Switch Theme:

Starting Khador as a second army.  [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
Charing Cold One Knight





Sticksville, Texas

Well, thought it would be fun to start a Khador army along side my Cryx army I am finishing up collecting.

Greatly enjoying the idea of the Theme Forces so far, and I am happy with the one for Skarre1/2 I have planned. So I decided on making an army for The Butcher1/2, I don't have too much experience with those incarnations of The Butcher, but they look like tons of fun. So, here is what I came up with:

75 point Winter Guard Kommand

-Butcher 1/2
-Ruin
-Marauder
-Berserker
-Berserker
-Berserker
-War Dog
-max Winter Guard Infantry
-WGI Officer & Standard
-max Winter Guard Rifle Corps
-3x Rocketeer
-Kovnik Joe
-Winter Guard Mortar
-Winter Guard Mortar
-Winter Guard Artillery Kaptain
-max Battle Mechaniks

75/75

I took the Mortars as my free units, I like the idea of the Berserkers with either version of The Butcher since they are cheap and The Butcher gives them all the support they will need. Ruin is well... Ruin, 2" melee and a magical weapon plus free Boundless Charge is never bad. The Marauder is there to bully around enemy heavies and create a charge lane, or plug some decent damage onto a Colossal under Butcher1's feat.

The Winter Guard are there to create charge lanes for The Butcher's jacks, and act as a screen with Iron Flesh on the Infantry. They can also work to generate Rage Tokens for Butcher2, with the added range of the Rifle Corps and Mortars being a big benefit.

Let me know what you guys think.

This message was edited 1 time. Last update was at 2018/04/13 03:13:56


 
   
Made in us
Fixture of Dakka





This is definitely a solid Butcher 1 list. Butcher 2 is.... weird. He wants a different army and he's hard to use in general. Generally speaking if you want a more in your face Butcher, I would go for Butcher 3. He seems to be the functional version of what they were trying to make with Butcher 2.

As for the list itself; Winter Guard are kind of all about the Rockets, particularly with Butcher 1 who makes them into double weaponmasters for a turn. It's not a bad list, particularly as a start without needing to buy anything extra, but overall I think the list really plays to Butcher 3's strengths over either of the other two.

Another thing to be aware of is that Berserkers and Marauders saw some changes in the last CID. Those changes aren't live yet, but likely will become final in June. Nothing that ruins your list, but Marauders are going up a point and berserkers down (and becoming MAT 6!). Gives you a couple points to work with.
   
Made in us
Charing Cold One Knight





Sticksville, Texas

 LunarSol wrote:
This is definitely a solid Butcher 1 list. Butcher 2 is.... weird. He wants a different army and he's hard to use in general. Generally speaking if you want a more in your face Butcher, I would go for Butcher 3. He seems to be the functional version of what they were trying to make with Butcher 2.

As for the list itself; Winter Guard are kind of all about the Rockets, particularly with Butcher 1 who makes them into double weaponmasters for a turn. It's not a bad list, particularly as a start without needing to buy anything extra, but overall I think the list really plays to Butcher 3's strengths over either of the other two.

Another thing to be aware of is that Berserkers and Marauders saw some changes in the last CID. Those changes aren't live yet, but likely will become final in June. Nothing that ruins your list, but Marauders are going up a point and berserkers down (and becoming MAT 6!). Gives you a couple points to work with.


Yeah, after I wrote this list I learned about the Armored Corps CID, I am tempted to swap the Marauder for another Berserker to fit in Journeyman Sorscha. Berserkers actually look pretty solid with their adjustments, ans Sorscha0 handing out Boundless Charge seems to be a great way to catapult a jack or the Butcher into melee. I know Butcher2 is kind of in a rough spot, but I think he just looks like tons of fun for casual games. Also tempted to drop the Infantry and Battle Mechaniks for another unit of Rifle Corps with 3 Rocketeers. The WG Infantry seem really lackluster, even with their UA, I feel the extra range will be more helpful along with 3 extra AOEs to dump into stealth models.
   
 
Forum Index » Privateer Press Miniature Games (Warmachine & Hordes)
Go to: