syr8766 wrote:How is playing with Zerkova? What did you field with her? I don't see a lot of obvious uses for her--synergy with Doomreavers isn't quite right, Greylords are more a support unit than anything else and while she's got some nifty 'jack stuff she doesn't really seem like a 'jack warcaster (especially compared to Vlad).
Sorry I didn't get to this sooner, Syr. I haven't been on the boards much due to the holiday.
I used:
Zerkova
-Beast - 09
Koldun Lord
-Destroyer
MoW
DC (5)
Mortar x2
Field Gun x2
Greylord Ternions x3
Yuri
Widowmakers
In the second game, I swapped a MoW
DC and a Field Gun for Epic Eiryss.
You know how Ternions feel on the battlefield? That kind of play it by ear, do one of a few useful but not devastating things each turn, but watch your ass because a dirty look kills them? Now, imagine a warcaster with that playstyle, and you've got Zerkova. Nothing she does is overwhelming to your opponent, but she's good at piling on little things to disrupt your opponent.
And she'd better be good at disrupting, because she stinks in all facets of combat. She can't dish it out in melee and her ranged attack has a disgustingly short range. She has three direct damage dealing spells. One requires Zerkova to be very close to enemy models (not a good place for her), one has a pathetic POW 6 blast damage, and the third is Razor Wind which is good at sniping solos and unit leaders but is no good at assassinating warcasters or damaging warjacks. Frostbite provides good anti-infantry capability, while Ice Cage shuts down single model targets. Doom Reavers can take down hard targets and slaughter infantry, so they also cover Zerkova's weaknesses.
Her feat does an excellent job of shutting down your opponent's next turn, but watch out for stuff that can just advance up and smack you around in melee, especially if Rupert is around to extend their threat range. Blizzard is a great way to keep enemy models away from yours during the feat turn. Or on something with Icy Grip on it whenever. Doom Reavers are more susceptible to enemy shooting than any of Khador's other melee infantry, and Howling Wind gives them a one turn reprieve.
As far as her jack abilities go, she really just has Watcher. So take one jack that'll provide a punch. Juggernauts and Beast-09 are great for P+S 19 and Critical Freeze. Destroyers have P+S 18, Critical Amputation, and a POW 14 ranged attack if it's too far away. The Behemoth has P+S 12 with Armor Piercing and that same ranged attack.
Note that nothing Zerkova does is limited to Khador models only. You can go nuts with mercs if you want.
In summary, this is going to sound stupid, but Zerkova benefits most from models that kill - or at the very least, shuts down - enemy models. Period. Greylords can do both. Doom Reavers can kill just about anything. Beast-09/Behemoth
can kill anything. Demo Corps.
IFP. Great Bears. Uhlans with Markov. Winterguard. Mortars.
Things to avoid: Shock Troopers (you need offense, not defense), Assault Kommandos (zero threat to hard targets), Kossites (see Assault Kommandos).