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Post by The Snark Knight on May 18, 2017 3:44:47 GMT
Never said anything about prettiness. But anything I can't edge highlight or shade easily = nope get that out of my face. Why do you think my winter guard are converted Cadians Because I'm guessing those models aren't allowed any more in 40K? Just kidding. Probably.
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Post by Netherby on May 18, 2017 4:32:12 GMT
If you already own the models, sure why not give it a try.
If you do not own them, maybe just donate $50 to a charity instead. It will probably make you happier and help someone in need.
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Post by smoothcriminal on May 18, 2017 11:53:21 GMT
I used them and I liked them every time. My main problem with them currently is that in Jaws you either get Kossites or get 100 points of jacks for 4th free solo. But I'm just now realising that 4th free solo is always a Manhunter anyway and from my experience playing Manhunters in Jaws, Kossites are better at doing whatever they do. It's Manhunters who need to pay Yuri tax to achieve full potential and scare people through forests, Kossites don't need him, it's always easy for them to either score/contest or shoot/jam something.
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Post by 36cygnar24guy36 on May 18, 2017 11:59:48 GMT
They may have a place in SR17, running on to contest an outside scenario element, especially if you are playing more of a Jack Brick in theme
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Post by auraco on May 18, 2017 12:41:03 GMT
They're quite beautiful, actually. In this list, everything is patient except the caster... I'm not sure ithat it's a crap list, either. War Room Army Khador - Strak 2 Wolfpack Theme: Jaws of the Wolf 2 / 2 Free Cards 75 / 75 Army Assault Kommander Strakhov & Kommandos - WJ: +22 - Assault Kommander Strakhov & Kommandos (Cont.) - Conquest - PC: 37 (Battlegroup Points Used: 22) - Destroyer - PC: 14 Manhunter - PC: 0 Manhunter - PC: 0 Yuri the Axe - PC: 6 Kayazy Assassins - Leader & 9 Grunts: 15 - Kayazy Assassin Underboss - PC: 4 Kayazy Eliminators - Leader & Grunt: 5 Kayazy Eliminators - Leader & Grunt: 5 Kossite Woodsmen - Leader & 9 Grunts: 11 THEME: Jaws of the Wolf --- I want battle reports of that list. I'm guessing Inviolable resolve on conquest, quicken on the assassins, apply last stand to taste.
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Post by Armchair Warrior on May 18, 2017 22:40:53 GMT
They're quite beautiful, actually. In this list, everything is patient except the caster... I'm not sure ithat it's a crap list, either. War Room Army Khador - Strak 2 Wolfpack Theme: Jaws of the Wolf 2 / 2 Free Cards 75 / 75 Army Assault Kommander Strakhov & Kommandos - WJ: +22 - Assault Kommander Strakhov & Kommandos (Cont.) - Conquest - PC: 37 (Battlegroup Points Used: 22) - Destroyer - PC: 14 Manhunter - PC: 0 Manhunter - PC: 0 Yuri the Axe - PC: 6 Kayazy Assassins - Leader & 9 Grunts: 15 - Kayazy Assassin Underboss - PC: 4 Kayazy Eliminators - Leader & Grunt: 5 Kayazy Eliminators - Leader & Grunt: 5 Kossite Woodsmen - Leader & 9 Grunts: 11 THEME: Jaws of the Wolf --- I want battle reports of that list. I'm guessing Inviolable resolve on conquest, quicken on the assassins, apply last stand to taste. OK, can we talk seriously about this list for just a few minutes? I'm thinking about this as a second list to pair with an 8 warjack Karchev Jaws list. So I've got heavy armor cracking. I'm looking for something that murderizes dudespam, especially matchups into which you don't want to throw 8 jacks (think double sentinels). (As an aside, the other stuff I'm toying with for my second list includes Zerkova 1 Legion, maybe a retooled Butcher 3 list with a full assassin boat, or Vlad 1 rocket spam. You get the idea). So... I've got a couple of questions. 1) The List Having thought about it more in terms of what I want the list *to do*, I think I should take the Woodsmen down to a min unit and drop a Manhunters, and add in Scouts. This gives me multiple rounds of dude removal. Strictly speaking, I think this is a better list... I'm trading four kinda crappy Kossites and a Manhunters I had to pay for for 4 snipers. I like the 4 snipers, and now all of the sudden this list feels like it's got a Ranged Game. OK, not a Vlad 1 ranged game, but still... War Room Army Khador - Strakenwolf Theme: Jaws of the Wolf 2 / 2 Free Cards 75 / 75 Army Assault Kommander Strakhov & Kommandos - WJ: +22 - Assault Kommander Strakhov & Kommandos (Cont.) - Conquest - PC: 37 (Battlegroup Points Used: 22) - Destroyer - PC: 14 Manhunter - PC: 0 Yuri the Axe - PC: 6 Kayazy Assassins - Leader & 9 Grunts: 15 - Kayazy Assassin Underboss - PC: 0 Kayazy Eliminators - Leader & Grunt: 5 Kayazy Eliminators - Leader & Grunt: 5 Kossite Woodsmen - Leader & 5 Grunts: 7 Widowmaker Scouts - Leader & 3 Grunts: 8 THEME: Jaws of the Wolf 2) Tactics ... and To Ambush, or Not To Ambush Auraco, you're exactly right about spell deployment... Invol Resolve on the Conquest, Quicken on the Assassins (Turn 1), and Last Stand to taste. The Assassins main drawback is the inability to get the alpha against SPD 6 dudes with a 2" weapon. Quick TOTALLY fixes that. And, if the enemy has stuff that sees through stealth, they've got to deal with DEF 15. Take that! So a big question is whether or not to ambush with the Kossites. Arguments "for" are obvious. But I think there are 2 good arguments against. (1) LAST STAND. You can put Last Stand on them on Turn 1, after you Advance Deploy but before you run them up into or behind a forest. Now, they're both a pain in the butt sniper unit AND something that heavy armor needs to worry about. Take that!! Also, you've got AD, so they're way up the board and flanking anyway after a turn 1 run. If you don't use AD and ambush on Turn 2, you're probably never going to get Last Stand on them - CMD 7 and a RNG 6 spell just aren't conducive to it. And, if you use it, either Strakhov is off too far to the side, or you didn't really ambush way upfield so why'd you do it? (2) SCREENING YURI. Yuri is a big investment. He's really Killy, but he dies kinda easy. ARM 14 and 8 boxes isn't so good. If you deploy the Kossites with Yuri and move them around like a little boat, you can zoom a last stand dude out in front of Yuri. Want to risk my free strike? BOOM. I explode, but so what! In terms of the Feat, with this army set up, it's kinda meh, but maybe less meh than I first thought. Yuri and the Manhunters will appreciate the ARM bonus. But, then again, so will the Eliminators. They have 5 boxes. So now instead of needing to bounce ARM 16 to kill one, its ARM 19. All of the sudden a ton of shooty stuff (that might see through stealth) is now more likely to not kill them than kill them. They probably don't die to some random grunt in melee. Also, they (and everything else) now have Tough. This army has a lot of dudes...and these dudes will appreciate Tough. So, folks...chime in. Let me know what you think. (And am I totally crazy to think about playing this instead of Z1, V1 or B3? Crap...)
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Post by Blargaliscious on May 19, 2017 3:54:34 GMT
The reason why the Kossites have such craptastic stats is because that is their tax for getting ambush. People need to stop Theorymachining them and just accept that their real strength is two-fold: their ability to get in the other guys backfield to run amuck, and to screw with your oppoenet's head and his plans. Any talk about how bad their MAT and RAT are, what the range of their weapons are, or thinking of them in terms of front-line troops is missing the point of them. Kossites bring the third dimension to Warmahordes - not in the up/down direction, but going after your opponent, not his army. Sow uncertainty, create doubt, make the guy second-guess what he is going to do, force him to peel off a more expensive unit from the main fight to hunt down the Kossites. Have you got enemy cav coming down the side of the board - that's when you find out that "Kossite" is the Khadoran word for "speed bump."
Listen: if you're playing in a meta or against a guy who has a lot of REMF support (Choir, Vassals, JWC, Stormcallers, spell slaves, whatever) don't squander your time asking if you should take them. Throw the hillbillies in and make them work! Talk them up to make the other guy bunch towards the center. Talk them down to make him not worry about them. Place them in their off-board spot to the right side of the board and then have them enter on the left side. Or better yet, tell your opponent that you have Kossites, but leave them in their storage until it is time to deploy them.
Khador is a faction full of different tactical ways to apply axe to the other guys face. Kossites are not a tactical unit, they are a strategic unit. Before they hit the board find a way to make them whisper in the other guy's ear "Are you sure you want to do that?" so that when you do place them on the board you can say "Yeah, you shouldn't have done that."
But hey, that's just my opinion, I could be wrong.
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wags
Junior Strategist
Posts: 102
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Post by wags on May 19, 2017 13:33:51 GMT
So a big question is whether or not to ambush with the Kossites. Arguments "for" are obvious. But I think there are 2 good arguments against. (1) LAST STAND. You can put Last Stand on them on Turn 1, after you Advance Deploy but before you run them up into or behind a forest. Now, they're both a pain in the butt sniper unit AND something that heavy armor needs to worry about. Take that!! Also, you've got AD, so they're way up the board and flanking anyway after a turn 1 run. If you don't use AD and ambush on Turn 2, you're probably never going to get Last Stand on them - CMD 7 and a RNG 6 spell just aren't conducive to it. And, if you use it, either Strakhov is off too far to the side, or you didn't really ambush way upfield so why'd you do it? Sorry if I'm misunderstanding you, but Last Stand only applies to melee attack and damage rolls, so in terms of a pain in the butt sniper unit, kossites still won't be at rat 4. That misses Winter Guard on average. They still won't be that scary to heavy armor either, depending. At pow 8 on average with the extra dice they will do 3 damage on the charge against arm 19. Against single wound you can get the kill, but anything with boxes won't care that much. I feel like if you are going to play kossites you miss out on a lot by not ambushing.
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Post by auraco on May 19, 2017 14:08:28 GMT
Yeah if you are taking kossites, you might as well ambush because without backstrike they have trouble hitting, well pretty much anything, they have the same rat as our jacks... but no way to boost it. And range 10 is not exactly long ranged enough to reliably aim.
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Post by Armchair Warrior on May 19, 2017 14:42:02 GMT
Yeah if you are taking kossites, you might as well ambush because without backstrike they have trouble hitting, well pretty much anything, they have the same rat as our jacks... but no way to boost it. And range 10 is not exactly long ranged enough to reliably aim. Yeah, probably right about that. Most of my games only go 3 or 4 rounds so it will be interesting to see how this plays vs taking a 4 pt solo and some mechanics
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Post by smoothcriminal on May 19, 2017 16:50:39 GMT
OK, can we talk seriously about this list for just a few minutes? The kayazy-focused Jaws list definitely warrants a closer look. Though I like either Irusk2 or Vlad2 here more than Strakhov2 since Strakhov's feat gets kinda wasted on kayazy. Consider: Khador Army - 75 / 75 points [Theme] Jaws of the Wolf (Vladimir 2) Vladimir Tzepesci, The Dark Champion [+27] - Behemoth [25] - Conquest [37] Manhunter [0(4)] Manhunter [0(4)] Yuri the Axe [6] Kayazy Assassins (max) [15] - Kayazy Assassin Underboss [4] Kayazy Eliminators [5] Kayazy Eliminators [5] Battle Mechaniks (max) [5] Probably can even fit 2x Seers there somehow to marshal a Behemoth and get magic weapons. Seems to have good tools againt Ghost fleet as they don't see stealth and only shootable thing for them is Conquest that you repair, just hide Behemoth behind it somewhere.
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Post by borderprince on May 20, 2017 7:28:54 GMT
OK, can we talk seriously about this list for just a few minutes? The kayazy-focused Jaws list definitely warrants a closer look. Though I like either Irusk2 or Vlad2 here more than Strakhov2 since Strakhov's feat gets kinda wasted on kayazy. Consider: Khador Army - 75 / 75 points [Theme] Jaws of the Wolf (Vladimir 2) Vladimir Tzepesci, The Dark Champion [+27] - Behemoth [25] - Conquest [37] Manhunter [0(4)] Manhunter [0(4)] Yuri the Axe [6] Kayazy Assassins (max) [15] - Kayazy Assassin Underboss [4] Kayazy Eliminators [5] Kayazy Eliminators [5] Battle Mechaniks (max) [5] Probably can even fit 2x Seers there somehow to marshal a Behemoth and get magic weapons. Seems to have good tools againt Ghost fleet as they don't see stealth and only shootable thing for them is Conquest that you repair, just hide Behemoth behind it somewhere. Depending what you want your Kayazy-heavy Jaws list to accomplish, I'd consider Zerkova1 for it. But she does nothing for Kossites, which was the purpose of this discussion. Zerkova1 [Insert battlegroup of choice - could be a collosal or a few other jacks - you have 38 points] Forgeseer -Destroyer Forgeseer -Destroyer Kayazy Assasins (max) with Underboss Eliminators Eliminators Widowmakers I think that's a pretty good anti-gunline list with stealth, clouds and high-DEF on quite a few models. In melee the Kayazy are really hard to hit, especially if Zerkova uses her clouds well. Then there's her feat. Ghost Walk makes getting backstrike bonuses much easier. But again, nothing for Kossites, who really need hit and damage buffs. Outside of Last Stand, that only really leaves Irusk1 (feat + Battlelust: but it's unlikely he can get Battlelust in the right place at the right time, given it's not an upkeep). Vlad1 of course, but he can polish anything.
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Post by Netherby on May 20, 2017 8:39:22 GMT
Okay so a few things:
If you don't plant to ambush with Kossites, you are better taking any other unit. Their point cost and stat line ensures this. That is not to say you should always ambush with them, but you should certainly take them with that being the plan. So you shouldn't really expect to be buffing them with anything less than a control area ability/feat.
Due to the cost of Yuri, I would never include him. Yes, tree walker is an awesome ability. But Yuri is over priced, Man hunters are over priced and Kossites should be all dead before they get inside his command range. Take the free man hunters, but leave Yuri at home.
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Post by borderprince on May 20, 2017 12:51:04 GMT
Due to the cost of Yuri, I would never include him. Yes, tree walker is an awesome ability. But Yuri is over priced, Man hunters are over priced and Kossites should be all dead before they get inside his command range. Take the free man hunters, but leave Yuri at home. Yuri looks less over-priced if you treat him as a buff solo who has combat ability, and you plan to include the models he buffs anyway. Especially if those models are free, which in Jaws they might be. 6 points for three hard-hitting models (if you don't want the other free solos) is not bad at all. I've enjoyed Yuri and friends with Strakhov1 before, as they have a scarily long threat range under his feat (in a janky pathfinder heavy list). I would at least consider them with Strakhov1 in Jaws and probably Strakhov2 as well - a threshering Yuri with Last Stand could situationally be very useful (even shield walled MoW Shocktroopers are at risk of a one hit kill, and he could get 3 of them). Kossites should be all dead before they get inside his command range I don't understand this - if it's a reference to Yuri's Elite Cadre, it applies wherever they are on the battlefield (and even once Yuri is dead).
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Post by Netherby on May 20, 2017 13:50:59 GMT
I forgot it was a Cadre ability. Even so I don't think he is worth the points. Regardless of what models are free, you are paying 6 points for an ability on a couple of models that MIGHT be good IF there is a forest in a good place and IF you get the table edge to use it.
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