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Made in us
Longrifle



Coplay, PA

Kara Sloan +6
Defender 9
Long Gunner (Full) 10
Long Gunner Officer
and Standard 2
Captain Arlan
Strangewayes 2
Hammersmith 8

Just testing out ideas. Please leave any and all feedback.

"It's not my fault I'm the biggest and the strongest. I don't even exercise." -Fezzick 
   
Made in us
Wraith





You need more jacks to make her feat worth it. One defender is not enough to capitalize on what she can do. You should also have a Squire and Reinholdt out there. She needs to have Reinholdt because that gets two Spitfire shots per turn instead of just 1.

I would go more with something like this:

Kara
Defender
Charger
Charger

Strangewayes + Cyclone
Reinholdt
Squire

I also cannot ever recommend a full unit of Long Gunners. Gun mages far outdo everything they can do for 4 points less with UA and get even better if they are marshalling a defender or a cyclone.

Another fun list for dealing with infantry spam would be adding in two grenadiers and a min unit of trenchers. 4 shots per turn on the feat turn will erase ALOT of infantry.
   
Made in us
Longrifle



Coplay, PA

I like the idea of multiple grenadiers raining death on troops! And your right, her feat would be better for more then 1 warjack, but I think 3 on a caster is just a bit too much.

So I revised the list to try this:
Kara Sloan
Hunter
Hunter
Long Gunner
Arlan Strangewayes
Defender
Reinholdt

All but Arlan and Reinholdt have above average RNG, which is what I was trying to base this off of. I still think the Long Gunners would be a better choice because of their ability to combo shoot twice a turn.
Again this is all up argument, seeing as how I only have Kara right now.

"It's not my fault I'm the biggest and the strongest. I don't even exercise." -Fezzick 
   
Made in fi
Paingiver






Southern Finland

slav6784 wrote:I still think the Long Gunners would be a better choice because of their ability to combo shoot twice a turn.


The problem with long gunners is they are too defensive unit in a game, which favors aggression. To get them to shoot twice they have to stay stationary and the depends on the enemy coming to get killed. Also their long range is lost if the boards have decent amount of blocking scenery. I have tried to make them work with pStryker and with snipe they cover a lot of the table, but I have never gotten them to earn their wages. After every battle I was thinking that those 10 points could have been spent on something more active.

   
Made in us
Wraith





Long Gunners
+: CRA, Multishot if stationary, 3" covering fire template
-: Have to be stationary to get multiple shots. Needs to have snipe cast on them

AGTM:
+: can get either critical brutal, snipe, knockback, or 3" AoE with CRA. UA ignores stealth for the unit, makes the unit a jack marshal, and gives the marshalled jack access to the same shots the ATGM's have. Defense 15. Faster
-: Arm 11 so if they get hit, they're dead.

Three shooting jacks on Kara is fine. That's why she needs Reinholdt and the Squire though. One focus to each jack to boost damage or buy an attack on the feat turn, two to cast fire group, two to boost damage on the two shots.

This is my opinion as well but the Hunters are far inferior to the Defender. The Hunter barely outdamages the Defender until armor 21 and is next to useless against small base models.
   
Made in us
Pyg Bushwacker




St Louis MO

At the very least you'd do better of mixing the two... as the Defender also has the option to be a beatstick Jack killer if the enemy get's into your forces. Never underestimate a Defender in Melee... two focus and it's usually bye bye cortex... which can make all the difference in the world if your dealing with a effective Heavy. Don't be afraid to charge in with it either.
   
 
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