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Post by pyr0maniacal on Sept 9, 2017 18:13:39 GMT
So, as I've stated a bit now, I'm not a great player or frequent player, but I'm going to play my brother in law some time soon. He uses Deneghra 1 with two units of Satyxis Raiders. We've had a couple of games where I've been using Z1 in Jaws of the Wolf that have been...less than ideal. I've eked out victories somehow (which I think is more due to both of us being terrible) but now I'm going to try B3 in WGK theme. This is my current list (mostly based on what I have). I'm tempted to swap out the Devastator for a Destroyer to make it more generalized but he is using a Reaper with that damned harpoon thingamajigger. I could take out the Gun Carriage and juggle points around to fit in a unit of Rifle Corps, but I'm not sure that's the way to go either. Any suggestions/strategies are more than welcome. Below are both lists. Thanks!
Khador Army - 75 / 75 points [Theme] Winter Guard Kommand
(Butcher 3) Kommander Zoktavir, The Butcher Unleashed [+22] - Devastator [14] - Juggernaut [12] - Marauder [10] - Ruin [17] - War Dog [3] Kovnik Jozef Grigorovich [4] Winter Guard Field Gun Crew [0(4)] Winter Guard Field Gun Crew [0(4)] Winter Guard Infantry (max) [10] - Winter Guard Infantry Officer & Standard [4] - Winter Guard Rocketeer (3) [6] Winter Guard Gun Carriage [17]
Cryx jerk Army for jerks - 75 / 75 points
(Deneghra 1) Warwitch Deneghra [+28] - Nightmare [18] - Nightwretch [7] - Nightwretch [7] - Reaper [13] - Slayer [10] - The Withershadow Combine [9] Soul Trapper [1] Satyxis Raiders (max) [16] - Satyxis Raider Sea Witch [3] Satyxis Raiders (max) [16] - Satyxis Raider Sea Witch [3]
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kaos
Junior Strategist
Posts: 268
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Post by kaos on Sept 10, 2017 6:46:22 GMT
Denegra can out crippling grasp on one of butcher dogs and then the entire unit is screwed so mind this. Jacks with blast damage are suboptimal vs satyx raiders since they're immune to blast damage.
Rifle corps are nice to spot removal of satyxes and the gun carriage should be able to trample them without much retaliation. Usually butcher isn't exactly what you want to face Cryx, but try and see how it works. In the end he has a strong melee play and if you catch the caster, warjack or serious threats in his impending doom vortex, he simply annhilate everything.
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Post by mcdermott on Sept 10, 2017 6:50:42 GMT
You should always be worried vs Denny1. She's crazy fragile but also like a textbook example of everything annoying as hell about cryx.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Sept 10, 2017 6:57:31 GMT
she'll knock down butcher and shoot him off the board so fast ur head will spin. if u play tom guan anyway
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Post by pyr0maniacal on Sept 10, 2017 10:55:45 GMT
Good point about the arguses and crippling grasp, Kaos. I guess I'll be hiding Butcher behind his jacks a little bit. Now that I think about it, Rifle Corps vs Infantry might be the way to go; a few CRAs with Joe could go far to remove things that worry me.
And crap! I forgot that she has scourge!
I'm not too worried about his shooting; there doesn't seem to be that much, but everything else is a p.i.t.a. Our last game I was able to quickly disable the arc nodes, which made it much riskier for Deneghra to try and apply her debuffs. I don't know if I have a way to do that this time around.
Thanks guys! Hopefully I'll be able to get the game in tomorrow morning, and we'll see how it goes.
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kaos
Junior Strategist
Posts: 268
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Post by kaos on Sept 10, 2017 11:10:34 GMT
Ok for I see, she doesn't have the firepower to take out either butcher or any jack. Your main threats are the satyxes and being harponed and then punched to death by a slayer. So taking out the satyxes would be a priority. I think the guncarriage will come handy there, jus impacting and apply trampling stuff. In case of crippling grasp on butcher, keep ruin around so he can bonk a dog on the head and dispel. Taking out the heavies is also a good thing to do. If he puts two heavies into a devastator, you can probably send butcher in and wreck both. Just be careful since anything he can put into butcher can potentially kill him. Eventually use butcher to try bully things out of areas and score. Isn't going to be a easy game but if you can take out the satyxes trough carriage and winter guard you're already half way there. Nightwretches are a issue because of arcnode, you should be safish from the shooting but don't underestimate them.
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Post by welshhoppo on Sept 10, 2017 11:11:05 GMT
Seesh, you guys are all doom and gloom.
Now, this list is unlikely to kill Butcher at range, she has very little ranged attacks. It's all raiders.
Now the risk is probably backlash, Denny can bring the armour down low enough that Raiders can actually crack it and put in damage via the backlash. Khador Jack's have enough boxes to not die quickly so you can lose a lot of boxes that way.
But yes, you need to take out both of those lights at range before Denny can run one up for a point blank scourge which will be unable to scatter away and knock Butcher down.
Now, it might be best to keep Ruin around the dogs. He can kill one with his mace, but it will knock the upkeep off. I say kill, because he's dice +4 and a dog only has 8 boxes.
Also taking those hags out is priority one. Those raiders are immune to blast damage until they die.
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Post by Netherby on Sept 10, 2017 18:55:27 GMT
Raiders are awfully difficult to hit at range...
Backlash won't do that much damage because under Denny1 the jack will die from 4 to 5 raiders charging it. I suppose you could forgo their additional attacks and get an extra backlash or two in. Unless you position the jacks such that they can spread out all 20 of them across different jacks it's not something I would be worried about.
I wouldn't be worried at all facing that list with B3. (Unless I knew my opponent was a lot better than me)
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Post by chrisbatson on Sept 11, 2017 14:26:09 GMT
Even if she had guns, you have like 20+ sac pawns. Plus, you can get rid of crippling grasp with Ruin.
It is a tough match, but your list has answers. Spread out your WG, so a single statixys can't kill more than one. Use Joe + min feat to send in RAT 7 gun fighter sprays on the counter attack.
Be extremely aware of your war dogs position. The number of nodes that I shut down when they are ready to arc with a counter charge is crazy.
Keep his jacks in pathfinder and force denegrah to ghost walk to get things done.
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Post by smoothcriminal on Sept 11, 2017 15:05:33 GMT
You have to play this matchup differently than usual. Hide jacks behind infantry, not the other way. If you construct a frontline of jacks you'll get pinged to death in 2 turns or so. The idea is to absorb a satyxis charge and then kill them. You can even feat to kill them if it comes to that. After the threat of pings goes away Butcher is free to aggressively clear a zone and sit there. As long as pings remain he's forced to heal for focus so can't do much.
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Post by pyr0maniacal on Sept 13, 2017 18:21:37 GMT
Well, I'm happy to report a victory for the motherland! We played the Pit II, and it wasn't too terrible, although stupidly I left Butcher out in the open at one point (after killing off most of one of the two groups of Raiders and the Reaper) and had to run Ruin in to cover up. Poor Ruin was left with half his boxes after Deneghra feated. The Gun Carriage almost single-handedly took out one group of Satyxis Raiders, but was quickly destroyed by Nightmare afterwards. Still, I was able to knock down or kill off both the arc nodes, at which point, I was so far ahead in CP, my brother in law conceded the game. I think that next time, we'll try playing each other's armies to see what happens. Thanks for the advice all!
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kaos
Junior Strategist
Posts: 268
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Post by kaos on Sept 14, 2017 17:31:16 GMT
Well played
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