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Post by borderprince on Jul 4, 2017 15:29:39 GMT
I'm looking for thoughts on the final few points in a Karchev Jaws list. Essentially, all melee jacks + Widowmakers and Forgeseers, with four points left over. The list won't be getting Road to War to trigger until the lines engage, but I think that might be an interesting time to get out of activation movement.
Karchev -Juggernaut -Juggernaut -Kodiak -Kodiak -Kodiak -Marauder -Marauder -Marauder
Widowmakers
Marksman Forgeseer Forgeseer
That leaves me with no free solos left and four points. I am torn between the War Dog or a minimum unit of Mechaniks. The Mechaniks give me some means to undo shooting damage on critical systems (my one big fear for the Juggernauts), but the War Dog helps once the lines engage, albeit only for Karchev himself.
And there's still one point left over, which is really annoying. I hereby support Karchev's jack points being reduced. To 29.
Any thoughts from the more experienced Karchev players?
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Post by The Snark Knight on Jul 4, 2017 15:39:37 GMT
It's not terribly difficult to trigger Road to War a couple of times with the Widowmakers before your stuff gets engaged.
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Post by Tenzilla on Jul 4, 2017 17:32:14 GMT
The widowmakers can trigger road to war easily. And once the lines are to engage you want battle charged up for free movement and damage output on their turn, as opposed to scooting around and possibly taking free strikes on your turn. I think you need to drop one of the jacks for more support. Snipers, precision strike models, and heavy gun lines will leave your jacks limping to the fight.
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Post by smoothcriminal on Jul 4, 2017 23:08:58 GMT
Mechaniks, duh. Use the point to upgrade 1 Marauder into Rager. Even 1 Shield guard throws off the math for shooting your jacks dead.
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Post by borderprince on Jul 5, 2017 4:44:25 GMT
Thanks for all your thoughts. I'm not actually convinced that will always be the best choice. Counter-charge can be played around more easily than out of activation movement on your own turn. If you're stuck in a scrum in the middle, counter-charging with a large base isn't something that you can rely on. I think having counter-charge available on your opponent's turn might be useful to dictate movement, but if they play bearing counter-charge in mind, a sudden switch to Road to War might be effective. Once the lines are engaged, being able to do things like using a Widowmaker to clear a lane and getting a Marauder into an unexpected position for a combo-smite might be handy. I'd normally agree, but this is one of the first times I'm willing to try more or less pure spam (I'm usually more or a 5-6 jacks + units player when I go warjack heavy). I think I just want to try power attacks all over the place. This may end badly. But it may also end with jack bowling and warpwolf tossing, which sounds like fun. Is it really that obvious? If I'm up against a melee army I might not face much anti-jack shooting, but Karchev is potentially at risk in melee. Going up to DEF14 should be a marked improvement in survivability against Karchev's natural predators (heavy jacks and the like). Has no one ever found Karchev to be threatened in melee? If not, that's great news! Good point, but it does produce a very significant drop in output. Assuming this isn't meant to be played into very heavy shooting (it isn't), do people think the deterioration in output due to shooting damage is likely to be great than that from dropping a Marauder to add a Rager? Of course if the Khador jacks thread is to be believed, no Khador jacks can ever be seriously damaged by shooting. Are you suggesting a forum thread is full of exaggeration?
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Post by Swampmist on Jul 5, 2017 6:19:24 GMT
alternatively, you can swap a kodiak for a Jugger, and take max mechanics!
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Post by Cryptix on Jul 6, 2017 2:10:26 GMT
swap a kodiak for a Jugger
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Post by Armchair Warrior on Jul 6, 2017 3:04:22 GMT
Swap a kodiak for a (marshalled) Destroyer and add in min mechanics. Now you can drop into Ghost Fleet a bit easier. The extra ranged threat is gold and Pow 9 boosted blast damage is a thing.
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