Switch Theme:

Looking at pGoreshade but unsure how to crack Khador heavies.  [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 gb
Freelance Soldier




Bristol, UK

Hi folks, I'm looking to go for my first decent sized army after playing a few battlebox games of Warmachine and Hordes. I've been reading through the Cryx handbook and I really fancy going with pGoreshade, maybe switching to eGoreshade at some point. I guess I just like the fluff and the models and given how slowly I paint that's a good starting point for me.

I was hoping to do a heavy Banes army, thralls, knights and riders and light on the warjacks but one thing I noticed is that if I end up going against a couple of Khador heavies I'm seriously lacking in the ability to crack the armour. What are the common ways around this? I notice that Deathjack has good damage output and with his self focus generation he would seem to work fairly well with a warcaster who doesn't seem to like 'jacks too much but I'm fairly new to the game and the synergies so I'd be interested to know what people think.

Can I suggest skipping forward 10 years to the age where you don't really care about what people say on the internet. Studies show that it decreases your anger about life in general by 37%. - Flashman 
   
Made in us
Purged Thrall





FL

Banes crack ARM. Pretty hard too. So no worries there.

If you really wanted, Gorman Di Wulfe (merc solo) can throw a -2 ARM rust grenade on a jack first, but bane thralls already have a built in -2, so that would be just mean.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Banes eat heavy armor for breakfast. They are the poster boys for killing armor.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Dakka Veteran




CT

On average a bane thrall would deal a standard khador heavy 7 damage per model when charging. Thats pretty solid for a 5/8 stealth unit. That means 5 bane thralls will just barely kill a standard khador heavy on average rolls. Very good considering they cost about half what a cheap khador heavy costs.

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






Waiting for my shill money from Spiral Arm Studios

Weapon masters are prone to dice spikes too. The standard deviation is bigger on 4D6 than it is with only 2 or 3. This means they can quite easily do a lot more, or a lot less, than the average would suggest.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Wraith





Raleigh, North Carolina

If you find yourself routinely facing off against multiple Khador heavies, Gorman should be an auto-include for your list. Gorman is nearly always an include anyway just because he brings a lot of threat for two points.

 
   
Made in gb
Freelance Soldier




Bristol, UK

Thanks folks, that was me missing the whole 4D6 damage as they are weapon masters. Looks like I'm reasonably good to go with working on the army.

Can I suggest skipping forward 10 years to the age where you don't really care about what people say on the internet. Studies show that it decreases your anger about life in general by 37%. - Flashman 
   
Made in us
Wraith





Raleigh, North Carolina

Yeah, between 4d6 charge and the -2 ARM from Dark Shroud, they shouldn't have too terribly difficult a time wrecking if not horribly crippling a Khadoran heavy. Toss on a debuff from your warcaster or support model and it's all but guaranteed.

 
   
Made in us
Dakka Veteran




CT

 Grey Templar wrote:
Weapon masters are prone to dice spikes too. The standard deviation is bigger on 4D6 than it is with only 2 or 3. This means they can quite easily do a lot more, or a lot less, than the average would suggest.


Yes but you should never plan a move based on spiking rolls. Better off planning on 3.5 (or 3.0) from each D6 since dice quality is a variable that you can't track. You just have to assume average rolls always.


Automatically Appended Next Post:
I would rather replace weapon master with an extra 3 weapon power, but then there wouldn't be as much risk so, probably not as fun

This message was edited 1 time. Last update was at 2014/02/17 23:16:46


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





FL

Trip (or quad) ones make the game interesting. And also terrible.
   
Made in us
Dakka Veteran




CT

Haha, yes. Adds a ton of risk and chaos to the game. It would certainly be boring without the randomization of rolling dice

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
 
Forum Index » Privateer Press Miniature Games (Warmachine & Hordes)
Go to: