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Post by Soul Samurai on Aug 10, 2017 13:21:39 GMT
I miss MkII jank, stuff like using a Conquest to throw Butcher3 at the enemy caster...
Just had a stupid thought: Vlad 1 in WGK - A bunch of Kodiaks (I want to say... four?) Winter guard units (at least as many as you have Kodiaks)
Turn 1: Kodiaks advance-move. Vlad feats, cast BoK, charges forwards. Kodiaks run 16" up. They are now 20" out of your deployment zone (I think?)
Turn 2: I dunno, turn 1 is as far as I got.
Is there any point in doing this, other than having a laff with your opponent about "slow Khador jacks" as he destroys your overextended army?
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Post by Blargaliscious on Aug 10, 2017 16:56:23 GMT
Why Kodiaks?
If you are going to throw warjacks way out front into an over-extended position I would use Demolishers and Devastators - something that can survive the abuse of being in an unsupported position. Use Field Guns and Mortars to try to keep offending enemy away until the rest of the army can catch up.
I could see the point of doing this would be to jam hard to move warjacks into zones to capture / contest them, or into a gap in terrain to create a roadblock.
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Post by Tenzilla on Aug 10, 2017 17:03:54 GMT
Kodiaks run 2 extra inches and have Pathfinder
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Post by Soul Samurai on Aug 10, 2017 19:52:53 GMT
Why Kodiaks? If you are going to throw warjacks way out front into an over-extended position I would use Demolishers and Devastators Kodiaks run 2 extra inches and have Pathfinder Devastators strike me as the most "logical" choice as they can take the abuse, and either just bulldoze heavies around or evaporate infantry, but... well, in for a penny, in for a pound, right? If the point is to send a jack a stupid distance in one turn (which it is), then you might as well go for that extra 2". For some reason I like movement jank; I just think it's fun to figure out. I once tried to calculate how far a "speed 6" unit of Space Marines could move in one round under 40K (5th ed I think, may have been 6th?); my conclusion was a surprising 51" (you can check my maths here). I guess that's one reason why Strakhov is my favourite caster.
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Post by Blargaliscious on Aug 11, 2017 4:48:51 GMT
Why Kodiaks? If you are going to throw warjacks way out front into an over-extended position I would use Demolishers and Devastators Kodiaks run 2 extra inches and have Pathfinder Devastators strike me as the most "logical" choice as they can take the abuse, and either just bulldoze heavies around or evaporate infantry, but... well, in for a penny, in for a pound, right? If the point is to send a jack a stupid distance in one turn (which it is), then you might as well go for that extra 2". [SNIP] Sending a warjack a stupid long distance is great, if you don't do something stupid in the process of doing it. OK, so you send a Kodiak 18" up the board on a Vlad1 feat turn run. How that is better than a Devastator 16" up the board on a Vlad1 feat turn run depends on a lot of different variables which takes you into the borderland between Theorymachine and basic military tactics. A lot of it boils down to 2 basic questions: 1) Did your warjacks on the Vlad1 feat turn run accomplish anything? 2) Did you loose your warjacks after sending them up field unsupported? Your first post asked this question: Here is my answer: Since the warjacks can't really make any attacks since they ran, they are pretty much being sent to occupy a zone, block a movement route, or are being pre-placed for the next turn. If you need to do any of these three things, then there is a point to jamming heavy warjacks on the first turn. Other warcasters like to do it with cavalry, Vlad1 can do it with warjacks. (Kinda neat, in my opinion.) You can send Kodiaks to squeeze out 2" more movement, but in my opinion you're pretty much making it easier for the enemy to reach them by 2". If the only things nearby can't hurt them, and you really accomplished one of the three objectives in my answer, then your extra 2" paid off. All things being equal, the Devastator and the Demolisher are a lot better at occupying a zone or blocking a movement route, and they are definitely more survivable so that you are not just simply feeding your army to the enemy piece by piece. Look at your scenarios, look at your army, look at how you plan to work your army. Do you need the speed that comes with an extra 2" of movement and pathfinder, or do you need the ability to survive that comes with ARM 23, Bulldoze, Steady, and Sturdy?
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Post by Soul Samurai on Aug 11, 2017 8:48:43 GMT
Well, Pathfinder might be important for making sure all your jacks can far enough forwards for this to work, but yes, if I was to actually try this I would most likely use Devastators.
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kaos
Junior Strategist
Posts: 268
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Post by kaos on Aug 11, 2017 10:13:12 GMT
To be honest I think you should put your jacks in a cordon just outside opponent threat range. If he tries to move, he is going to give you a charge, and Khador usually trade better than others. If he doesn't, you take scenario advantage.
I played something like this with buther 3 vs legion. He was in a tight spot.
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