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Made in us
Hierarch




Pueblo, CO

So, I was poking about at making a 35 point Khador list, and what started as Karchev and Berserkers eventually evolved into this:

Karchev the Terrible
Behemoth
Beast 09
Battle Mechaniks (Leader and 3)
Widowmakers
Yuri the Axe
Manhunter
Manhunter
Eiryss, Mage Hunter of Ios -or- Alten Ashley, Monster Hunter (depending on if I'm playing against a Warmachine or hordes army)

I realize that it's a little light on the jacks, but the list only incorporated one other jack (the marauder) before I came up with this final draft, adding in Eiryss and a squad of widowmakers in it's place. The list presents a plethora of high-value targets, but presents the opposition the issue of either dealing with a cadre of jacks that need obscene amounts of attention, or dealing with a hard to hit group of solos and finishing shots that will absolutely cripple a caster or it's battlegroup, if not kill it in a single turn, while maintaining the ability to deal with softer targets, if played correctly.

While mulling this one over, however, I came to realize that, while I have jacks and lighter infantry covered in spades, I may have an issue dealing with heavy infantry, but I'd like to hear what the consensus is on that one... C&C appreciated, and as a side note, the local meta is very 'Jack and Warbeast heavy.

I look forward to seeing this build dissected and mulled over.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Dakka Veteran




CT

I like it, even though I would feel naked without some solid infantry blocks. I made a pButcher list that looked somewhat similar. I could see issues with a shooty army though, good cygnar players are going to pick off your widowmakers and damage your jacks before they can be effective. Since you are at 35pts, you will have to expect to see some huge amounts of bullets coming your way.

I like that it has the gunboat group mixed with an army of assassins.

Boosted mortars and widowmakers vs heavies will wear them down pretty quickly, plus Karchev's AOEs (fissure causes knockdown I thought).

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in nl
Bane Knight





Netherlands

I think you overestimate the hunters and your jacks.

Yes they are powerfull in their own right, but all shooting wil go towards the jack. There are also enough solohunters that will take out the hunters and yuri in a short time. Furtermore the solo's are very vulnerable to being tied down by a cheap unit, which they can't handle well. (a 4 point unit can tie down the hunters if they are on 1 flank. otherwise I need 2 units...)

This is not to say that the list is bad, because I think it has merit. Just that you will need to watch you back, lest you will be overrun before you can say booh..

 
   
Made in us
Hierarch




Pueblo, CO

I understand that the list requires a bit of finesse to make work, and is quite area terrain dependant, but coming from prior experience playing Menoth, I think I can make my maneuvering work for me. Spray templates are going to present a few issues if I'm not careful, and heavy concentrated fire will also spell doom for the 'jacks, provided it overcomes the armor, but systems can be repaired as needed, making the Battle Mechaniks an absolute must for this list.

My thoughts on the playstyle here is to run almost a refused flank, forcing my opponent to choose to deal with the assassins, or to deal with the warjacks. Given that the warjacks are powerful, but not nearly as threatening as people THINK they are, I have a feeling that they will force mistakes out of my opponent.

There are psychological impacts that should be considered.... Behemoth, for example, will break most jacks that it walks in to combat with, rolling even or better against almost every jack's armor when it hits. Beast reaches in to combats, and even when not attached to Scorsha, can make an awful mess of 'Jacks and infantry alike. Karchev stands behind the 2 of them, using Sidearm to cover just a bit more, and provides the means to end the initial contact brutally, hopefully crippling multiple systems and forcing Cmd checks in the process.

The input is good so far, and I'm taking it into account as I work with the next draft of the list, so please, keep the comments and ideas coming.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Dominar






I would drop Behemoth, Yuri, and one Manhunter for two Kodiaks. Or however many Manhunters add up to the right pt value, you get the idea.

Karchev needs more jack support. Not just to increase his force multiplication effect, but also to screen Karchev from enemy shooting, snares, or stuff that impairs movement. Here's my 35 pt K list:

Kodiak
Kodiak
Beast
Drakhun (Dragoon) <--- with a big lynchpin like Karchev, having a countercharge unit is invaluable
Mortar
Mechaniks
Eiryss

Beast is anti heavy infantry
Kodiaks are anti light infantry
All jacks are anti jacks/beasts
Eiryss can shut down arc nodes
Mortar can threaten solos

The issue I have with your list is that it can't really capitalize on the speed bonus that Karchev grants. If your jacks outrun your infantry support, you become susceptible to all manner of issues. When your force is a giant brick of warjacks, you have a lot more options for charge/sacrifice/countercharge and maneuvering to kill Karchev becomes a lot more difficult.
   
Made in us
Hierarch




Pueblo, CO

I see where you're going with the list, and actually, I looked at a couple of the dragoon characters initially, but the conclusion I had come to was that being able to dictate the flow of the game no matter which force my opponent focuses on would be better suited to a handful of solos that wouldn't dictate a lot of attention on their own, but could pose a serious threat if left unanswered. Believe it or not, Fenris was my initial choice for the list, until I thought about it and realized that, for as much of a hammer as they are, doom reavers just didn't fit the bill as readily as I had hoped they would. They can stop almost any threat in their path, but they just don't have the survivability to get to the lines without Man O' War (or similar) support, and they would end up using them as a handy snack when the line actually hit. Keeping part of the list fluid, as well as capable of posing a threat both close in and at range made more sense to me than having to depend on a countercharge unit that is, in all honesty, a bigger target than the jacks, themselves. Khador jacks are slow, lumbering beasts that, when prodded, can make good ground, whereas the dragoon solos are priority targets that demand attention before the line is even met.

All that being said, when I start developing a list for the Witch and Scrapjack, the Kodiak is certainly going to be one of the first options I start to play around with, given it's versitilaty and ability to fully utilize forests and other rough terrain for their full benefits WITHOUT having to deal with all the handicaps presented by them.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
 
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