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Made in us
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Barpharanges






Limbo

Hey all, just figured I'd chime in here with our Fancy Newly Re-Expanded WMH Forums (TM) and chime in for input from folk who have tried out Mk3 of the rules.

I haven't really played any Mk3 yet and have only perused the new stats/etc., but how has Khador gotten tweaked in the new edition?

I know lots of stuff has lost Weapon Master and it's feasible to go more 'jack heavy, but have general strategies/trends changed for the army?

What's good/different with the faction?

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Madness and genius are separated by degrees of success.

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Made in gb
Longtime Dakkanaut




 Jin wrote:
Hey all, just figured I'd chime in here with our Fancy Newly Re-Expanded WMH Forums (TM) and chime in for input from folk who have tried out Mk3 of the rules.

I haven't really played any Mk3 yet and have only perused the new stats/etc., but how has Khador gotten tweaked in the new edition?

I know lots of stuff has lost Weapon Master and it's feasible to go more 'jack heavy, but have general strategies/trends changed for the army?

What's good/different with the faction?


Khador is pretty solid all-round and is genially able to take advantage of all the changes.

Power boost is amazing. Being able to efficiently run 3 or 4 arm20 jacks is pretty nice. Changes to sniper means widowmakers are even neater. The budget jacks are stellar, and mat7 juggernauts are beasts.

Casters got some small tweaks and changes, but for the most part, operate in a similar way to mk2. Butcher3 got a strength buff, sorscha gets weapon master against frozen targets, irusk grants blast immunity etc. Iron flesh is now an arm buff.

Khador didn't really lose weapon master at all. Doom reavers went down 1pt of pow. But gained tough. Iron fangs lost a point of def but gained a point of mat. Their melee game is solid, their ranged game is solid, or even better (rifle korps get rocketeers now, and rocketeers get boosted damage).

There are some 'losers' from mk2 that are now 'winners'. Men o war shock troopers are beasts. Kovnik for desperate pace, officer for slam/knockdown immunity and assault. There's is huge value in mk3 for multi wound infantry and men o war are amongst the best. Uhlans are solid damagage dealers (changes to cavalry with boosted charge attack rolls, and mat7 now) and fast multi wound infantry is amazing. Outriders are as fantastic as they ever were.

All in all, khador came out smiling. I wouldn't really complain about anything, bar butcher2 losing homicidal maniac in favour of berserk (he was so fitting for him).

greatest band in the universe: machine supremacy

"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
Made in us
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Barpharanges






Limbo

Any remaining 'clunkers' in the list?

I know the changes to how RoF works on Ranged kind of fixed some things, but I still see things like the Growler being sort of....'eh' on paper to me.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in gb
Longtime Dakkanaut




 Jin wrote:
Any remaining 'clunkers' in the list?

I know the changes to how RoF works on Ranged kind of fixed some things, but I still see things like the Growler being sort of....'eh' on paper to me.


An arm20 chassis with a auto-knockdown pow18 melee attack coupled to a jack with dual attack and a native speed buff is not 'eh'...

There are 'clunkers', but so far they seem to be fairly few. Personally, I feel that bombardiers and demo korps don't have a place. I still question not giving kossites prey, and shrug my shoulders at the destroyer (prefer jugs myself!).

Rather than 'clunkers' though, there are list design 'clunkers'. The accepted dogma for mk2 no longer holds.

In mk3, you'll find more jacks, and a swing towards armour skew rather than dude spam. Consequently, you'll probably see more value in armour cracking than mass infantry removal. Similarly, there seems to have been a shift towards gunlines or a bigger emphasis on 'the ranged game' in many lists.

In terms of infantry, don't get the impression they're somehow dead on arrival - they're not. They still have a place. It's just thst dudespam isn't the dominant dogma of mk3. And the multi wound infantry (especially cavalry) seems to be currying more favour than single wound infantry at the moment, but I think this has a lot to do with the fact that a lot of khador players wanted their men o war to work for about five years now, and are now enjoying fielding them!

greatest band in the universe: machine supremacy

"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
Made in us
Fixture of Dakka





Even Destroyers are looking pretty good after the price cut in the errata. A pair of them on casters like Sorscha1 or Vlad1 fills up their jack points nicely and provide a pretty powerful gun before closing with a fairly average melee punch.

Grolar is a pretty powerful jack, but its probably a little expensive for what it does. Taking one definitely has its uses with casters that don't have means of granting pathfinder but otherwise have a speed boost like Vlad3.

I would definitely look to run 3ish jacks in most lists with 2 of them being Juggernauts or Marauders. The third can be something a bit more premium like a character but you need to be careful when spending more than 14 on a Khador jack. They're substantially more efficient offensively, but not much harder to kill or cripple than before, so an expensive jack can leave you in a bad position when it goes down.

As for all star choices outside of the jacks, I would primarily looking to Uhlans, Shocktroopers, and Winter Guard Infantry or Rifle Corp. The Gun Carriage is also a solid choice these days. Other stuff is pretty valid, but those give you a pretty diverse toolset overall. Also, special mention to the Winter Guard theme force, which is quite powerful. Next month we'll be getting our book which will likely contain some other powerful considerations in terms of theme forces.
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Khador is definitely in a strong place, with a lot of variety in list building. You can go jack heavy, cav heavy, infantry heavy, combined arms, iron fang heavy, doomie heavy, winter guard heavy, kayazy heavy, there is very little that you can't run and actually have good fun with in Khador at the moment!

Our ranged game jumped up, our jack game got better (more a general mk 3 change than specific to us), with changes to Irusk2 I feel our general infantry game got better, hell we're just in a great place and are suuuper fun to play.

Basically: Get into it Jin!!

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
[MOD]
Madrak Ironhide







I don't like to play into Khador. I can't afford to piece trade with
my Maulers as I'm generally going into cheaper heavies that
are easier for Khador warcasters to fuel.

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Made in gb
Drakhun





 Jin wrote:
Any remaining 'clunkers' in the list?

I know the changes to how RoF works on Ranged kind of fixed some things, but I still see things like the Growler being sort of....'eh' on paper to me.


I once killed Fyanna the Lash under feat (so Def17) with a Grolar on average rolls. Under Strakhov. And my opponent just didn't see it coming

Having 5-7 initial attacks is amazing, especially if you connect with the hammer and knock em down with the first hit.

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Made in us
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Barpharanges






Limbo

I did seem to get the impression that hitting things (i.e. DEF skew) wasn't as bad as (IMO) it was in MKII.

My new rulebook and Behemoth (love it) should be coming in today. Will have to read through it all to finally get a feel for all the little changes.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
 
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