I dont know spellbound. I have used it with strakhov and eButcher. it is difficult to damage with 25ARM and rain of death has a HUGE area of effect and hits very hard to the B2B targets. His open fists hit hard as well. My best experience with him was against ret, where I nuked nearly the entire enemy army (two squads of mage hunters) and put considerable damage on a phoenix.


Automatically Appended Next Post:
Rain of death says: Models within 3in of this models base suffer a POW 9 blast damage roll. That means the AOE is a total of 8 inches across.

This message was edited 1 time. Last update was at 2010/11/25 02:50:04


71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in nl
Bane Knight





Netherlands

It is probably because once opened up it is "only" arm 17 or so. (not a khador player, so going of my memory). That is quite easily destroyed if you have anything left that is worthwhile.


 
   
Made in us
Doc Brown






Yeah, it's basically a 9pt one-hit-wonder. DEF 10 ARM 17 isn't an obstacle for enemy heavies or even dedicated melee infantry. That being said, ARM 25 is still a hell of a thing, I looked at making a Karchev list with 3 Devastators and Behemoth. Karchev wouldn't even bother towing in that list, he just camps up to ARM 25 the whole game, making Behemoth at 21 the lowest ARM in the list. Fun, but not terribly effective.

 
   
Made in us
Battlefield Professional





Los Angeles

Devastator is cash money for two things: crowd control and scenario control. If you're taking Kapital K at lower points and still playing to his strengths, you're probably missing dedicated crowd control. Devastator means dead units, particularly numerous, high DEF, low ARM units that can be a real hassle for Alexander by gumming up charge lanes and Tow positioning. And if you're playing the new crop of 'control the various geometric shapes in the center-ish of the board' SR2010 scenarios, you can park Devvy at the back end of whatever zone you need him in and basically guarantee you're not going to lose to the scenario. I've had plenty of games where he's never opened his shell, scenario or no. It depends on your local meta, but he's very useful.

Here's an idea for Big K at 35:

Karchev (+5)
Kodiak - 8
Beast - 11
Devastator - 9
War Dog - 1
Ogrun Bokur - 3
Koldun Lord - 2
Widowmakers - 4
Widowmaker Marksman - 2

Textbook Karchev. Widows and Gramps are there for targeted removal and clearing lanes, Koldun Lord is there to give Kodiak a focus on the big turn, Bokur is client to Karchev and is there to make sure ranged assassins like Siege don't get the big hit and Eiryss can't turn you off before the slide.

Devastator is a threat and fulfills one of the roles above, Kodiak is there for a nice pair of hits and a 2-hand toss on the feat turn (or maybe even a slam to KD something important), and Beast does the serious work. War Dog is a charge target on your feat turn if your opponent isn't kind enough to supply one for you. Done right, you get a focus to Beast, upkeep Tow, flex for speed, feat, charge something at a line that sends Karchev 9" and turns 90 degrees to face his target so that Beast and someone else are able to charge afterward (which is why the Dog is nice: you can throw out your control range measurement while he advances to put him in just the right spot about 8.5" away from Karchev), Tow your Jacks with you, vaporize your charge target (hopefully it isn't the Dog, but if it is, so be it. They don't call it the 'Cold North' for nothing!), and let your 'Jacks do the rest. You can get Beast quite a long way with one focus: measured from Karchev; charge 9", Tow Beast's almost 2" wide base, Beast Charges 7" with 2" Reach = around 20" in straight lines, or more realistically, 15" with Tow and the free charge from Total War. Unearthly Rage gives Beast fully boosted everything, with 2 POW19s and a chance at crit freeze and a single POW15. Should be enough to take out anything that doesn't see it coming.

-Dis.



MeanGreenStompa wrote:The 'Shadow in the Warp' is actually like a colossal game of tetris
DT:70+S++G++M++B++I+Pw40k98#++D++A+++/mWD215R++++T(pic)DM+
Capture and Control, the blog! http://www.captureandcontrol.com/
The Circle of Life Spins again!
My most recent Battle Report: http://www.dakkadakka.com/dakkaforum/posts/list/0/341040.page#2349197 
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Yeah I already planned to get Beast 09 and bought some widowmakers and the marksman off a friend. While they're not made of heavy metal like the jacks I love so much, widowmakers are VERY useful. Killed 5 of 6 exemplars and don't want to deal with that last one? Widowmaker!

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Legionnaire




Kansas

You really want to stick to 3 jacks with Karchev, cause he can only tow 3 at a time so one gets left behind.
and because karchev has no way to boost shooting i don't really like expensive rat 4 "shooting" jacks with him.
also if you do take shooting jacks they tend to get one or two (if your opponent is hanging back) turns to shoot before karchev tows 100 tons of angry death into the enemy's face.

Beast will kill anything and everything you tell it to, imo he is an auto-include in any karchev list and you will be asking yourself "WHY IS HE ONLY 11 POINTS!?"
I like running juggernauts because with unearthly rage they tend to freeze A LOT of stuff, and being as cheap as they are I've never had issues with them killing their points back.
Kodiaks work really well because they can do very impressive damage with very little focus. (which suits karchev well)
and their cloud effect+sidearms+wardog puts karchev's defense up to stupid high.

Not a huge fan of the Behemoth because its 13 points of overkill that rarely kills his points back. (if he had reach i might change opinions)
whereas beast is 11 points of just the right amount of kill... with unearthly thresher.

Crack open a mercenaries deck as well, both epic and primal eiryss are very VERY good additions, the gobber speculator is a good little 1 point toolbox,
Gorman Di Wulfe is a lot of fun, and i can't remember his name right now but the stealth guy in a trench coat that shoots people when they cast spells is killer against some armies.

Khador 35 pts
Malifaux guild
W/D/L 8/2/6 
   
 
Forum Index » Privateer Press Miniature Games (Warmachine & Hordes)
Go to: