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![[Post New]](/s/i/i.gif) 2009/05/05 04:02:54
Subject: Testing Khador 35pts
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Dakka Veteran
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I played several test games using 35 point khador lists.
I wont go into the details of them just a quick overview of them and how some models performed.
For the first battle I used the whiplash strategy that I posted online. I played against my friend who plays cygnar. My primary force consisted of Karchev with Beast-09, Behemoth, and a berzerker. The rest of the army was comprised of some support solos like Kell, a koldun lord, gorman etc...
The battle went great...for me. My opponent used several light jacks with sword knights, nemo and a thunderhead. I advanced up with tow up and Karchev's new super powered turbine. Nemo used that lightning spell that binds a warjack on my behemoth so I ended up having to leave it behind so I could advance with karchev beast and zerker. This was fine because the behemoth has such awesome ranged support and ended up killing the hunter with a pair of boosted mortar shells. My friend made the mistake of placing his lancer, thunderhead and a charger in a tight half moon formation for my beast to charge into. I got the beast in melee range with the three of them with three focus on it and proceeded to pummel the hell out of all three of them, almost destroying the three light jacks and dishing out huge damage to the thunderhead. The next round ended with my opponent dealing some damage to karchev with nemo and doing some damage to my beast but not crippling anything on it. With all my jacks still up, I proceeded to destroy the three jacks, killed several sword knights, some solos (Thanks to bailoch) and leaving him with half a squad of knights and nemo plus a merc squad when he forfeited.
My Thoughts:
I liked MK1 Karchev, but he didnt seem to be very good primarily because he was slow and easy to hit and had the worst focus of any caster in the game (I think). His turbine was helpful in dealing with the speed issue but you had to spend 1 focus to gain 2inches of movement thus reducing him to 4 (just enough to upkeep a spell and cast his damage spell). Now the turbine is awesome! It either gives you 1 focus (increasing the pool to 6) or he increases SPD by 2 which is doubled by running. In a 35pt battle, you can get three really heavy jacks across the field in 1 turn. This has caused some major grief to my cygnar friend, but I feel that the strategy is not Overpowered, We discussed how it could be countered by blocking the jacks with cheap infantry (sword knights being 4 points would be perfect) thus forcing the khador player to either stop and crush the single infantry with the jack and try to run past it, or try and trample the single infantry. Either way, the khador player would find it difficult to meneuver the 4 large bases and would probably end up leaving his jacks in the open to be shot at.
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71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters |
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![[Post New]](/s/i/i.gif) 2009/05/05 07:05:43
Subject: Testing Khador 35pts
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Skink Chief with Poisoned Javelins
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Have they changed the rules for running in MK2? I am pretty sure they only double base movement value and then add spd modifiers.
Example is warp wolf warping for speed (+2 sp) means that it runs 6 x 2 + 2 = 14 inches
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![[Post New]](/s/i/i.gif) 2009/05/05 10:59:25
Subject: Testing Khador 35pts
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Paingiver
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Well the running rules in MK2 say that it the fig moves double the current SPD and Karchev's Turbine adds +2 SPD for the turn so it would give him (4+2)*2 = 12" run movement.
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![[Post New]](/s/i/i.gif) 2009/05/05 13:57:15
Subject: Testing Khador 35pts
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Widowmaker
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Controlled warping gives +2" of movement
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![[Post New]](/s/i/i.gif) 2009/05/05 17:29:13
Subject: Testing Khador 35pts
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Dakka Veteran
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Righteo neat little addition to his turbine, it used to say he gained +2" of movement for this turn but now it says he gains+2SPD for the turn.
Anywhoo, I was debating whether or not it is worth upkeeping tow and running with Karchev. In a situation where your opponent has blocking models, it would be very difficult to get the battlegroup past those small models without getting tangled up by them. Perhaps it is worth casting tow, moving and casting sidearms, thus removing tow. I just feel that running and throwing your Jacks leaves karchev wide open to being attacked by whatever is not hit by the battlegroup. Albeit, there wouldnt be much left after charging into the enemy with those jacks, but in that particular battle my friend had Nemo and used the thunderhead to doll out 25dmg to karchev. That leads me to a question we have been wondering about for a while:
The thunderhead jack has some awesome ranged lightning attacks that really do alot of damage. If I had my Beast-09 in melee range on his thunderhead but his thunderhead was not within melee range of the beast, does the thunderhead count as being in melee combat with the beast? and if so, wouldnt he not be able to use his lightning coils to attack other models? In addition to this: the thunderhead's lightning coils have a special AOE attack, that hits every model withing 6 inches of it. However, in the book it states that if the ranged weapon has a special attack, it counts as a ranged special attack and the rulebook also states that models cannot make ranged attacks while they are in melee. Does this mean that if my friend advanced into melee combat with say, a group of Winterguard, it would not be able to use this special attack.
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71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters |
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![[Post New]](/s/i/i.gif) 2009/05/05 20:11:39
Subject: Testing Khador 35pts
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Widowmaker
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Engaging a model or being engaged by another model is enough to count you as in combat, and therefore unable to use ranged weapons (or the * attack feature of a ranged weapon). This is consistent from MkI to MkII.
So your reasoning is correct. Engage the thunderhead with something to prevent if from shooting the lightning coil or performing an energy pulse special attack.
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