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Made in au
Hacking Proxy Mk.1





Australia

So I'm a warmahordes noob but I have been enjoying the Iron Kingdoms RPG and reading through some old No Quarters lately so I am looking to get into it.
I love the big, heavy Khador stuff but it's been made perfectly clear to me that all jacks is not something Khador can do, still the Demolishers/Devatrators are what's attracted me to the faction in the first place. I'm NOT looking for something to take to tournaments or anything, just something that will work.
Anyway here's what I've come up with, am I doing it right?

Wolf Pack teir 4 list: 35 points
Harkevich
*Black Ivan
*Demolisher
*Demolisher
*War dog
Winter Guard (leader and 9 grunts)
*Officer and standard bearer
Winter Guard mortar
Winter Guard mortar

So if battle college hasn't lied to me then Harkevich's broadside, if used before activating the Demolishers, will allow them to fire then activate and turtle up again for their own turn. I haven't figured out yet if that's something that can be cast more than once a turn if you have the focus so some help there would be nice. Because of this I'm taking two Demos and no Devastators, which I also love the look of, is it better to have two demos or 1 of each?
Army builder tells me that comes to 43 points all up, 35 +5 for Hark's jack points then it's not taking into account the 3 jacks being 1 point less, that all makes sense right?
Oh, and supposedly I get wreck markers to place, are those things I should drop in my deployment zone and hide mortars behind?

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in gb
Drakhun





Broadsides can only used once a turn.

Provided that you activate Harkevich first, yes the Demolishers can fire their guns, then when you activate them they will lock back up provided they did not fire during their activations.

Hide mortars in the wreck markers, you'll count as being in cover then. It might help out a bit. When using the mortars, assume they will always miss. A direct hit is a bonus.

Some people like the Devestator for that auto-hitting POW 18. If you have a tricky caster (Sorscha or Denny.) It is funny to blow up in their face and hit them with a POW 18 strike which should kill them in one turn (if you roll average with boosted dice rolls)

DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
 
   
Made in au
Tough Tyrant Guard







You will probably want to take Kovnik Jozef Grigorovich, commonly known as Kovnik Joe. His ability to give your Winter Guard Fearless&Tough or boosted attack rolls is invaluable. I'm not sure what you should sacrifice to get that - you could drop the dog and drop one mortar crew down to a field gun crew to stay in theme.

The mortars are ridiculously inaccurate, but keep in mind that if you knock down or stationary a model then its DEF becomes horrible to the point that even the mortar will easily land direct hits. Since the infernal ruling/pending errata to the clamjacks you can also slam stuff around without opening up the jack, which you could use to knock high defense annoying models down to pop with the mortar.

If you would prefer, another jack you could look into is the Spriggan. It's a Khadoran mainstay due to its powerful Reach weapon, great durability and strong utility. It is an extra point over the Demolisher, though. The main reason I mention it is I don't know if you want to collect two of the same kit so early on, and the Spriggan is a model that will see a lot of play in other lists as well. It could also bring a bit more melee hitting power to your list, which it looks like it might be able to use.
   
Made in gb
Drakhun





The Demolisher Spriggian and Devastator all come on the same kit, you could magnetise them.

DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
 
   
Made in au
Tough Tyrant Guard







Oh, for some reason I was thinking the Spriggan was on the other kit. Never mind, then! If the OP wants to magnetise them then it's not a concern.
   
Made in au
Hacking Proxy Mk.1





Australia

I think I'll have to magnetize but I wouldn't have through the shoulder weapons on the demolisher and devastator would be easy to do.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in us
Dakka Veteran




CT

Rare Earth neodymium magnets 1/8th"x1/8th" will hold the shoulder guns in place and should be small enough to hide, just be careful when drilling the holes and make sure the poles are properly aligned. I magnetized the Torch character jack upgrade hardware with them and I think those smoke launchers are smaller than the Demolisher's guns.

Looking at the models, I wonder if the area where the guns mount to the shoulders is part of the arm? I do not have one so I cannot confirm but it looks like they are mounted on the arm side of the shoulder piece in which case you wouldnt need to magnetize the guns.

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