Free upkeeps - you guys are missing the forest for doomie
Aug 9, 2017 1:37:40 GMT
Armchair Warrior likes this
Post by sand20go on Aug 9, 2017 1:37:40 GMT
It feels like people are missing how great this is in Khador.
Here are the various benefits you can get with this. We are going to assume you are going second....either because you choose side or because your opponent choose to go first. As far as I can see you WANT to go second with this advantage - both because you start scoring first and because of how upkeeps are distributed for our casters......
Karchev (C-)
Road to War gets cast for free to start and goes on him.
You have a threat against grunts that move 9 to 10 inches off the deployment line on top of 10 with doom reaver attachments (10+6+2+6+8=32) It is a bit less than 32 cause you gotta catch the back edge of the greylord in the bubble. You move the jacks up 3 inches. You can then swap, if you wish, over to Battle Charge on Bottom of one. A C Minus because while "Cute" you get the a better Advance move with fewer points (13) in WG theme with 2 fieldguns and a mortar
Zerkova 1 (B+)
You can get Watcher on Zerkova and then cast 4 clouds to cover your doom reaver approach. That is huge and then allows you to really abuse Watcher during turn 2. Otherwise you are looking at just 2 clouds and a camp of 1. She likes doom reavers ANYWAY though has to give up thinks like Sylss. Not being able to take Behemoth is a drag.
Irusk1 (B)
Iron Flesh doesn't have a natural home in the list....though ARM 17 ponies seems like a "thing" You get superiority out and now can also cast on bottom of 1 Inhospitable Ground while camping 4, thus allowing him to play much further forward than normal (IF could go on himself and you could assualt to threaten a pow 13 boosted into something 19 away. This seems situationally good
Andy2 (C)
Not clear Andy gains a great benefit here since he likely was casting all three spells and not worrying about camp with some bodies to sac pawn to. Very unlikely he has a razor wind target on Turn 1. Some very minor order of activation value in having Escort out first
Strak1 (C)
As above. No real issues here in getting all three upkeeps out already and Occultation largely wasted (though stealthy ponies are pretty hysterical - especially if you put clouds on 'em so that they block LOS to your doomies prior to feating)
Sorscha1 (B+)
Here is a caster that makes honor roll. She can get out Fog of War, BC 2 jacks, AND Windrush hereself if she wants to blosw the full stack (which she would). Typically FOG is a problem because if you wish to Windrush you are not casting BC.
Zerkova2 (A-)
The opportunity to get out Telgesh Mark and get it down the field is huge and helps SIGNIFICANTLY with order of activation issues on turn 2. Doesn't do much to help the Doomies get down the field.
Old Witch 1 (B+)
All 4 upkeeps can go out (not possible normally) but there isn't an obvious candidate in the list for Weald Secrets since you are not going to have shooting. You can, if you wish, put it on a Jack or Ternion.
Butcher1 (C+)
You can get all three spells out but you could anyway and there is no great order of activation advantage here or opportunity to hot swap.
Irusk 2 (B+)
Another honor roll. We can get out Artifice (Great for Doomies); Solid Ground (also good for Doomies who now have old school tough); Fire for Effect (likely on a Jack or Irusk himself) AND energize. We just can't give him an A because of no obvious candidate for the FFE but you do have "options" such as a Decimator.
Vlad 2 (A)
Vlad 2 goes to the front of the class. Why? Because you can get out Hand of Fate on the ponies, Arcane Might on Vlad himself, Assail on your Jacks AND THEN CAST THREE WIND BLASTS!!!! If you haven't messed around with this spell in multiple ways it is a GREAT spell in shutting down shooting. You can absolutely abuse it. Assualt? I don't think so. Close range slug guns? Nope. You need to aim? Think again. One is a irritant. THREE can absolutely help you deliver enough doomies to then Feat and send 4 to 6 of them 14 inches up the board. Oh - and did I tell you that I used the Ponies with HOF to clear away any infantry you hoped to use to keep the doomies out.
Want to be a total "D"? Well, your Doomies AD. You can look at how your opponent deployed and then use the windblasts all on the side with all the shooting. Too bad. Hope those POW 10s spike against the Conquest assailing down your throat.
Vlad3 (A+)
To me this is where it really gets funny. You get Infernal Machine and Hand of Fate out. You can now cast Dash _AND_ Windwall and still have 2 left. _IF_ you want to bring 2 jacks guess what? Hot swap. So now RUN Jack #1 12 (or 14 Kodiak) up the field. THen activate Vlad and cast it over to the Second Jack. Get out Dash and Windwall. Get up the field some more. You brought ponies and Doomies right? Isn't it FUN to be at the halfpoint line after your activation top of 1.
Would it be nice to get Hand of Fate, IF, or Fury on Doomies? Sure. But they hit like bricks ANYWAY. I want to keep them alive but more importantly get upkeeps out, get my caster up the field, AND be safe. That sounds like #winning.
Here are the various benefits you can get with this. We are going to assume you are going second....either because you choose side or because your opponent choose to go first. As far as I can see you WANT to go second with this advantage - both because you start scoring first and because of how upkeeps are distributed for our casters......
Karchev (C-)
Road to War gets cast for free to start and goes on him.
You have a threat against grunts that move 9 to 10 inches off the deployment line on top of 10 with doom reaver attachments (10+6+2+6+8=32) It is a bit less than 32 cause you gotta catch the back edge of the greylord in the bubble. You move the jacks up 3 inches. You can then swap, if you wish, over to Battle Charge on Bottom of one. A C Minus because while "Cute" you get the a better Advance move with fewer points (13) in WG theme with 2 fieldguns and a mortar
Zerkova 1 (B+)
You can get Watcher on Zerkova and then cast 4 clouds to cover your doom reaver approach. That is huge and then allows you to really abuse Watcher during turn 2. Otherwise you are looking at just 2 clouds and a camp of 1. She likes doom reavers ANYWAY though has to give up thinks like Sylss. Not being able to take Behemoth is a drag.
Irusk1 (B)
Iron Flesh doesn't have a natural home in the list....though ARM 17 ponies seems like a "thing" You get superiority out and now can also cast on bottom of 1 Inhospitable Ground while camping 4, thus allowing him to play much further forward than normal (IF could go on himself and you could assualt to threaten a pow 13 boosted into something 19 away. This seems situationally good
Andy2 (C)
Not clear Andy gains a great benefit here since he likely was casting all three spells and not worrying about camp with some bodies to sac pawn to. Very unlikely he has a razor wind target on Turn 1. Some very minor order of activation value in having Escort out first
Strak1 (C)
As above. No real issues here in getting all three upkeeps out already and Occultation largely wasted (though stealthy ponies are pretty hysterical - especially if you put clouds on 'em so that they block LOS to your doomies prior to feating)
Sorscha1 (B+)
Here is a caster that makes honor roll. She can get out Fog of War, BC 2 jacks, AND Windrush hereself if she wants to blosw the full stack (which she would). Typically FOG is a problem because if you wish to Windrush you are not casting BC.
Zerkova2 (A-)
The opportunity to get out Telgesh Mark and get it down the field is huge and helps SIGNIFICANTLY with order of activation issues on turn 2. Doesn't do much to help the Doomies get down the field.
Old Witch 1 (B+)
All 4 upkeeps can go out (not possible normally) but there isn't an obvious candidate in the list for Weald Secrets since you are not going to have shooting. You can, if you wish, put it on a Jack or Ternion.
Butcher1 (C+)
You can get all three spells out but you could anyway and there is no great order of activation advantage here or opportunity to hot swap.
Irusk 2 (B+)
Another honor roll. We can get out Artifice (Great for Doomies); Solid Ground (also good for Doomies who now have old school tough); Fire for Effect (likely on a Jack or Irusk himself) AND energize. We just can't give him an A because of no obvious candidate for the FFE but you do have "options" such as a Decimator.
Vlad 2 (A)
Vlad 2 goes to the front of the class. Why? Because you can get out Hand of Fate on the ponies, Arcane Might on Vlad himself, Assail on your Jacks AND THEN CAST THREE WIND BLASTS!!!! If you haven't messed around with this spell in multiple ways it is a GREAT spell in shutting down shooting. You can absolutely abuse it. Assualt? I don't think so. Close range slug guns? Nope. You need to aim? Think again. One is a irritant. THREE can absolutely help you deliver enough doomies to then Feat and send 4 to 6 of them 14 inches up the board. Oh - and did I tell you that I used the Ponies with HOF to clear away any infantry you hoped to use to keep the doomies out.
Want to be a total "D"? Well, your Doomies AD. You can look at how your opponent deployed and then use the windblasts all on the side with all the shooting. Too bad. Hope those POW 10s spike against the Conquest assailing down your throat.
Vlad3 (A+)
To me this is where it really gets funny. You get Infernal Machine and Hand of Fate out. You can now cast Dash _AND_ Windwall and still have 2 left. _IF_ you want to bring 2 jacks guess what? Hot swap. So now RUN Jack #1 12 (or 14 Kodiak) up the field. THen activate Vlad and cast it over to the Second Jack. Get out Dash and Windwall. Get up the field some more. You brought ponies and Doomies right? Isn't it FUN to be at the halfpoint line after your activation top of 1.
Would it be nice to get Hand of Fate, IF, or Fury on Doomies? Sure. But they hit like bricks ANYWAY. I want to keep them alive but more importantly get upkeeps out, get my caster up the field, AND be safe. That sounds like #winning.