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35 pt Karchev khador army list---Need help!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Kossite





Recently sold all my Circle and Menoth stuff to start Khador. Couldn't resist since I've secretly always wanted to be Khador.

Here is my list, suggestions and tips would be wonderful!

Karchev +5
Behemoth -13
Berserker -6
Demolisher -9
Juggernaut -7
5xMechanics -3
Koldun Lord -2

My idea is to initially tow up, and use as much of behemoth's and demolisher's cannons to blow away any meat shields/infantry the opponent may have. With the Koldun Lord feeding the demo, I'd get off some solid shots. The 8" range on the demo is limiting, so I would really need to tow him up. The zerker will buy me a few attacks without spending focus, and the juggernaut is there to protect Karchev and wreck havoc on my Unearthly Rage turns. Like I said, I am new to Khador, so please provide tips and suggestions!!!

(I also own: destroyer,iron fang pikemen, assault kommandos, greylord ternion, widowmakers, man o war demo corps, man o war drakhun, sylvys,ragman, aiyana and holt,nyss hunters)

Thanks!

 
   
Made in us
Vassal



Who Dey

Drop a jack. Probably the behemoth. You can't tow all of them and you need a screen. Get the pikemen in there. Watch out for Goreman. Get ready for a lot of disappointment. Karchev is great for a turn and then he dies. Don't get me wrong, he's fun to play, just not that competetive. He's too easy to hit.



Building: Retribution of Scyrah
Playing: Warmachine: Retribution of Scyrah; Battletech Alfa Strike

 
   
Made in us
Drakhun





Eaton Rapids, MI

This might be fun and whacky....

Karchev the Terrible (*5pts)
* Berserker (6pts)
* Berserker (6pts)
* Berserker (6pts)
Battle Mechaniks (Leader and 5 Grunts) (3pts)
Greylord Outriders (Leader and 4 Grunts) (9pts)
Iron Fang Pikemen (Leader and 9 Grunts) (8pts)
* Iron Fang Pikemen Officer & Standard (2pts)

Have Karchev and the jacks go forth and be all scary. with an IFP screen, with the wrench heads behind them to fix as needed....

I put the Grey Lords in there as a fast unit on the flank to help take some focus away from your main assault and make your opponent deal with a fast unit that can do lots of infantry clearing...

***I haven't played this and I made it up on the fly so take it with a grain of salt***

This message was edited 2 times. Last update was at 2013/08/08 00:33:17


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Made in us
Dakka Veteran




CT

I have never experienced what mechnomancer speaks of, but I usually run karchev at 25pts where the number of enemies that can alpha strike at him is more limited. It seems like he loses his impact the higher points you play at.

As far as jacks, I usually run him with big expensive jacks, I run the behemoth for softening up infantry units early turns and basically kiting around until you get an opening. Kodiaks are a good one to bring. Spriggans are good to bring (bulldoze and reach are quite nice). Beast 09 is always a solid choice. I have actually won games with just karchev + behemoth + mechanics alone. Some armies just cant catch up to him fast enough before the behemoth nukes most of their force.

I then fill out the rest of the points with mechanics (look up the new gobber mechanic merc as an additional repair each turn) and solos like manhunters, widowmakers, koldun lord, etc etc.

Berserkers just arent smashy enough for karchev IMO. You NEED to really smash alot of stuff on that tow+charge round and I just dont think zerkers can pull it off well enough. Beast can wipe the floor with anything, devestator can clear huge quantities of infantry, and the behemoth can smash hard targets and chuck mortars into light infantry and solos at the same time.

This message was edited 1 time. Last update was at 2013/08/08 05:11:14


71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
 
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