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Post by Armchair Warrior on May 20, 2017 14:00:05 GMT
So the Jaws theme writeup says:
The scout type units allowed in Jaws include Kayazy Assassins and Eliminators, Widowmakers, Yuri, Manhunters and the Kossites. In another thread, we were talking about Kossites, and the thread drifted off topic to really focus on Jaws lists which rely heavily on this stealthy scout component.
What lists have you tried, or are you thinking about fielding, which rely on aspect of the Jaws theme?
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Post by Rowdy Dragon on May 20, 2017 14:03:31 GMT
Malakov 2 is really made for that theme, and I think it's solid that way.
I have not yet had an opportunity to test out Kossites despite wanting too. Really with Kossites you have to think about just how many factions have near requisite support units.
The biggest drawback is that for ranged weapons you dependant on Warjacks.
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Post by borderprince on May 20, 2017 15:15:58 GMT
Zerkova1. Partly to more or less replicate the Hunting with Wolves theme from Mk2, albeit without Vanguards (for the best, as they're overpriced now). That theme allowed Kayazy, Widowmakers, Graylords, Marauders and jacks with ranged weapons, as well as Vanguards. It was all about her hunting for items of value in Llael. Zerkova was unhappy because she didn't find any creepy artifacts to assist in her path to ultimate powerTM, but High Kommand liked the various things she found.
Zerkova1 -Juggernaut -Juggernaut -Marauder
Forgeseer -Destroyer Forgeseer -Destroyer Widowmaker Marksman
Kayazy Assassins + Underboss Eliminators Eliminators Widowmakers
It's a strong anti-gunline list with stealth, clouds and high-DEF on many of the models. Even those models which can see through stealth and/or clouds often need to boost to hit many of the models reliably. Zerkova's feat is also good against gunlines. The penalty to attack rolls from Zerkova's clouds and the high DEF of Kayazy in melee also gives a decent infantry jam. And still with five warjacks to chew through.
There's a smattering of magic attacks to give at least some play against incorporeal. Offensively the Juggernauts deal with heavy ARM, combined with Hex Blast if required (there's enough focus to fully load both Juggernauts and cast Hex Blast). The Assassins like Ghost Walk to assist in getting backstrikes for the mini-feat.
You could replace Zerkova's battlegroup and the Marksman with a Conquest or Victor for Watcher, but I generally prefer more jacks rather than fewer.
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Post by Netherby on May 21, 2017 6:19:13 GMT
The main candidate I'v been looking at is Malakov2.
His Backstab order is obviously gold on Eliminators and his cloud thing lets the Assassins get sudo acrobatics to land their own backstabs as well as pathfinder where you need it (since none of those units have pathfinder).
I would still probably be taking the Seers instead of Manhunters, since I want a strong jack showing for a true mixed arms force. Could potentially drop a jack to include Kossites.
Zerkova2 is an option as already explored, though I would put a Conquest in her battle group.
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Post by Armchair Warrior on May 21, 2017 13:26:01 GMT
For those not reading the Strakhov thread: lormahordes.freeforums.net/post/20230/threadI want to test this list. War Room Army Khador - Strakhov Theme: Jaws of the Wolf 3 / 3 Free Cards 75 / 75 Army Kommander Oleg Strakhov - WJ: +28 - Behemoth - PC: 25 (Battlegroup Points Used: 25) - Grolar - PC: 18 (Battlegroup Points Used: 3) - Kodiak - PC: 13 - Juggernaut - PC: 12 - Marauder - PC: 10 Greylord Forge Seer - PC: 0 Greylord Forge Seer - PC: 0 Kayazy Eliminators - Leader & Grunt: 5 Kayazy Eliminators - Leader & Grunt: 5 Kayazy Assassins - Leader & 9 Grunts: 15 - Kayazy Assassin Underboss - PC: 0
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Post by tapecrawler on May 21, 2017 16:08:12 GMT
I like the list but I have a question. Why do you not have a jack under one of the forge seers? It seems like the grolar would be fun to be fueled by them.
I understand now why you have your list this way, it's too bad you can't marshal one of the jacks with this list.
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Post by Armchair Warrior on May 21, 2017 16:52:37 GMT
tapecrawlerYeah, I can't think through which one I'd want to marshall since Strakhov's battle group effects are pretty strong. I want to upkeep Sentry and Superiority for free, and Overrun is battle group trigger and effect only. C'est la vie. I
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Post by welshhoppo on May 21, 2017 19:25:33 GMT
Yeah, you want to have a big battle group for that sweet overrun.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on May 21, 2017 20:44:19 GMT
I know you want to be able to take advantage of Overrun, but I think you could get a lot out of having Behemoth Marshalled. It's enough Focus to handle his guns without any stress to Strakhov. He gets magic weapons, access to Marshal drives and still benefits from the FEAT. On FEAT turn, you can have a 2 Focus fueled Behemoth, under Crush, threat 12" with pathfinder, getting up to 5 attacks at PS +2. In the meantime, the Grolar could be the recipient of Strakhov's love... Ummm that doesn't sound as I intended it, but I think you get what I mean?
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Post by Havock on May 21, 2017 21:52:20 GMT
Jaws may be our 'jack list, but I think you can craft a 'skewie' Irusk2 list as well. It's less a jacklist and more a dick list that supports jacks well, a blast-immune, nearly all-stealth list can be an interesting list, especially when you pair it with a 'jack wall.
Malakov I'd feel 'eh' about in that list, funnily enough I'd be more incliend to take him with STeel Legion for sturdy dudes to pawn shots off to and the counterattacking bears and solo's that can get in all sorts of interesting places for those plans to work with.
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Post by Rowdy Dragon on May 21, 2017 21:57:26 GMT
Malakov I'd feel 'eh' about in that list, funnily enough I'd be more incliend to take him with STeel Legion for sturdy dudes to pawn shots off to and the counterattacking bears and solo's that can get in all sorts of interesting places for those plans to work with. Very interesting but in terms of mechanics id say that Sac Pawn Works best with battke Mechanics with the UA. It gets rid of blast damage and you can redirect most pow 10s to just helplessly bounce off. Then repair the guy.
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Post by Havock on May 21, 2017 23:19:16 GMT
Or go themeless and hide behind a full unit of Shockies + UA.
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Post by Rowdy Dragon on May 21, 2017 23:29:43 GMT
Or go themeless and hide behind a full unit of Shockies + UA. You of course can do that, but then you gotta be pretty close to the action, and it still makes you a viable target for AOEs. What makes Mechanics+UA pretty good is that with reposition from the theme, they can zoom around the battlefield and still return to be sponges. I assume you wanna take advantage of Escort Either way, so your keeping a warjack closer up, so the mechanics still will have something to do.
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Post by Havock on May 22, 2017 1:06:37 GMT
Just put a bunch of Kayazy close for protection against melee?
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Post by Rowdy Dragon on May 22, 2017 1:15:17 GMT
Just put a bunch of Kayazy close for protection against melee? Uh sure? My point was that I found the mechanics to be the best pawns because they are expendable, can redirect AOS and then not suffer the blast damage, whilst also not being critical models so it doesn't hurt to leave them as bodyguards.
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