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Made in us
Tunneling Trygon





Have a combination rules/tactics question... Never played the game, this is for my first list.

I was looking at building a theme list for Karchev, getting all four of his requirements... That means lots of Greylords, lots of Man-o-wars, and three Jacks.

Tactics: It seems like a Koldun Lord might be a good combo with a Berserker, being able to Marshall it witout risking explosion, but can give it a point of Focus, etc. Is this a good combo?

Rules: In order to get the last tier of the theme for Karchev, you have to have 3 Jacks in his battlegroup. As I understand the rules, if I give a Berserker to a Koldun Lord to Marshall, that won't be in Karchev's battlegroup, and thus won't count to the three Jacks. Is that correct? If so, is there any way to transfer the Berserker over to the Koldun Lord after the game starts? Or, in general, is there a way for him to use his Marshalling on a Jack, besides taking control of it?



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Made in us
Widowmaker






Chicago

Phryxis wrote:Tactics: It seems like a Koldun Lord might be a good combo with a Berserker, being able to Marshall it witout risking explosion, but can give it a point of Focus, etc. Is this a good combo?


Not really. That focus point it gets from the Koldun Lord can still make it explode.

Rules: In order to get the last tier of the theme for Karchev, you have to have 3 Jacks in his battlegroup. As I understand the rules, if I give a Berserker to a Koldun Lord to Marshall, that won't be in Karchev's battlegroup, and thus won't count to the three Jacks. Is that correct?


Correct.

If so, is there any way to transfer the Berserker over to the Koldun Lord after the game starts?


Yes, but Karchev has to die first.

Or, in general, is there a way for him to use his Marshalling on a Jack, besides taking control of it?


Nope, but you can still use Power Booster on jacks not controlled by the Koldun Lord. In fact, using them with Karchev can help alleviate some of Karchev's focus problems. Just remember that any focus spent by a Berserker may cause it to explode regardless of its source.

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Made in gb
Knight Exemplar




I dont know if it is in the mk2 rules But if you knock down a jack in shallow water their boiler engine thing turns off.
I dont remember if a Jack marshal can turn them back on, or if it has to be a warcaster


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Made in nl
Bane Knight





Netherlands

Depends, has the marshal brought a lighter



 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Karchev the Terrible
Berserker
Berserker
Berserker
Devastator
Greylord Ternion (Leader and 2 Grunts)
Man-o-war Demolition Corps (Leader and 2 Grunts)
Man-o-war Shocktroopers (Leader and 2 Grunts)

34 point 4th tier list. You have a bit of leeway with the Man-o-war units. One of them could be made into a bombardier unit, and will equal 35 points exactly, otherwise both units can be demo corps or shocktroopers as they cost hte same.

You could probably play around with the jacks a bit too, but you're not going to be able to get 4 jacks in there with anything other than berserkers (unless you want to take 4 juggernaughts/marauders). Besides that, berserkers are the perfect Jack for Special-K, as he doesn't need to allocate them focus, and with his unearthly rage spell on them, they are going to be hitting harder than most other jacks in the game. The Devastator is there because it really is your best option for crowd control. Alternatively you could try a destroyer (and free-up some points in the process, maybe squeeze in a koldun lord), but it doesn't mesh quite as well with karchev as the devastator does.

This message was edited 1 time. Last update was at 2010/08/04 19:32:45


CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Widowmaker






Chicago

Seon wrote:I dont know if it is in the mk2 rules But if you knock down a jack in shallow water their boiler engine thing turns off.
I dont remember if a Jack marshal can turn them back on, or if it has to be a warcaster



Jack marshalls can turn them back on, but they remain in their original battlegroup.

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Made in us
Tunneling Trygon





I'd like to get a Koldun Lord in there, he puts a nice buff on the Ternions.

I wish I could fit him in there with four Jacks, so I could give a Berserker to the Koldun Lord, but I don't want to take all Berserkers, mainly for painting reasons. I'd like to have some of the plastic kits, just because I prefer them.

Can you give me some more insight as to why the Devastator matches with Karchev so well?



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Anointed Dark Priest of Chaos






I seem to rarely face a Karchev list as of late tat doesn't have Beast 09. The amount of movement he can get between tow, his own activation and his special move when he is attacked (name escapes me) is unsettling...

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Made in nl
Bane Knight





Netherlands

Easy, do not shoot Beast09

Or if you have to try to take out the movement or just make sure you threaten him or his caster if he moves up. Last time I fought against an army with beast I forced the opponent to either move towards the model shooting, opening a path to butcher, or stand still and let him be shot a few times. He choose to stand still because moving beast would be a bigger threat.

Ended up losing because of bad positioning on my part though... ah well...

 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Phryxis wrote:

Can you give me some more insight as to why the Devastator matches with Karchev so well?


No particular reason really. Karchev can't really do much to support a Destroyer's ranged capability without allocating focus (which he needs more for other things), whereas a devastator using the Rain of Death ability won't necessarily need all that much of a boost... and having two melee weapons means that unearthly rage will have twice the effect on a devastator as it would on a destroyer which possesses only one melee weapon

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Anointed Dark Priest of Chaos






LordRavurion wrote:Easy, do not shoot Beast09

Or if you have to try to take out the movement or just make sure you threaten him or his caster if he moves up. Last time I fought against an army with beast I forced the opponent to either move towards the model shooting, opening a path to butcher, or stand still and let him be shot a few times. He choose to stand still because moving beast would be a bigger threat.

Ended up losing because of bad positioning on my part though... ah well...


Yes don't shoot him. But then your opponent knows that as well...

Rather annoying warjack with Karchev who likes ot tow him up into your grill and beg you to then ignore him...

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